#ue4-general

1 messages ยท Page 813 of 1

plush yew
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@hearty walrus

normal sun
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Help, I have a weapon socket that placed perfectly to match the animation and now whenever I hit play the socket won't match with the original position of weapon as seen the left but the preview for animation sequence is correct. How do I fix this?

plain terrace
grim ore
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@low brook they would use another source system like perforce usually. You can however look at git-Lfs which is designed to do larger binary files

low brook
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ok so this isnt a thing that im just being an idiot at right? Cuz i feel like many people would run into that

grim ore
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Not many do as you are not supposed to put binaries in source control normally

low brook
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interesting. So do people not do lightbakes if they are not lighting artists then? or does everyone do their own?

plush yew
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How do I get started with building an open world game?

grim ore
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Source control is meant for source code, normally text based stuff that you can version out

plush yew
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Any asset recommendations or tutorials?

grim ore
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Welll again there are solutions for what you want to do, such as perforce or git-lfs

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But pure git is not designed to hold binaries

autumn elbow
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Is there a way to tell unreal to create the Player Controller first? At the moment, it makes the player character first.

grim ore
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You can always have the player controller create its pawn if you need it in that order.

autumn elbow
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you mean have the PC spawn the character?

grim ore
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Yep

autumn elbow
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Gotcha, Thx!

low brook
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i see. Reading about LFS right now and i see it doesnt share the nice gui with normal git. Dont really have time to look at that sadly so ill have to just not share the lightbake for now. Thanks a bunch for the insight tho @grim ore

grim ore
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Itโ€™s just another tool, it can share the GUI as well if your front end supports it such as bitbucket

plush yew
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How do I get started with building an open world game?

grim ore
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Ask the question another 6 or 7 times will probably work

plush yew
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Ok lol

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@plush yew Unreal Engine 4 Documentation > Unreal Editor Manual > Levels > Collaborate with Sublevels and Unreal Engine 4 Documentation > Engine Features > Landscape Outdoor Terrain > Creating Landscapes in docs.

I have used sublevels before in the past to great effect. the system works well. you just have to make sure to load in the sublevels properly.

keep in mind Unreal 5 which launches after 4.26 will have a lot more open world functionality . check Unreal Engine for Next-Gen Games | Unreal Fest Online 2020 on youtube for more info

grim ore
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If they canโ€™t google open world ue4 why help lol

plush yew
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haha just a refresher for myself on the matter

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I was just wandering if yโ€™all know of any assets or something

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i find when i post stuff like that it kind of jogs my own memory on it and i might actually use it in dev cycles ๐Ÿ˜„

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I have tried googling that Iโ€™m not stupid but Iโ€™ve not found any tutorials that fit what I want to do exactly

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@plush yew what Matt said is true though - in general if you have a question about a general overaching topic if you look up on search in google the following way unreal [topic] it will yield results in forums / on unreal documentation

grim ore
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You canโ€™t find a paint by numbers guide to making your exact game... color me shocked

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Just... shocked

plush yew
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Ultra Matt is not saying you are

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Just trying to help here

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Ok thanks

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We are all together on this

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ok

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Ok

plain terrace
hearty walrus
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Using the first person template,how can I make the character jump higher?

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I can get MaxJumpHeight, but can't Set it

plush yew
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Try googling it

distant totem
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@normal sun open up a new project and take a look at the fps template, look at the character bp and look in the construction script, that shows how to place items properly using sockets, moving the asset in the animation window is preview only

grim ore
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@hearty walrus look in the character details for jump velocity

normal sun
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@distant totem how do i correct the preview for animation window because when I adjust the socket position that complements with the play the animation looks same as the incorrect play view

lime gull
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I have simulate physics on a blueprint that has nothing but a static mesh, yet it isnt falling

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I made sure to enable gravity, physics, and make it moveable

stuck pilot
plush yew
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@lime gull If an Object has mobility set to Movable and it has a simple collision, you can click the check flag Simulate Physics in the Physics Rollout and the Object will be simulated when Simulate in Editor or Play in Editor is clicked. Unreal Engine 4 Documentation > Samples and Tutorials > Content Examples > Physics Content Examples > 1.1 - Simulating Physics in docs for more info

lime gull
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I have that but it still flies

plush yew
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@lime gull did you enable simple collision?

lime gull
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What do you mean enable? In the static mesh I gave it a simple collision if thats what you mean, unless im missing something

plush yew
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@lime gull I'm going to continue the conversation in #legacy-physics if you dont mind

lime gull
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alright

stuck pilot
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@plush yew thanks a lot

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still have ๐Ÿ˜ญ

plush yew
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@stuck pilot disabling show grid only works in the main level blueprint viewport not in custom blueprint viewports for your powerups or items or characters or stuff like that. same thing happens for me

stuck pilot
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oh no ๐Ÿ˜ฐ

plush yew
grim ore
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I would be worried if the origin grid was covering your item that your item is too small

autumn elbow
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So.. when I open a new map, there player controller is new??

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if I store a variable on the player controller, and open a new map. I loose all data in that variable

stuck pilot
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@stuck pilot could try increasing scale of objects to prevent grid occlusion
@plush yew thanks i will try it

plush yew
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@autumn elbow each level can have custom player controllers assigned, you usually set the defaults in maps and modes

autumn elbow
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oh.. hmmm

plush yew
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yep

grim ore
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during a level change player controllers are destroyed, yes

plush yew
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i always set mine in maps and modes unless i have a need for some custom behavior or a special level like a boss level

autumn elbow
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all this time i thought PC are not destroyed . lol

grim ore
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pretty much the only thing level between level changes is the game instance unless you do special stuff

autumn elbow
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i see

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so... Its best to put my inventory data, on the game instance ?

grim ore
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possibly not, it depends on how much data there is and when you need it. You can also save/load the inventory to disk

autumn elbow
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I need to pass it between levels

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and there will be about 100 items in the inventory array

grim ore
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welp you can save/load it between level loads, you can try using the game instance, you could use level streaming to keep your inventory or player persistent, you could use C++ to pass along data in the player state between loads, etc.

hearty idol
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Hey everyone. Sorry to bug you all. I'm facing a really frustrating issue when it comes to the Asset Manager. The issue being... clearly I don't understand how to use it in conjunction with data assets. My data assets are always loaded. This indicates something has a hard reference to the asset; however, this is not the case.

shadow ravine
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What's best softwer to make momodels for UE4?

autumn elbow
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OH... Level Streaming. I forgot about that. @grim ore Thanks again!

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I'm going to try that first.

hearty idol
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I created a brand new actor without even a mesh or anim bp assigned. I place it in my game mode's game data struct (my custom struct) via TArray<TSoftObjectPtr<UCharacterDefinition>> - UCharacterDefinition being the data asset that contains a simple CharacterClass UPROPERTY(), which is simply a TSoftObjectPtr<AMyCharacter> UPROPERTY()... both are always loaded and valid

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I thought the whole purpose of creating data assets and using TSoftObjectPtr was that you could choose when to load them into memory. Apparently there is either tribal knowledge that I am missing, that is not documented anywhere.

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or something isn't right

hearty walrus
plush yew
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@autumn elbow ...or store the values in a GameInstance object. It is specifically designed to survive level changes. you can keep variables and values you want stored permanently this way.

grim ore
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@hearty idol did you ask in #cpp ?

hearty idol
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I admit I did not. I've tried a few other places and no one has bothered responding. Hopefully cpp will be different.

hearty walrus
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@grim ore I set the JumpZelocity to 5 and it stops jumping

grim ore
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what was the default before you changed ot?

hearty walrus
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0

grim ore
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are you sure?

hearty idol
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This has been an ongoing battle, where I even created a new blank project to try to gain a better understanding of the asset manager and how to handle loading objects into memory only when you need them, and the documentation on the asset manager is downright terrible. ActionRPG doesn't really give you enough of a picture to understand how it really should be used

hearty walrus
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...I think, the code might've been bad

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ohhhhhhhhh

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yeah the code was shit nvm

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it's actually set to 420

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lol nice

runic fern
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Hi

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Is Mr MathewW online?

hearty walrus
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@runic fern read

autumn elbow
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@autumn elbow ...or store the values in a GameInstance object. It is specifically designed to survive level changes. you can keep variables and values you want stored permanently this way.
@plush yew I heard that constantly fetching data from the Game Instance isn't very good. true ?

plush yew
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@autumn elbow i haven't noticed this, but your game might be structured differently . use stat commands to check runtime performance of your game

i have a fair amount of variables and code in the game instance and i use the game instance for menus, and stuff like that. it works fine for me. if you have stuff specific to the player controller that you only need accessed by the specific player you're referring to, then it might be advisable to store stuff differently. but i do really value my GameInstance class. in the least case it's good to at least have a GameInstance class.

autumn elbow
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okay. I will experiment. Thanks!

merry gazelle
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Can anyone help me, I want to fire an event that randomly picks a mesh socket and applies physics (e.g make arm limp / ragdoll). I'm assuming I can use something along the lines of... [ node ? ] > Last Index > Random Integer > GET copy > Set simulate physics

ruby folio
pale token
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someone who's good with lighting please heeeelp

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;o;

next badger
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@merry gazelle afaik setting simulate physics by the bones name is "text" based, so you have to make a list of those names and pick from it

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you can generate random in range to pick random index for this list

merry gazelle
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would blueprint anims override anything I set in the event graph. I managed to print string x number of random bones on a mesh and have been randomly applying node to changes physics, transforms, etc. None of those seem to have an effect, so I'm assuming it's the BP anim system or something

next badger
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have you set the weight of simulated bodies?

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0 - is animation driven, 1 - is completely physics simulated

merry gazelle
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ok thanks, pretty sure that'll get the physics working

fast berry
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can someone help me. toolbar wont show up, im on 4.25.3 and i tried Window > Toolbar and it didnt work, Window > Editor Modes and that didnt work. what do i do

next badger
fast berry
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what is that under

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window

next badger
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is that a question?

fast berry
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yeah is it under the window tavb

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tab

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nvm

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got it

bitter iris
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are you not able to use multi user server on ue4 source?

grim ore
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You can, you need to compile it like it says

vale silo
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Can someone confirm if Chaos Destruction works on Android ?

mint heath
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how would i put a game on space war on steam

plush yew
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@mint heath you need a steam appid, costs something to do it. once you have the appid, you can upload builds to valve's platform. you need game binaries that unreal packages to do that. i recommend starting with a template to begin with and then move on from there.

might be more prudent to first have a small beta testing team you work with locally, and once your game is out of alpha and into at least early to mid beta you can begin a steam launch to ensure your investment in the appid is not lost.

if you want to publish games to discord as beta builds, its $25 per game and you can have store pages in your discord server. it's a good idea to try that too. all unreal engine packaged builds can be uploaded there.

mint heath
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ok

autumn elbow
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Right now, when I press the Right Mouse, MIddle Mouse, or Left Mouse, my camera rotates around the object. How would I make it so that only the Right Mouse button rotates?

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is this the best way to achieve that.. or is there a special function already in unreal?

patent fjord
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Is the unreal engine networking easy to use?

kindred viper
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@patent fjord yeah its fairly straight forward. It gets complex based on your requirements though.

patent fjord
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Can you explain when it gets complex?

kindred viper
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well thats entirely variable. Could be that you have 4000 remote procedure calls, 10,000 replicated variables and bunch of other stuff that needs network priority, all at the same time. I mean thats exaggerated somewhat, but yeah. Large scale stuff always breaks.

patent fjord
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Oh, alright. Lastly, how can I get started with using Unreal

kindred viper
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Unreal Academy is a good place to start

patent fjord
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Thank you

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Oh, lastly

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when do I use blueprints and when do I use C++?

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I heard you should use a mixture

kindred viper
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whenever you like. I like to create C++ base classes for all my core blueprints, in case I need something related later. Just makes it easier. So Pawn, PlayerController, GameMode, etc. Some actors. I don't avoid either though. If I think its better suited to C++, I choose that route. If it doesn't matter, I use blueprints.

patent fjord
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Okay, thanks

cloud meadow
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The current Player Pawn in the level is the same type so I would have thought that would be two ways to write the same code, but the top returns true and the bottom returns false.

plush yew
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@cloud meadow one is a reference to a variable type the other is a reference to the actual object in the game after it's instanced get references actual objects (if they exist).

cloud meadow
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But once it's instantiated is it not still of type BP_PlayerPawn?

plush yew
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the type has no object reference

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so it will always evaluate false

cloud meadow
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Ahhh it's literally the TYPE

plush yew
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yep

cloud meadow
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So in code that'd be like me writing if 1 == int

plush yew
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if you type int a = 5 ; in code, and you check if int == 5?

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haha we had the same code ideas i see

cloud meadow
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ahhh right, right.

plush yew
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yep

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exactly. ๐Ÿ™‚

cloud meadow
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Perfect. Thanks so much!

lime gull
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I need some quick math help

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I want this camera to move up / down based on how close / far the player is to it

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But my brain isnt working out how to get that

cyan cargo
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Anyone have problems with getting a blank/black camera view for AR when using 4.25?

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I upgraded my 4.23 AR project to 4.25 and my camera view only shows black. UI still shows and world is tracked as well as image anchors function proper, but still no camera image

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the example AR project works fine for me though in 4.25

cyan cargo
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It may be tied to Mobile HDR, so I am runnign tests now

woeful wadi
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Hey

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Is it possible to make animations inside of UE4?

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I don't need anything super fancy I just need to make basic animations like idle, running, walking, shooting, crouching, etc. I don't want to learn blender or maya or anything and I'm using assets that I bought, so I would like to use UE4 if possible

north badger
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Ok so you know when youยดre testing VFX people uses a dark studio like scene ? Does it have a name ? cant find any tutorials on it

cloud latch
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No idea where to really ask this one. Is there somewhere I can set LODBias that applies to all device profiles?

bitter iris
exotic cave
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@woeful wadi : Not that I'm aware of. You might benefit from Mixamo. It's a currently free Adobe library of animations that can be released in your titles, though not in third-party packs (like Marketplace). https://www.mixamo.com

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@bitter iris : Your fog is set to be highly sun-direction reactive, it looks like

woeful wadi
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But I want to make my own animations, not use someone else's

exotic cave
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I don't have a good answer for that. ๐Ÿ™‚ The industry mostly animates characters in Maya, though a few other packages are used too. The character animation world is pretty pricey.

shy jetty
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Is video chat through discord possible to link to UI in unreal engine? I know there is an "overlay" but I'd like the video to be on set positions for players linked to the UI

woeful wadi
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I'm very new to UE4 and I'm having trouble with this

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How do I remove or replace the arms without it changing the gun?

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When I remove/replace the arms it makes the gun move to a different position then makes it unable to move

hexed jasper
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The free content for the month is live !!

woeful wadi
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is it?

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not for me

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mine's the same as last month

open gorge
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@woeful wadi How is the gun attached to that mesh? It may be attached via a socket, so your new mesh would need to have a socket in the same place and rotated properly to fit.

woeful wadi
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ah

dim merlin
cyan cargo
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I'd say it could be easily done using UMG. Just have an Enter + Exit animation for it and done

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Just call the animations with events when needed

plush yew
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@woeful wadi it's prob attached to a socket

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And when u replace the skeleton, the socket is obviously lost

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Look at the old skeleton for socket

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And make a new one for your new skeleton

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Also you will need to learn 3d program if you want to import your own animation

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Or just forget about it

woeful wadi
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Okay

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Sorry I'm brand new to 3D development

real ermine
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Hello, Project/Source/ThirdParty still works for external libraries?

open gorge
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yeah, just need to link dlls

sly vine
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guys import video to my project but from some reason i have my audio work but the mediaplayer show like transparent video you know like an transparent image

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however once the mediaplayer playing the texture moving but the mediaplayer not showing that

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as the result the umg mediaplayer is not respond

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what i can do about that?

real ermine
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yeah, just need to link dlls
@open gorge I created a folder for my library in "Project/Source/ThirdParty", created libpq.Build.cs file there in which I linked the dll.

In the files "Project/Source/Project.Target.cs" and "Project/Source/ProjectEditor.Target.cs" added library for loading: "ExtraModuleNames.AddRange (new string [] {" Project "," libpq "});".
However, when building, he writes to me that the library could not be found. What am I missing?

open gorge
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that's not how you link a dll

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for example: ```c
// Handle libraries
if (Target.Platform == UnrealTargetPlatform.Win64) {
// Add the import library
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "Lib", "EOSSDK-Win64-Shipping.lib"));

        // Dlls
        RuntimeDependencies.Add(Path.Combine(ModuleDirectory, "Bin", "EOSSDK-Win64-Shipping.dll"));
        PublicDelayLoadDLLs.Add("EOSSDK-Win64-Shipping.dll");```
sly vine
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i wonder if ue5 will be open source too

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as ue4

regal hawk
normal sun
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Help, I have a weapon socket that placed perfectly to match the animation and now whenever I hit play the socket won't match with the original position of weapon as seen the left but the preview for animation sequence is correct. How do I fix this?

sly vine
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@regal hawk as i understand from the picture

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its already enabled

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you can even check the plugins you have if its enabled or disbaled

runic fern
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https://www.nohello.com
@hearty walrus Yes thanks for advice but i asked 2 times no one answerd just ignoring thats why i asked if Mr MathewW online he always answering me

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nvm i asked in graphic channel

regal hawk
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@sly vine I made a plugin, but I need to enable these buttons in plugin settings

glad dove
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Can someone please help me how to make shooting enemy ai or link a tutorial series please

idle hearth
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Create a blue print for video capture for all render passes in unreal

glad dove
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?

prisma wolf
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Morning, is there a way to link, lets say a card to the camera, so that whenever the camera moves this object with texture on it will follow. I'm trying to position objects in the scene and I've got a photo of the scene which I would like to project onto a plane or maybe there is another more friendlier way to do it? thanks in advance

quick shell
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should you do the animations in blender or ue4?

dusky inlet
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blender

modern sinew
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Anyone know why this isn't launching me? It's activating, but not moving my player any

viral fractal
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is there a way to export textures that come without source files from a marketplace asset as .tga or anything ? would like to modify them for my scene but i cant acess the files

plush yew
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@modern sinew Is that character moving?

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Because I think it that blueprint should only launch a moving character

silk meteor
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Hi all, has anyone managed to get pixelstreaming running with a matchmaker, so multiple users can connect to their own instance? ๐Ÿ™‚

cosmic veldt
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how do you think that's gonna affect Unreal developers if they ban deals with Epic games?

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I have a feeling that Epic Games' Tencent deal gonna bite us in the ass now or later.

viral laurel
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my unreal engine is continuously crashing and freezing my entire system!

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Please help me out

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i ev just opened up a new project and it has nothing its completely clean and after some time around 20-30 seconds its not responding

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after all this when i end the process from the task manager it lefts me no option, without a restart

hearty walrus
grim juniper
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@cosmic veldt Someone mentioned in #lounge that it probably won't change anything. It has like a ton of exceptions

plush yew
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@viral laurel
Pc specs?

real ermine
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that's not how you link a dll
@open gorge Error: Could not find definition for module 'libpq', (referenced via ProjectEditor.Target.cs)

mortal quarry
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how do I add a project to my Epic Games Launcher? I cant seem to find the option - I reinstalled windows and now I am not sure how to readd my projects.

vernal granite
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i guess you only need to look in which folder they get saved and just drop them in there

true finch
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I think they will appear if you open them once with unreal

viral fractal
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I have a feeling that Epic Games' Tencent deal gonna bite us in the ass now or later.
@cosmic veldt lets just sign an order to ban trump

magic jewel
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Just open them and the Epic launcher will recognise them after being opened/it will keep history of them

viral laurel
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@viral laurel
Pc specs?
@plush yew core i7 9750H
RTX 2060
16GB RAM 26000MHZ
1TB HDD
256GB SSD

vernal thicket
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Anyone had an issue with Playing from editor? Editor runs sweet but as soon as I hit play it lags like fuck.. atm we've only good thins happening under the player blueprint on event begin play but I've tried disconnecting it all and it still lags

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Scene's not got much inside it either

near iris
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hi guys, it there a tool/feature in UE 4.25 regarding openworld stuff?

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like brushes, things to modify terrain, etc etc

shadow violet
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How can i scan real map and import it in engine?

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i did it in CryEngine also, is it possible here?

plush yew
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@vernal thicket what happens if u launch the game in a window?

vernal thicket
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I've figured it out, I had an actor with 1 main mesh and several meshes attached, deleting those stopped it completely

hearty walrus
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how do I make a system where you can pick up guns?

ornate forge
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@hearty walrus You need to make guns that you can pick up, and a place where you put them when you pick them up

hearty walrus
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?

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I'm using the first person template, and I already have some guns set up

ornate forge
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So what is missing?

hearty walrus
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the way to pick them up

ornate forge
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Yeah

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Do you know what collision events are?

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You will need these to implement the way to pick them up

compact juniper
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my game is spawning a random spectator pawn for some reason

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is this a default setting of unreal? where do I change it

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I need to get rid of it since if a player accidentally clicks on it the game crashes

stuck linden
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guys is there anyway to see what are the material slots of a mesh

sly vine
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guys i keep get in my android that my key or obb file missing

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and its used to work

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nothing changed

vernal thicket
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damn i keep getting an issue where if I click play after so many times it starts to get really laggy

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there's no way i'm duplicating something each time i click play or somehting is there?

ornate forge
next badger
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@ornate forge have they fixed the bones?

radiant comet
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Anyone know if theres a way to export all the asset names in a folder to a spreadsheet?

next badger
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@ornate forge oh...they not...

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Blender (c)

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@radiant comet Python

radiant comet
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Ah is there not something intristic?

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Ok thanks for the heads up, probably not something in scope for me at the minute I'll just brute force it

crystal hare
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Does anyone know if previous projects will be convertible to ue5?

next badger
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@crystal hare ue5 is ~ue4

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not much difference as it was with UDK UE4

granite magnet
#

Hey everyone! I have a small team and we want to make a game that is similar to cube world. We startet that project in Unity 3d (since I've been working with Unity for over 3years and I'm the main "developer" there doing the code etc.) and one of the most important aspect is modding for us. We're trying to make the game modding friendly with XML (atm you can edit some things with XML like the items an enemy can drop, his stats like hp etc.). But there are several problems that we have in Unity.
I've looked at UE and I think it's better for 3d games and I wanted to switch to Unreal for that Project. In Unity, things like a Render pipeline is really annoying in our case. HDRP would fit for our project because of the Post Process effects that you can add but HDRP itself is too performance heavy for the project we are working on. URP lacks too many Post Process effects (such as AO) and Unreal is not limited to a specific Render Pipeline. But the only problem that we have with switching to Unreal is modding.
When I looked for tutorials / guides for XML modding in Unity I've found several tutorials and it was pretty easy to implement but for Unreal engine I couldn't really find anything.

So here is my question: Is there an easy way to make the game moddable for Unreal (XML preferred)? I thought if it's too hard maybe we could "hire" someone to do that (though it depends on the payment that persone would want..)

vale silo
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@crystal hare Epic said it will be smooth transition

crystal hare
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awesome thank you

lucid socket
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@granite magnet UE4 gives you access to the engine, so you can do whatever you want

next badger
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@lucid socket he's askign about modding

granite magnet
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but if the community wants to make mods for the game..? @lucid socket It's about giving them the oppurtunity and make it easy for them. Can they just do that in the Engine? I doubt that..

midnight bolt
#

is anyone aware of a particle example for flies near trashcan in marketplace assets?

lucid socket
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It depends on the extent of the modding.

#

You can modify the engine to have it read all of the data externally if you wanted to

next badger
#

@granite magnet google modio

lucid socket
next badger
granite magnet
#

well we want to give the community the oppurtunity to make mods that adds new monsters/items etc.

#

so it's not just modifying small things

#

@next badger isn't modio thought for installing mods and not writing mods for the game?

#

that looks interesting @lucid socket I wil check that out. Thank you ๐Ÿ™‚

#

the important thing is that it needs to be easy for the community to mod (it shouldn't be necessariy for them to learn the engine for example)

vernal thicket
#

How would I transfer a players location as the rotation for an NPC so he looks at the player?

next badger
#

people use ue4 editor to make mods, modio is API

lucid socket
#

@granite magnet My point is, is that with the engine exposed you can do whatever you want.

#

For example, you can add your own mod support if you really wanted to.

#

That could say, load a zip file, import all of the meshes and textures at runtime and put them into the game

granite magnet
#

yeah but I'm not that good at coding stuff like that. I'm mainly a gameplay developer ๐Ÿ˜…

lucid socket
#

It won't be as fast as cooked assets, but you could do that

next badger
#

@lucid socket you cant import meshes on runtime

zinc shore
#

how can i make a spring arm only lag on certain axis's

next badger
#

At least the part of FBX is Editor Code. And it's against EULA to use it in distro.

lucid socket
#

@next badger Uh, again, the engine is totally under your control, you can do whatever you want.

#

You can parse some other format, doesn't have to be FBX

next badger
#

@zinc shore make 2 arms, make them perpendicular, attach one to another, add lag to one

#

@lucid socket well, as soon as you won't use anything from Editor part of the code, sure

granite magnet
#

alright thank oyu @lucid socket and @next badger I think I will check these things out and if I realize that I'm not progressing at all I think I'll find someone who can do modsupport with XML for example xD

lucid socket
#

@next badger Yes, but that's quite different to saying you can't do it at all.

next badger
#

@granite magnet whatever you pick, good luck with gamedev!

granite magnet
#

thank you ๐Ÿ˜„

lucid socket
#

There are some MIT licensed libraries that already exist

#

So ignore Autodesks library and use someone elses

next badger
#

@lucid socket well, blender still can't import bones from fbx properly...and it's been...5...10 years?

#

its it impossible tho?

lucid socket
#

This is used by two other engines

upper heart
#

Did 4.25 add something that causes some shaders to be compiled at runtime? Cook Content for Windows is no longer compiling all shaders in our game. We are having to open each map manually after this to trigger shader compiling. And performance in our packaged game is also worse, seemingly from shaders compiling at runtime

manic pawn
#

shaders are definitely compiled during cook

#

did you try to use insights on the packaged build?

upper heart
#

Not yet, building a dev build now to profile

lucid socket
#

@upper heart I haven't seen the same thing unfortunately.

next badger
upper heart
#

pak compression?

manic pawn
#

but this doesn't cause any runtime shader compiling

upper heart
#

ahh okay, I saw that in the release notes

#

We aren't sure that shaders are actually being compiled at runtime in the packaged game

#

But we have had a lot of performance issue reports from users since upgrading

lucid socket
#

Are you able to profile it?

upper heart
#

And in editor shaders aren't all being compiled when cooking

#

Yeah, I'm building now for dev to profile

#

So these two settings they turned on by default would cause worse performance when first loading into a map?

manic pawn
#

slightly longer load times when opening the map, but not worse runtime performance once loaded

mossy nymph
#

unreal won't usually wait for all shaders to compile before it declares the map loaded

#

so i could see how it would still be chewing thru shaders as the play starts

next badger
#

question is...why are they not compiled in a packaged build?

lucid socket
#

They should be, as our current game in development uses 4.25.3 and they are definitely compiled

hearty walrus
#

how do you transfer code from one project to another?

#

I've got 2 games using the first person template, but one has better settings

#

nvm

upper heart
#

Both of those settings are still off in our project

manic pawn
#

kinda pointless to guess at what might be causing hitches until we can see it in insights

upper heart
#

yeah agreed, I'll do some profiling

viral oak
#

do anyone knows how does particle radius is calculated for shader? I cannot find anything that would point me to that in niagara

next badger
icy mulch
#

My character is facing side way

#

And moving in the same direction

steep dome
#

Ahh there isn't tutorials on creating a skateboarding

#

Game

#

Like skate tpny hawk pro skater

light oriole
#

i moved this to proper chat :p

elder viper
#

Hi all! Is there a way to make UDIM's work in Unreal? I am exporting from Substance painter and the file name is -- <texturename>_1001_BaseColor.png . I have imported it into my content browser and it has a little VT sign in the bottom right corner of the thumbnail but it still doesnt apply all the UDIM textures

plush yew
#

hello guys I want to make on clicked event on static mesh and I did this:

#

but it doesn't work ๐Ÿ˜ฆ

grim ore
#

does the hello print out?

plush yew
#

nope

grim ore
#

have you enabled click events in your player controller?

plush yew
#

I wanted twhen I click the red chair to show up the widget

#

have you enabled click events in your player controller?
@grim ore nope? how?

grim ore
#

enable click events in the details panel on your custom controller if you are using one, if not get the current player controller and enabled click events using blueprint nodes

plush yew
#

I use the default controller but can't find it in content folder

#

??

grim ore
#

yes it's an engine item is why. so you would want to set the click events enabled inside of your blueprint somewhere

#

well you probably want to set it not get it

plush yew
#

I will do strategy game like ikariam and that's wy I will need to create a lot on clicked events on static meshes

grim ore
#

you are asking it to turn on clicks after you click on it

#

see the problem?

plush yew
#

what?

#

no?

grim ore
#

your on clicked event in the beginning was fine, the issue was your player controller was not allowing clicks

plush yew
#

why?

#

how to enable?

grim ore
#

because it doesnt by default

#

and you know how to do it, you have he code there.

plush yew
#

okay can i set it by default?

grim ore
#

you just have to enable that somewhere, like say your player can call that code or something else that runs on start

plush yew
#

okay on start will do it

grim ore
#

or you can create your own player controller that does that and use it instead

#

you only need to enable it once, you don't need every item to turn it on

plush yew
#

you only need to enable it once, you don't need every item to turn it on
@grim ore okay but where is this option cus i couldn't find it?

grim ore
#

click on class defaults

plush yew
#

then

grim ore
#

then... read...

plush yew
#

yeah I found it

#

๐Ÿ˜„

#

ty

grim ore
#

now assuming you are using that player controller your click events will be enabled

plush yew
#

okay so now when I get the default player controller all will work?

grim ore
#

you dont need to do that if your default player controller is this new one with click events enabled

plush yew
#

like this code will work or not?

grim ore
#

that code would work yes if you have the rest set up correctly

plush yew
#

the new controller is with enabled click events

grim ore
#

are you using the new player controller?

plush yew
#

the code should work but it doesn't ๐Ÿ˜ฆ

#

no

#

how to use it?

grim ore
#

then....

plush yew
#

I couldn't get the new controller with "get strategy controller"

grim ore
#

you would set it as the default in your project settings or in the map

plush yew
#

oo shit yeah

#

;D

#

I am so dumbass today ๐Ÿ˜ญ

#

yeah but actually no

#

it doesn't print it

grim ore
#

where is that code at?

plush yew
#

level bp

grim ore
#

so how does it know about those actors?

plush yew
#

wdym?

#

it is in level bp and I make the event with the actor selected

grim ore
#

ok, and is your mouse cursor showing?

plush yew
#

when I do shift + F1 yes

#

without this no

grim ore
#

when you press shift-f1 you are releasing the mouse from the viewport back into the editor, so the viewport is not getting the mouse click

#

you need to enable the mouse cursor in order for it to work, again you can do this in your player controller

plush yew
#

okay I did that

#

yeah it work

#

when I start the game I am with enabled cursor

#

let's see the rest of the work

#

no it doesn't work

#

it doesn't print the node ๐Ÿ˜ญ

grim ore
#

well I can say it should be working so you need to figure out why its not. Make sure you are using the correct player controller in the level, make sure both settings are enabled in the player controller, make sure you have the correct chair selected in the level blueprint, make sure you didnt adjust the collision on the chairs at all, etc.

#

mine is not called Chair02 when I tested so you definitely changed something somewhere

plush yew
#

I renamed it from chair to chair 01 and chair02 cus there are 2 same chairs on the level and I think that the program can miss which one of them the event is for-right?

grim ore
#

no, the display name is not the same as the object name. the engine has a separate name for them internally.

#

but if you changed them that should be fine, I can say I tested on a new project without issue

plush yew
#

okay so to rename back as before?

#

what is the code in your project?

grim ore
#

try deleting the on clicked and make new nodes

plush yew
#

took screenshot please

grim ore
#

its literally on clicked -> print string

plush yew
#

a ok

hearty walrus
plush yew
#

oo now it prints

#

now works

#

all works

#

it prints the widget

#

finally

#

yeah boy

grim ore
#

you might have had a bad old node then if you changed the mesh or something

#

its also why you shouldnt use the level blueprint and all this code should be in a self contained blueprint to handle when something is clicked on

plush yew
#

yeah okay but for these meshes where is good to store the code and the events?

grim ore
#

@hearty walrus those look like widget components would do what you want. They are UMG widgets in world space.

#

an actor blueprint with a mesh component and the code inside it to detect when the mesh is clicked on and does whatever you want.

plush yew
#

o yeah

grim ore
#

you would re use those as needed changing the mesh as needed and the code inside as needed

plush yew
#

you are so smart xD

#

also I will need to create now other board for this project

hearty walrus
#

@grim ore wait, can you create GUIs on widgets?

#

wait wait shit

#

GUIs on planes

grim ore
#

Widget Component

#

Widgets are naturally on "planes" if you consider the viewport a plane, this just puts that widget in world space using a physical transform

runic fern
#

When i create GUI on Plane 3D Widget its have very low resolution why ?
like the menu in the widget pixelized

#

and also getting effect by the light around its being very shiny

grim ore
#

you nee to adjust the size of it and if its in screen or world space

#

and yes lights can affect it but you can change the material to be unlit

runic fern
#

World Space

#

Material of the object i use for GUI right ?

#

the Tablet

grim ore
#

yes

runic fern
#

ok cool and the size when i change it its not fitting into the tablet screen anymore

light oriole
#

||F||

#

poor f

grim ore
#

yeah widget space is hard to get right you have to fiddle with it. Adjusting the widget itself then the widget component to let it fit better

runic fern
#

ok Mr MathewW thank you alot

#

i was waiting your answer because i've asked many times got ignored ๐Ÿ˜„

grim ore
#

@plush yew what does the material look like? Its possible you see it shining without lighting due to auto exposure turning up the light in the level so you can see it (even if the item is dark)

void barn
#

anyone know how to set the axis to the object

#

instead of what i have shown in the pic

grim ore
#

the pivot? where you move/rotate it?

void barn
#

ah tq

#

just googled pivot

#

it works now

grim ore
#

well emissive should let it work in the dark but your default is no light. Is it adjusted in the material instance you are using?

#

what does this look like in the level

#

and what does the material instance look like? your material is 0 for color and light.

#

your emissive color is black (no color) and your emissive intensity is 0 (no light). you need to change those or the material

#

Your Color should probably plug into the Multiply going into Emissive instead of a separate color and your default for emissive intensity should probably be 1.0 so it has some light instead of none

#

your default level might be set to unlit, or have auto exposure turned on so it makes the dark colors lighter

hard quarry
#

Can I use a Instanced Static Mesh everywhere, even when I only have one mesh of this type? Does this have any disatvantages?

grim ore
#

ok, i gave you the answer to the problem. You do not have to use it if you do not want to.

flat axle
#

Does anyone know how to get more air control? Do I have to edit material instance?

eternal rain
#

I finished a menu that shows a lot of stats that update based on what item it selected. Sometimes the item switching starts out a little clunky, though it's usually fast and smooth after playing around for a few seconds.

I gather that Event Ticks use up CPU power, but I've seen 5th Gen video games from the late 90s with menus like these, so I thought with processors like we have today that have IPS counts in the hundreds of billions, fetching a few dozen numbers would be a drop in the bucket.

flat axle
#

I would just create variables and call them when something changes

hearty walrus
#

Following this, how can I modify it to use the mouse cursor only?

#

I've got a copy of the first person character with all the movement and logic removed

grim ore
#

have you tried just interacting with it normally? not using the component

eternal rain
#

I might look into more controlled updates. Still, seems weird something like that would make a big impact. I thought frame drops or slowdown were what happened when the polygons/sprites/special effects really start to pile up.

hearty walrus
#

@grim ore ?

grim ore
#

was just curious if you tried it without the interaction component was all

#

make sure the interaction component is on your character/pawn, make sure it's set to mouse as the interaction source (it will line trace out from the mouse now instead of the center of the viewport)

#

and make sure you have either press and release for the action or press and release events on the input event

#

I would recommend a press event on pressed and release event on released as it seems to work more consistenly (like the screenshot)

jolly jungle
#

i'm gonna try to make a 2d platformer where the character shoots at where the mouse is, how do i let the player move the mouse around on screen while playing

grim ore
#

enable show mouse cursor in the player controller

jolly jungle
#

ah

#

i have just been using the default player controller but i will make a data only player controller

young niche
#

This is an system question, - is Ryzen 5 3600 & Gtx 1660 good for unreal engine? I'm Asking because some people say to me "cpu is unnecessarily powerful" any help?

flat axle
#

Well you already have it so....

#

lol

grim ore
#

too much power..... how can that ever make sense for dev work

#

UE4 when compiling, so lightmass or shaders, will use 100% of your cpu cores and threads. More = faster = less wait time

#

so no, you cannot have a CPU that is too strong for UE4

jolly jungle
#

i have an intel i7 8 core 10th gen and an rtx 2060 laptop

flat axle
#

I'm using a 3990x and it takes a few seconds for a huge amount of shaders, its nice

jolly jungle
#

thats the one with 64 cores right?

flat axle
#

yeah

jolly jungle
#

damn

#

also is there a way i can make the camera of my character follow the player horizontally but not vertically?

#

would i have to have it separate from the character blueprint?

grim ore
#

what type of camera is it? what type of characters, where is the camera, etc.

flat axle
#

I think you may be able to do it through constraints

jolly jungle
#

its a sidescrolling platformer

flat axle
#

is the camera attached to your character bp?

jolly jungle
#

yeah

flat axle
#

there should be an option for constraints on the camera if you go into the bp, but there may be a better way to do it (i think)

jolly jungle
#

cool

flat axle
#

not entirely sure, I'm still relatively new to ue4

jolly jungle
#

ok

#

also, how come the engine often changes transform values by super small numbers that barely do anything but trigger me

lethal herald
#

I have doubt that it is possible to make a feature like , In a multiplayer game one person should be able to tag along with another person (Example :- A tour guide shows the places to the tourist) Not like the tourist should the following the tour guide, the tour guide must a have a control to make other player to come along with him. I saw this kind of features in some game like we walk with a NPC which tells us the game's story after that ends we gain the control again and we procced the game. Is it possible to make like this in unreal engine?

flat axle
grim ore
jolly jungle
#

ah thanks

grim ore
#

and @jolly jungle if you mean making it 89.909230 instead of 90.0 ?

jolly jungle
#

yeah stuff like that

#

its so annoying

grim ore
#

its floating point precision, its just how numbers work in computers

jolly jungle
#

ah

flat axle
#

I dont really get that issue as far as scale values changing, unless you mean location only

jolly jungle
#

also i cant get it to show those controls

grim ore
#

it does it when rotating quite a bit depending on which value you are changing due to the way rotator works

#

you wont get the constraints on a camera as that only applies to physics

jolly jungle
#

ah, so what do i do then

grim ore
#

@lethal herald yes you can do that in Unreal Engine

heavy vessel
#

Hello.. i am new here
I basically worked on small games in unity
I recently been told that it is better to make game in ureal
So, i thought i will give it a shot
Can anyone tell where should i begin from
Should i be learning c++
And any tutorials recommendations

jolly jungle
#

just use blueprint

grim ore
#

look at the pinned message in this channel for tutorials and lessons

plush yew
#

@heavy vessel i would say start with a blueprint project and you can always add C++ to it by adding an empty CPP File and compiling. also CPP is useful for writing in function libraries for common math tasks. then you can just call them in blueprints in unreal.

i would definetely recommend blueprints. they are super fun to use and powerful.

jolly jungle
#

AHA I FOUND A WORKAROUND

#

sorry caps

lethal herald
#

I am actually new to this discord is a question like this is asked already @grim ore

jolly jungle
#

i added a cube to the scene, made it invisible with no collisions, had the camera be a child to that, and lock the y on the cube

#

ah no crap that doesnt work

icy egret
#

Hi guys please help me
I made sprint system but it has bit wrong
I let timeline to go 0 to 1 in 1 second if I press shift
However, if I press and release shift in 0.9 second, sprint system will be broken and my character become always sprinting
how to fix?? (sorry for bad English)

grim ore
#

@lethal herald you might find a tutorial on this on the internet, I have not seen one.

flat axle
#

@jolly jungle let me see if I can figure it out, ill let you know

jolly jungle
#

ok cool

#

il mess around with stuff too

#

maybe add a script in the blueprint that keeps it at the same y position

icy egret
#

someone please help me...

jolly jungle
#

lemme take a look

icy egret
#

okay please

jolly jungle
#

sorry, cant read the language thats in

icy egret
#

ah sorry I'll take it in English, please wait

jolly jungle
#

ok thanks

grim ore
#

you need to debug @icy egret , watch the values when you are testing on another monitor or in a window. When you release you should also stop the timeline

icy egret
#

here is English version

grim ore
#

that is probably the issues since you are running the timeline still after you release the button. You never stop the timeline so you release -> set walk speed to walk -> next frame the timeline updates and you set your walk speed to the sprint value

plush yew
grim ore
#

or run a sequence after the release with the first output going into the timeline stop input then the 2nd going to the current release path.

#

both should work ๐Ÿ™‚

plush yew
#

true

#

@icy egret Matts way is more intuitive. do what he said ๐Ÿ˜›

icy egret
plush yew
#

cool

icy egret
#

thank you very much!

plush yew
#

Hey, can someone tell me why it says this?
SimpleMove failed for AIController_1: movement not allowed

i did everything like in an AI tutorial.. but it does not work for me.

mint furnace
#

hi all, just signal boosting a difficult UMG issue I am running into in the #umg channel. any help is appreciated ๐Ÿ˜„

grim ore
#

@plush yew do you have a valid nav mesh on the level for it to use to move? can the pawn it is on move?

plush yew
#

yes i have an NavMeshBoundsVolume. the monster itself is an character. not an pawn

grim ore
#

that is fine, a character is a pawn

plush yew
#

ok

grim ore
#

when you press P does it show the nav mesh properly for where it is at and where you want it to go?

plush yew
#

if i press P nothing hapends.. is this normal?

#

sorry for bad english.

grim ore
#

maybe push it a few times just to make sure, but no it should turn the level green where the nav mesh bounds is

plush yew
#

nope.. i dont have this green area..

#

but the navmesh i have

jolly jungle
#

once i have activated enable mouse cursor in the player controller, how do i get the position of said mouse cursor

grim ore
#

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

plush yew
#

that's what i was going to say. move the nav mesh on to the floor

#

and press P again

#

it is on the floor.. is there an Button to do it correctly on the floor?

#

it has to be all the way interpenetrating with floor

#

go to wireframe view and drag it halfway below and halfway above the floor such that the cube is centered on the Z axis

grim ore
#

size, nav mesh agent bounds, tons of reasons

#

what is the size of that room

#

the nav mesh bounds should be larger than the area you want it on so make it wider and see if it gets bigger. IF it doesnt your area might be too small or the nav agent size is too big

plush yew
#

what is the nav agent?

#

then i can look

#

the ai pawn?

#

set Nav Agent Radius to this value

#

35

#

if that does not work try changing Agent Radius / Agent Height, and consider deleting and re-making a new Nav Mesh Bounds volume from the editor creation window. after you do that unreal with automatically compute the navmesh data (should see a popup on the bottom right). and when you press P the green segment should extend fairly close to the bound extents.

#

i dont have the navigation agent thing.. i searched nav in the project settings..

#

edit -> project settings -> search -> nav it's part of the engine. if you had the green area visible at some point it's there for sure..

#

there is nothing with agent radius or hight

obsidian wasp
#

Are there any plugins that lets you do RSA encryption via blueprints? There seems to be one that does AES, but I think I need RSA to securely exchange the AES password.

Or how do you guys go about securely sending data back and forth?

plush yew
#

@plush yew edit -> project settings -> navigation mesh -> agent radius

#

i only have Generation and Runtime atr navigation mesh... :/

#

i thing then i cant make AI's..

#

ok

opaque vector
#

Took a look at all the RenderThread cvars and compiled a list of useful performance related commands:

r.CreateShadersOnLoad=1 ;; uses more memory but reduces in-game hitches
r.VirtualTextureReducedMemory=1 ;; packs virtual texture memory together
r.DBuffer=0 ;; use if no decals to remove overheard
r.DFShadowQuality=1 ;; low quality distance field shadows

;; remove static lighting overhead if you are only using dynamic lighting. 
AllowStreamingLightmaps=False
r.AllowStaticLighting=0

;; everything from this point needs lots of testing
;;r.OcclusionCullParallelPrimFetch=1
;;r.UseParallelGetDynamicMeshElementsTasks=1 ;; curious how this would work with the cvar below
;;r.DeferSkeletalDynamicDataUpdateUntilGDME=1 ;; defer until GetDynamicMeshElements gets called
;;r.AOMaxObjectBoundingRadius=25000 ;; Half default size
;;r.ParallelShadowsNonWholeScene=1 ;; Toggles parallel shadow rendering for non whole-scene shadows. 
;;r.DFFullResolution=0 ;; half DFFullResolution
;;r.DoLazyStaticMeshUpdate=1 ;; Don't add static meshes to draw list if they aren't visible 
;;r.FinishCurrentFrame=1 ;; If on, the current frame will be forced to finish and render to the screen instead of being buffered.  This will improve latency, but slow down overall performance.
;;r.SkinCache.CompileShaders=1 ;; Tested on Windows only.
;;r.UseClusteredDeferredShading=1 ;; No idea what this is.

#

;; allows async compute SSAO (1ms saving on available platforms)
;;r.EarlyZPass=2
;;r.EarlyZPassMovable=1
;;r.EarlyZPassOnlyMaterialMasking=1
;;r.DoInitViewsLightingAfterPrepass=1 ;; might cause race condition



;; OpenGL PC RHI is deprecated, but still useful.
;;r.OpenGL.AllowRHIThread=1 ;; OpenGL RHI thread, untested.

;;r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold=250 ;; default 500, lowered for potential shadow caching?

// for fun 
;;r.DistanceFieldGI=1 ;; :O distance field GI, untested
;;r.VPLMeshGlobalIllumination=1 ;; needed for distance field GI
;;AllowAsyncRenderThreadUpdatesEditor=1 ;; untested with editor

// Vulkan latency improvements?
;;r.Vulkan.SubmitAfterEveryEndRenderPass=1
;;r.Vulkan.SubmitOnDispatch=1

plush yew
#

<@&213101288538374145> is that spam? from: MarkJGx#4739

autumn elbow
#

in 2020, what do you guys think is the lowest target video cards one should support? (or does it matter)

#

Does the average videogame player have a gtx1060, or higher ?

tiny sonnet
#

Does collision boxes with many triangles kill performance?

radiant jasper
#

does anyone know how to import textures with an fbx file

#

I have the textures seperate

#

@autumn elbow i have a 1060

tiny sonnet
#

There should've been an option to import with material

radiant jasper
#

but a lot of ppl have 5-9xx cards

#

how do i do that

#

where do i put the textures

obsidian nimbus
#

ps5 is gunna have something 2080 like

radiant jasper
#

no tf lmao

obsidian nimbus
#

a lot of ppl wil get that thing

autumn elbow
#

so... 1060 ish

still bough
#

@radiant jasper steam hardware survey is the best source for that kind of info I know of

#

although of course it is only steam users

autumn elbow
#

laptops are 1050 ish

plush yew
autumn elbow
#

4 gb

plush yew
#

most common is 1060. i enjoy the rtx 2080 super though. really fun card

autumn elbow
#

Ohh.. nice! thx gothic

still bough
#

also sorry responded to wrong person

radiant jasper
#

how do i import textures tho

obsidian nimbus
#

just go for as high as u can while staying fairly optimized and let unreal scalability handle the rest ๐Ÿ˜›

autumn elbow
#

@radiant jasper

radiant jasper
#

no ik that but it doesnt work

#

i dont know where to put the textures

#

themselves

still bough
#

nvidia 10x series cards are like a third of the survey results so I'd definitely not go any higher than that

autumn elbow
#

your fbx should have embedded it

radiant jasper
#

embedded doesnt work cuz im using mixamo

#

So its seperate

still bough
#

just drag and drop them into the content browser

autumn elbow
#

ya looks like 1060s is average

#

Thanks, guys!

boreal wyvern
#

I have a data table and I want one of the columns to hold a simple struct. The struct contains an enum and a texture2D. How would I fill that out in a spreadsheet?

If it were individual columns it would be enum value for the enum and texture2D'/subfolder/name.name'.

Any suggestions? If I manually add the values in unreal for the struct I get something like this for example { "Enum": "value", "Texture": "Texture2D'/subfolder/name.name'"} however if you put that in a spreadsheet then bring back into unreal it doesn't work.

hearty walrus
#

The GUI's meant to look like this

#

nvm draw size was fucked

autumn elbow
#

MemberVar0 - has a struct and tex2d

#

in a CSV, you'd just fill that out

boreal wyvern
#

@autumn elbow that's what I thought but it fails to read both. Idk I'll poke at it more maybe I'm just missing something.

plush yew
#

@boreal wyvern HTF do I? Import a CSV File into a Data Table ( UE4 ) by Mathew Wadstein on youtube might be of insight in terms of the CSV pipeline to UE Data Tables. he imports tex2d

autumn elbow
#

you'd get something like this

boreal wyvern
#

@plush yew thanks for the link. However, I know how to import a data table etc. It's specially using a structure in a data table that I'm having an issue you with.

hearty walrus
#

A: How do I freeze a character in place, and only allow them interaction with 3D GUI Objects?
B: Is there an easy way to position said 3D GUI Objects so they're in the middle?

boreal wyvern
#

@autumn elbow yeah that's what comes out of unreal but it's not very human readable. Idk I was hoping it was just some syntax I didn't know. Like passing an array ("var1","var2").

#

@autumn elbow thanks though for trying. I'm open to anything.

jolly jungle
#

if i have a playercontroller with show mouse cursor on screen enabled, is there a way that i can get the world position of where the mouse is?

#

at least the two coords in the direction ur looking at

autumn elbow
#

does this not work for you?

#

my names weren't readable cus I didn't name them. Now that I named them, its readable

plush yew
#

again i have an small question.. how do i enable or disable an button if there is not the right text in an textbox (like an password)

boreal wyvern
#

@autumn elbow That's it! Thanks! I tried about 20 different combination. ๐Ÿ˜… so structures in spread sheets are written out like arguments in a method...it seems so clear now.

hearty walrus
#

can you add post processing to GUIs

autumn elbow
jolly jungle
#

ok thanks, is that on screen or world position

autumn elbow
#

oh sorry.. you wanted world?

jolly jungle
#

yeah

autumn elbow
jolly jungle
#

cool

#

basically, i have sidescroller movement set up and i want to be able to shoot at where the mouse is

plush yew
#

the InvertMouse console command only inverts the Y axis, any way to invert the X axis using a console command?

autumn elbow
#

@jolly jungle Get Mouse Position on Viewport, and feed that into your player

jolly jungle
#

ok

autumn elbow
#

if its a side scroller , you don't need the depth. just the X Y . the depth you can put as a constant

azure reef
#

Hello guys! My game is crashing at startup but I can't see any errors in the crash log. Does anyone know what is the problem? Thank you

hearty walrus
#

my 3D GUI objects are rendering at a really low resolution. How can I fix this?

jolly jungle
#

how do i get the position of my player on the viewport, they move around on the screen because of the way that my camera is set up

plush yew
#

idk if this is an topic for this channel... but why i dont have access to the html5 Github page from unrealengine... I did everything they said.. and i now waited more than 24 Hours... i want to make an online game which you can play in the Browser... i dont want to make an download game

#

okay i forgot to accept the email from epicgames.. i now have access... but HOW??? do i add html5 now back to unrealengine?? i dont have any knowledge about compiling data to an plugin or anything

#

i dont want to compile unrealengine.. i already have it installed.. i just want the html5 game feature that i can create an web game..

#

i think i will jump back to an older engine version... there is html5 still in the engine

jolly jungle
#

ok figured it out

plush yew
#

why did they removed html5 from the engine.... what is with the users that dont know much from compiling things or reimplementing this..

grim ore
plush yew
#

but i dont want to give my game free to download... i want to remove the game from the world when i want.. and that can i do if the Game ist only in browser

#

okay then the only way to solve my Problem ist jumping back to an older Version of unrealengingel. :/

grim ore
#

There is nothing stopping people from downloading and keeping a copy of your game if it is HTML5 as well

wet trout
#

most browser games can be saved

#

i saved a bunch if flash games as an html and ran them with firefox

radiant jasper
#

im trying to import an fbx file but the textures just wont work

#

im importing it with the textures but the textures dont go on the actual model

#

@plush yew host the game on a server, and shut down that server when u dont want the game to exist anymore

radiant jasper
#

I didnt make the model, i paid someone on fiverr to

#

and for him it works in unreal some how

#

but for me its just all white

plush yew
#

Yes i wanted to upload the Game on Itch.IO.

grim ore
#

did they give you the textures along with the fbx?

radiant jasper
#

yeah

#

seperately

plush yew
#

The Problem.. i dont like Download games.. i mostly only play webgames on itchIO. and if i dont like download games, why should i make an download Game. The advantage of playing in a browser: I can update the game as often as I want .. if I want, I can update it 10 times a day. I can update it often without losing players because they don't want to download a new version every time. If I offer the game for download, I cannot upload updates often because there is a risk of losing players.

radiant jasper
#

yeah thats what im trying

#

but it doesnt show up correctly, and some of the materials (like eyes) dont even have a material in the fbx file

grim ore
#

chances are you just need to import the textures and set up the materials, most of the time it's not automatic anyways from an fbx

#

especially into ue4 as you won't get more than the base color more than likely

radiant jasper
#

i created the materials

#

but idk how i would assign them to specific parts of the model

grim ore
#

what does the meshs properties look like in the material section, it should show 1 or more elements

radiant jasper
#

yeah it shows 24

#

but when i go to apply textures ( e.g face) it shows up like that

grim ore
#

double click to open it up and you can use isolate to show which part of the mesh the slot is for then assign the material that is correct to that slot

radiant jasper
#

no ik

#

ive been doing that

#

when I put the materials on the face for example, it shows up like that

grim ore
#

its really hard to even guess at the problem since you don't really understand how the mesh and material stuff works

#

like are the materials set up correct?

radiant jasper
#

should be, all i did was right click all the textures and click 'create material"

grim ore
#

oh as an option since you said they have it set up in ue4, have them make a project for you with it set up

#

you could then use that to migrate the correctly set up model to your project

radiant jasper
#

no bc i put it in mixamo, then in unreal

grim ore
#

have you tried the mesh before the mixamo step, perhaps it is messing up the uv map

radiant jasper
#

i didnt import it in mixamo with the mesh

grim ore
#

but anyways we dont know how they designed the mesh

radiant jasper
#

mixamo doesnt work with textures

#

(btw the model works perfectly in 3d modelers)

grim ore
#

I understand that, what I am saying is the original mesh before mixamo is supposed to work with the textures. have you checked to see if that is correct.

radiant jasper
#

im not using textures in mixamo

grim ore
#

in unreal engine

radiant jasper
#

u mean just putting the textures on the model itself?

#

that doesnt work either

grim ore
#

you were given a mesh with textures, have you tested to see if the mesh with textures works in unreal engine.

radiant jasper
#

thats what im trying to do

grim ore
#

yes but after you changed the mesh right?

radiant jasper
#

i was given an fbx file with textures

#

i didnt change the mesh

grim ore
#

you didnt rig it in mixamo?

radiant jasper
#

no i did im saying when i imported the model itself into unreal, it didnt work either

grim ore
#

post a screenshot of one of the textures, i would assume a base color map and the UV0 map of the mesh

radiant jasper
#

ok hold on

#

this is the face obv

#

when i put it on the actual head it just shows up brown

#

ok

next badger
#

@radiant jasper open the head model, there will be option to save the static mesh, save it, then open it and look on uvs

radiant jasper
#

uh waht

next badger
#

all in UE4

grim ore
#

chances are his actual materials are just a texture assigned to base color based on the way they are creating the materials but yeah we need to see the UV's on the model compared to the texture

radiant jasper
#

how do i open the head model

grim ore
#

you can look at the UV's in the skeletal mesh editor as well

radiant jasper
#

i see it in the skeleton tree but theres no option to save static mesh

grim ore
#

double click the head model to open it

radiant jasper
#

its not seperate

grim ore
radiant jasper
#

its all one model

#

oh ok

#

wait what do i do then

grim ore
#

and the make static mesh option is above that

radiant jasper
#

there's two different ones

unreal fox
#

hello! Sorry for the trouble, im trying to automatically send a crash report each time the game crashes without the need to press the Send Crash Report Button, does anyone here know how to do that?

hearty walrus
#

how do I give a UMG border rounded corners?

radiant jasper
#

UV channel 0 and 1

grim ore
#

0 is the texture map uv

#

normally, unless they used 1 for some reason then you need to make a custom material to use it

radiant jasper
#

woahhhh that lagged tf out of unreal

#

selecting th UV channel

grim ore
#

the issue is you might need to set it all up correct, here is a UE4 character for example, here is the material just for the head

radiant jasper
grim ore
#

yeah part of that is out of the 0-1 uv range

radiant jasper
#

so whats it mean

grim ore
#

which ue4 really doesnt like. I would ask them for their ue4 project if they said it works in ue4

radiant jasper
#

ok then how would I use it with mixamo then

#

yeah i was wondering why he made it have so many lol

#

but once I got his project, what would I do then

#

what does that mean

grim ore
#

if he gives you a working UE4 project you can migrate out the working setup mesh into any other project

radiant jasper
#

even to mixamo?

grim ore
#

now we could all be wrong about this and someone smarter might have an idea how to fix it in engine in #graphics

#

do you know what mixamo does? because it seems like you keep using "use mixamo" as if it would fix this

runic fern
#

Its looks like you have a whole city inside this character ๐Ÿ˜‹

radiant jasper
#

no not that it would fix it, but that it would still work after I used mixamo

grim ore
#

it should yes but part of figuring out a problem is removing possible problems which is why we asked if it works without mixamo. if it works as supplied

radiant jasper
#

i guess i shouldnt of expected much for $40 but god damn

#

ill ask him for his unreal project

grim ore
#

did you specify a game ready asset or that it was set up in UE4? just asking for a model won't usually include those 2 things

radiant jasper
#

no i did

#

otherwise he wouldnt of tested it in unreal lol

quartz grotto
radiant jasper
#

u need directx 11

#

or 10 i guess but 11 or 12 is better

runic fern
#

Download DX11

grim ore
#

yeah then ask for a basic project with the mesh set up inside of it so you could atleast see it working. You can always export out the mesh into mixamo and back in or the original mesh into mixamo and replace the existing mesh once it is set up

#

that probably does not mean his direct x is out of date but his card is not supported

quartz grotto
#

Ok

grim ore
#

so what model of video card do you have

quartz grotto
#

Hd 4600

#

Radeon

radiant jasper
#

lol

quartz grotto
#

)))

radiant jasper
#

sounds pretty old

rocky radish
#

ue4 requires at least directX 11 support

#

for newer versions

#

and you can run it on directX 10 on REALLY old ue4 versions i think

runic fern
#

You have to downgrade the version of engine

radiant jasper
#

why does the poly count matter

#

will it lag out the game?

grim ore
#

radeon 4600 or inte hd 4600, they are not the same

radiant jasper
#

its not a very intensive game lol

rocky radish
#

radeon 4600 or inte hd 4600, they are not the same
@grim ore he/she said it was a radeon

runic fern
#

The game will take a year to read 773000 poly

grim ore
#

yeah but uh... is there an amd 4600

rocky radish
#

i dont think there is...

grim ore
#

oh there was 12 years ago

#

when it was ATI lol

#

yah.. no... not gonna work

radiant jasper
#

how much should it be

runic fern
#

Its a laptop i think

radiant jasper
#

like what should I tell him to reduce it to

grim ore
#

the correct answer is 7

#

if it's not 7, its whatever is correct for your project

runic fern
#

If its sculpted character i think something called retopology need to do

radiant jasper
#

7???

#

whaat

grim ore
#

" MathewW: if it's not 7, its whatever is correct for your project"

radiant jasper
#

its 770k or something

grim ore
#

IE: we can't answer it for you

radiant jasper
#

oh

#

bruh how would I know

runic fern
#

Lol

grim ore
#

we dont know the target hardware, we dont know if this is a hero character or npc, we dont know what is on the screen etc.

radiant jasper
#

npc

#

whats average

#

for npc poly counts

grim ore
#

and you can always decimate it in UE4 so honestly having the higher end target is fine, its not causing this issue

#

a game like WOW might have 4k for poly count, a game like last of us might have 300k....

hearty walrus
grim ore
#

your.... project...

hearty walrus
#

like, how the fuck do I add an object to it

grim ore
#

your telling it to talk to your character to get the information

runic fern
#

Imagine spawn 5 or 7 npc with 770k poly

grim ore
#

so.... you need to give it a reference or way to talk to your character

hearty walrus
#

what the hell do I reference?

grim ore
#

the character....

hearty walrus
#

oh

radiant jasper
#

so like does reducing the poly count make the model look bad

grim ore
#

it can

runic fern
#

The mushroom explosion can be see from mars

grim ore
#

it shouldnt if done correctly

radiant jasper
#

Ok

#

so im gonna tell him 100k cuz it sounds nice

grim ore
#

@hearty walrus you can use Get Player Character for what you need in that code but ugh.. please don't ask the character every frame for it's health that's just bad design

#

google "Name of Game" + poly count

#

then see what other similar games have

hearty walrus
#

@grim ore It's some simple code to display the health as a widget

#

is there a function to do this or something? I know that the first/third person templates have quite a few gizmos built-in

opaque vector
#

I don't think poly count is that relevant any more, most games these days are CPU bound meaning you just need to smart with how you present the character.

radiant jasper
#

ok i told him to make it 50-75k

grim ore
#

@hearty walrus yep but... every frame.... EVERY FRAME... you are asking for the health. so tick get health, tick get health, tick get health.... even if the health never changes you are still wasting resources asking for the value

opaque vector
#

Limit the number of materials on the character, each material on a skeletal mesh is a single draw call.

grim ore
#

^^^ that's the bigger issue here

hearty walrus
#

ah fuck it, off to google

grim ore
#

@hearty walrus push the data when it changes. Lose health? tell the hud to update.

runic fern
#

Hawk you can update the health value when its change

hearty walrus
#

won't that just be moving the problem?

grim ore
#

yes using a bind on a umg property works, no it's not smart 99% of the time, yes the designer of it regrets he added in the ability to do it lol

hearty walrus
#

since it's now checking for when the health updates

grim ore
#

its not checking, that is the difference

hearty walrus
#

or is the firstpersontemplate just telling player_gui to update

radiant jasper
#

oh also how do i loop a media player

grim ore
#

at some point your whatever has its health value change, when that 1 time it changes you tell the umg 1 time to update to the new value

radiant jasper
#

without it pausing at the end for half a secon

opaque vector
#

Is that a picture of Marc Laidlaw wearing some furry thing? @grim ore

#

please tell me it is

radiant jasper
#

ive seen ppl talk abt it happening like 4 yrs ago but i cant find any recent info as to why

grim ore
#

my icon? it is not

runic fern
#

Hawk

#

As Mr mathew said you are trying to update the health every tick everyframe its effecting performance

radiant jasper
#

ive been trying to find an answer for like 3 weeks lol

hearty walrus
runic fern
#

No need to update this things everytick because you will change it just when its applying damage

grim ore
#

just as a reference there might be an official UE4 course on the learn portal that may actually deal with learning UMG and it might cover how to handle updating a HUD with values like ammo and health...

radiant jasper
#

does anyone know how to loop a media player w/o it pausing at the end for half a second tho

runic fern
#

Use ForEachLoop @radiant jasper

radiant jasper
#

how do i connect that

runic fern
#

You mean windows media player??

radiant jasper
#

no lmao

#

unreal

runic fern
#

Lol

#

Ah never used it tbh

radiant jasper
#

@grim ore do u know

runic fern
#

If its fast you can set you own tick ticking from ground below

#

Doesnt help ?

grim ore
#

@radiant jasper how are you playing it?

radiant jasper
#

widget

#

and it starts playing when widget is launched, with a texture or whatever, and opacity is set at a certain amount and stuff

gusty dune
#

Hey guys, I've just run into an issue where a new "My Blueprint" tab opens when I make a new variable. Any idea how to fix that?

radiant jasper
#

but when its at the end, it just pauses for half a second, i also notice a delay with the opacity node as well

grim ore
#

is it set to loop in the media player asset?

radiant jasper
#

yes

#

i tried it with a node as well, same issue

grim ore
#

so silly question how do you know it's pausing for half a second?

radiant jasper
#

i play it

#

its like a static animation sort of thing

#

using it with cameras

grim ore
#

when I test with my first playback it get a black flash as it resets back to the start but every other playback seems to be fine

radiant jasper
#

repeatedly it does it

#

every time, not just the first

grim ore
#

the black flash?

radiant jasper
#

theres no black falsh

#

flash

#

it just pauses

#

like the video stops and just shows the texture

grim ore
#

perhaps it's your video then, have you tried remastering it or processing it again?

radiant jasper
#

of the video

#

yeah

#

multiple times

grim ore
#

I can say here that a test video has no issues, no pausing between the end and the start

radiant jasper
#

in a widget bp?

grim ore
#

i tried it in the world and in a widget yep

radiant jasper
grim ore
#

how are you playing back the audio?

radiant jasper
#

no audio

#

its just a video

steel ridge
#

Hey! Might be a super noob question here but does anyone know why I would be getting this blocky lighting or why I can see the seams between my meshes? This room is totally enclosed so no outside light should be getting in and Iโ€™ve built the lighting. Thanks in advance!

radiant jasper
#

is there something wrong with my bp?

#

bake lighting @steel ridge i think that should fix

steel ridge
#

Is baking the lighting different than building? I apologize again for the beginner questions lol

radiant jasper
#

idk too much abt lighting just do it and it should work lol

#

@grim ore is there something wrong in the ss?

grim ore
radiant jasper
#

?

#

thats not what im tryna do

grim ore
#

I recorded a few seconds of gameplay in the engine, starting at the first letter in the word and going to the end then I cut it into a video

radiant jasper
#

im playing an mp4

grim ore
#

then i am playing back that video in a widget which you can see there

#

you can see it immediately looping back to the start when it gets to the end

#

you can see its a widget inside the viewport playing back a video lol, was trying to make sure i had a video that clearly showed when it started and ended which is why i recorded something small in engine

radiant jasper
#

so is there something wrong with my bp

grim ore
#

all my BP does is open the source on widget construct

#

all my file source does is auto play and loop

#

if you want to share the video we can confirm if it's the video or the project

#

or a similar video you can share that is not working well

radiant jasper
#

its too bif for discord

grim ore
#

maybe it's too big for the playback and thats the issue?

radiant jasper
#

its 3 seconds long

#

8.5 mb