#ue4-general
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copy the level to a folder outside the project and see if it will start
then change the startup level
no not in this one
Nah, anything can be fixed most of the time.
The startup map is set in DefaultEngine.ini in Project/Config
You can try removing the line that sets it or changing it to another map
EditorStartupMap=/Game/ ```
alr hold on
i dont know where exactly the material is that i used for my landscape
as there are many that are the same name lmao
is there perhaps a backup of the level that i can replace the current one with
If it was me, I'd change the start up map just to get the project loaded and then work on fixing the material issue or whatever it is.
can i import a map from another level
because i have no other maps in there
import a map from another project*
i have just reimported it
why is it not seeing it
well i got the level back
Is a AMD FX 8350 and Nvidia 1050ti good enough for unity?
This is embarrassing, wrong server
@plush yew First load of a project can take a long while depending on your hardware. It can take a while to compile shaders.
The project and engine still have shaders in them.
The benefit... is that the engine will load much much faster next time, and it compiles faster also.
I'm on a crappy laptop, and it runs unreal well.
I haven't used any of the archviz stuff but I would assume any template project geared towards it would be heavy on shaders
if you have any plans on upgrading i would definitely upgrade the cpu soon, my i7-4790k frequently gets to 100% usage
yo does AIPerception suck or have I just been using it wrong the entire time
Team A AI and Team B AI fail to see each other half the time, and when they do it's usually after they've already ran past each other then they turn around and run back towards each other to attack which looks dumb as hell
how do you make a 3d image in unreal engine
When I open a project i get a message that " a resolution of 2048 will require 256MiB of video memory per reflection capture component, are you sure? " what am I to do here?
are u running on integrated graphics lol
how do you make a 3d image in unreal engine
@marsh chasm what do u mean by 3d image, do u mean a 3d model? or a normal map
Guys can anyone link me the video of unreal being used for real time news anchoring. I had seen a video in the past where the news anchor is explaining someting and water just fills up in the bg
@rough knoll
Hi guys i need a urgent help, I am doing a House in the unreal engine as a first person game the problem is i am not getting the same lighting as in the viewport when i play the game.
I done some research on internet they say to turnoff auto exposure, I did that but its changing nothing
@lethal herald Are the lights Static or realtime? Did you build the light ?
if i had a world map with a sand texture, what tool would let me texture over that?
I'm trying to light the inside of my house with lights but they don't seem to light anything at all
outside light comes from the sun
anyone know what could be causing this?
?
hi I have a question. What is the best course (free or not) for learn the basics to intermediate in UE ?
i need help
its at 45% intializing
for ever
im trying to make a Custom Map For the Oculus Quest Community of pavlov
they just released custom maps for the quest version
@foggy yacht Did you build you lighting?
Any idea on how i could connect 2 sockets? For example a character grabbing another characters hand?
@lethal herald yeah I hit in buld and also on build lightning only
Ok so I figured it out with he lights, the default intensity slider only goes to 160 which basically doesn't light my scene at all. When I set it to 160000 the scene gets light and looks normal. I'm guessing this a scale issue, is there any way to fix this? Units setup or something?
i am not going to sleep until this gets fixxed
@grand falcon is it actually an error or does your initializing just never stop
@grand falcon stop freaking out jeez. It's compiling shaders - a very intensive process. Give it as much time as it needs.
@sinful sage if they're going to move independently that's a hard problem
but what's preventing you from doing attach actor?
@grand falcon get a better CPU to speed it up ๐
@ashen orbit doesnt it just attach the pivot point of Actor B to a selected bone of Actor A?
Im trying to make a ragdoll drag system kinda like in the hitman games
How would I go making this in UE4?
@brazen crow, no, I have an NVIDIA GeForce GT710
ok, where do I set that?
well thats good news --- ๐
UE4 runs pretty good for me, but expect build times to take a long time
mainly shaders, they're a bitch to deal with
ya, im used to long times -- if the govt gets it together, I am planning to buy a new machine, but we'll have to wait for the stimulas check
oh, and you'll need to set up a system to decrease the build quality in whatever language you're doing, to prevent UE4 exporting at max settings
it's a good little GPU for the price
cool -- so how do I set up the resolution?
are you in a project right now?
Cool, thanks
okay, question
how do I tell a UMG widget to update?
so say there's a custom event like "LedgeGrab", that tells Power to decrease - is there a way to show this using GUI?
I guess you'd bind some UMG element to the variable
A guide to binding properties inside UMG.
alternatively you could have some sort of event dispatcher that is broadcast every time the power variable changes
and have the UI bind/listen to that
Hi, same question as earlier, I need to crank my lights up to 160000 instead of the standard 160 so they light up my scene. I guess it's a units/scaling issue. Does anyone know how to correct this?
why is it tracing backwards?
Tutorial series covering the following
Vertical wall run
Grabbing ledges
Climbing ledges
Sliding down walls
following this
Hi Folks -- im looking to begin using unreal 4 to create walkthrough visualizations of architectural projects -- I created an archtectural project, and let the shaders build, then I used datasmith to import my test structure -- this is what i have. Not sure what ive done wrong
shaders are built very slowly, I also had such issues when I tried to make large terrain
ya, it took like 20 minutes or more to compile them
every time you make a change to the map the shaders recompile and if you make a buttload of things in the scene or make it big it will take hours or days if your pc is slow
ok
why cant I see the clouds or anything right now?
I think it is the shaders, everything is white before the shaders recompile. If the problem persists after rebuilding the shaders then the issue is rendering or lights
Ok -- thanks
I also have an issue and it is during the instalation of the UE4
it is that I compile it from GitHub because I want to use the Linux version and the dependencies for "making" it occupy a shitload of disk space
Im not sure, because I dont compile neither do I use linux
I want to keep the engine and the source code only and remove the unwanted dependencies once the engine is fully built
ok, thanks anyway
how i can change the pivot of a static mesh without using a software like blender ?
I have no idea, if you could attach it to the default scene root and place it in whatever position and direction you want I think you can make it right, because it will maintain its position to the scene root
when you make an actor or a blueprint for pawns and characters there is always a default scene root thing
but for static mesh, hm, it maybe works
that is a good way yes. you can also use that same technique to "group" components as well, vs in editor.
by adding scene components. does not even have to be the root. as you can add an empty scene component too. this way you can actually have multiple pivots. ๐
I'm looking to create a grid inventory system with drag/dropping of items in c++, while I'm fairly confident on how to do it, does anyone who has experience with inventories have any tips? Or know of any good resources for me to check out?
I suggest you make an array or an arraylist of the inventory class
if you have a good c++ experience you can do it with ease
Hey, guys, where should I put my problem involving importing FBX files to unreal?
fbx issue? what is it?
UV map seems to be displaced on export to unreal
so for example :
here's how it looks in blender
every texture I layed on it worked just fine
but now this mess here
btw the first screenshot was imported to blender from FBX,
I wanted to export it from blender, and then import it again to it, to see if there are any issues
i don't think I know enough to help you, but you can make your own material in the unreal engine and change the size and the attributes in the material itself
I know, but they seem to not lay correctly on the mesh I created
for some reason they're rotated 45 degrees and kind of "scaled" on one direction
maybe the problem is with the uv map of the mesh
wait,
I think you could be right, I'll check on it rn
but if anyone has any idea on how to fix this issue, I'm all ears
hey guys, how do you share your project with your team?
use github maybe
what if file is bigger then 100mb?
or other source control and file sharing platorm
thebigger the file, the longer the transfer time and the slow your team will be unless you have supercomputers
txXMadManx777t you were right after all ^^ thanks
hi there ive made a random int function that displays a widget animation after a delay but i dont know how to make it loop https://blueprintue.com/blueprint/dugxymfz/ is there any one that can show me how?
hm, let's see, do you have a timer that loops? Add a timer for the function and make it loop in another blueprint or whatever script you use
timer by function name... of course!
it sucks how engine stuck on initializing with new projects !!! ๐ฆ
its using 100% of cpu, is there a solution of this ? will upgrading to a i5 10th gen fix this issue !?
its not stuck, it is probably compiling shaders
open task manager and check the processes
should be something like "shader worker"
but it only happens for the first time when opening so just be patient ofc having a powerful cpu would speed up the process and its not an issue that needs to be fixed
Does anyone here know what Mod and Play is
hey, never came across this issue before and i cant seem to find much online about it. but as of yesterday for some reason i can't load animbp's in any of my projects.
[2020.08.09-09.02.25:620][198]LogWindows: Failed to load 'C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/Win64/UE4Editor-AnimationBlueprintEditor.dll' (GetLastError=193)
[2020.08.09-09.02.25:621][198]LogModuleManager: Warning: ModuleManager: Unable to load module 'C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/Win64/UE4Editor-AnimationBlueprintEditor.dll' because the file couldn't be loaded by the OS.
[2020.08.09-09.02.25:621][198]LogOutputDevice: Warning: ```
i'm pretty sure this is what logs when it gives the error. something wrong with the animbpeditor. (i've yet to re-install i was mainly jw if i could fix it without that)
#packaging or #cpp ? @tired merlin
it's a blueprint project, but it happens in all other projects as well though that have nothing to do with this one. assuming my engine just pooped it's pants or something so i'll prob just try re-installing it. unsure if this is the correct section, there are a few in here and this one seemed best fitting at the time.
Iโll ask a bit later haha
@restive eagle ๐ฆ
hi, could someone tell me what the term _AO means?
ambient occlusion @bronze oyster
Thanks @tired merlin
npnp ๐
Hi, I'd like to animate the cylinder on a object like that :
I want the interior small cylinder follows the bigger exterior cylinder on his axe
@open gorge I'm still having the same issue, yes.
Is it possible with blueprint ? Or is it better to animate it in blender before with a skeleton ?
i think you can use timelines to create some movements
there's a ton of tutorials online about learning how to use them as well which is nice.
Hi team, I have a question today. I'm using VaRest and trying to simply process the value of the JSON "return" field from my API endpoint, which I've confirmed via the UE4 logs is being returned properly. The issue is, I cannot determine what nodes are to be used to extract the value of result. I've tried the following two node sequences:
And I tried this:
This should be a pretty simple operation and is literally the point of the VaRest suite.
And yet, no matter how many tutorials I read or YouTube videos I watch, I cannot determine how to configure this.
@tired merlin Ok, yep I've just realized that it shouldn't be so different than animate a door or things like that... ๐ Thanks !
Does anyone know how to do what should be a relatively simple operation?
npnp! good luck! ๐
Does anyone here know how to use the Mod and Play SDK
It uses Unreal Engine 4 but there is almost no documentation for the SDK so I do not have any idea how to use it
why is the default avatar falling through these stairs?
3 questions so fast
@proud narwhal is the object set to static
it's fine
I don't know anything so I can't help anyway
which details is that under
@proud narwhal do you have a collison on those stairs?
it has "can character step up on" set to yes
@proud narwhal Models with collision are actually two models. The visual model you can see and an invisible model that acts as the collision model.
this is like the only thing I know in UE4 haha
I know less than you so dont feel bad
Being static or movable does not affect being able to step on it.
Those are collision settings for the collision model. Those are useless if it doesn't have a collision model.
Just a sec. Let me find a static mesh.
How do I make animations for Drunk Spongebob and play as him
@proud narwhal Click on Show in the static mesh' window, and enable the view of Simple Collision
Do you see a green outline around the object?
@proud narwhal You should be able to do one of two things. Generate new simple collision, or in the collision settings you posed earlier, enable the CCD, that's Complex Collision Detection. Theoretically either should work.
does anyone have like a good starting tutorial series I'm new to the engine
first engine too
I ticked "Use CCD" but the avatar still runs through it
does anyone know how to fix this problem?
Hi Guys: Running into some issues here -- stress level is getting high -- I have a small building created in blender -- it has a few materials on it, and its supposed to be a test project to learn how to use UNREAL -- its taking shaders 1/2 hour to 45 minutes to compile -- thats because of my ancient machine. Once I can actually start editing, when Iry to import the datasmith file, part of the building is missing
can someone please help me out
or better yet, point me to a tutorial (or series) that shows me how to (a) get unreal set up right so the shaders dont take forever to open, (b) create a basic file that I can import my different buildings into to do walk through visualizations, and whaever else I need to know that I dont know that I need to know - this is getting really frustrating, everyone keeps raving on about how great unreal is, but Im spending all my time waiting for shaders to compile and when I do try to import something, it doesnt work right
@proud narwhal Not sure why. Try generating simple collision on the static mesh itself.
@tacit onyx I got it working by choosing "use complex collision as simple" in the collision complexity option
will this see a performance hit on VR headsets?
thats exactly what I just did thanks!
I have a few 100 models that I will need to apply that to
๐
@proud narwhal You can generally select many of any items that are the same time, and bulk-edit properties.
Generating new simple collision will simplify the workflow and probably be more performant, but if it works, it works.
is there a way I can do that in bulk?
check out this
Architectural and product design visualization, pointers, tips and tricks.
Does anyone know what a "Plugin" is in UE4
yes! Its some aditional code to add extra functionality
okay thank you
click Edit>plugins to access it
I'm trying to learn UE4 to use the Mod and Play SDK and I think that's how they do it
does anyone have like a good starting tutorial series I'm new to the engine
@crimson marten https://www.youtube.com/channel/UCsS5i15vvUbwfr_1JdRKCAA i like this channel
how do i pan my camera view around in quixel mixer
somebody knows why some textures works only in the viewport, not in a separate process ?
do i need to bake something... ?
maybe u gotta change the view mode
it's in its separate process, not in the viewport
do i have to use an ai controller or can i just put the ai right in the pawn/character
if you do AI in the character/pawn then you can't reuse them for the player
loading some assets but taking alot of times, look like it's stucked at 70%
could be some assets is "broken"?
Engine usually stops at 45% when loading new bigger project for the first time while it renders some stuff. It can take up to 30mins to resume in my experience.
it's weird, because it's working fine otherwse, just this rock material and an another bush material
Anyone work with JSON-based API interaction in UE4?
Hey anyone knows why after packaging my game with UE4, it works fine on the editor but when I run the executable it doesn't do anything?
My quite small, relatively new UE4.25.3 project has started to take 10+ seconds to save. I have no disk issues, no machine performance issues, system resources (RAM, Disk, etc) are fine, it's a powerful box (Core i7 running at 3.9 GHz, 1080 Ti video card, NVMe disk, etc), and I've tried deleting from the project:
DerivedDataCache
Intermediate
Saved (except for the config directory within Saved)
The only remaining folders are Config, Content, and Saved/Config. Yet it still does this (takes 10+ seconds to Save All), which it didn't do previously.
Any experts have any thoughts as to what else I could do to speed up save times? Again, this project should be quite small. All the project consists of at this point is 3 nearly empty levels, one particle effect, and a few widgets.
guys -- gonna sound like a total stupe here -- im in the main window of the editor, and I want to be able to orbit around my scene, as well as pan and tilt, and I cannot seem to find the correct key / mouse combinations -- I come from the blender world -- can someone point me to a reference or something?
There is probably an orbit button, but I generally use a combo of WASD + R-Click,
Is this a bug i encountered? Actor is invisible if I spawn it but visible if i drag it into the scene. Any fix?
@proud narwhal Make sure you read this https://polycount.com/discussion/213031/what-exactly-is-the-consequence-of-complex-collision-in-game-design , complex is definitely not what you want to use on everything in a project if you can help it.
@plush yew have you watched any of the datasmith oriented videos on the learn site for Unreal Engine? They cover tips and tricks when working with arch viz stuff and getting it into the engine with datasmith. As for the shaders, you can't avoid that unless you use no textures or materials.
in addition https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Viewports/ViewportControls/index.html for controls, it is very similar to Maya
Is it possible to save out an Unreal Engine animation to a program like 3D Max. For example if I want to take the Third Person Character animation and bring it into 3D Max for a custom character that has identical bones, how can I export the animation of it?
https://prnt.sc/tx94t9 @pallid talon right click and export
@grim ore thanks a ton
@restive eagle I didn't think it was that simple. Thank you!
How do I get rid of the specular/glossy look everything has in unreal engine? Instead of lighting I want to use vertex colours and Iโm not sure how to set that up. But when I do import a model, it always has this glossy or a slight shine to it and it looks odd
@grim ore - I'm attempting to process this JSON request which logs indicate is being returned from the API properly. I've tried a few different node combinations but I'm consistently getting the same error in the UE4 logs: [2020.08.10-16.08.33:858][192]LogVaRest: Warning: No field with name result of type String"
What am I missing in this code?
Or otherwise, how do I simply pull the JSON object from the response and get the value from the "result" field? From there I can do a basic string compare operation.
All I need is the result field .
The value of it.
@hard reef im not an expert in graphics but that probably is done inside materials, theres an option for metalic/specular so either disconnect them or set to 0
Awesome thanks @restive eagle Iโll try that out when I can. Appreciate it ๐
np, hopefully that will work for you
I dont think you are doing it right @open wadi , I think you need to call decode on the request return and then you can get a field from it https://www.notion.so/Encoding-and-Decoding-JSON-2850a010d01d456997d3af00fe0abfc4
Interesting, so on the callback pin from the main VaRest POST node, send that to a decode node?
I played with decode a little bit but the only output pin was boolean to say whether it was successful or not, so I wasn't clear on how to pass the decoded values down the wire.
this is a little ugly but I think this is the concept https://github.com/ufna/VaRest/issues/96
you basically need to use the decode node, you plug in your string to decode and a blank object
it decodes the string into the objecct you plugged in
then you can now use that object and get your fields from it
Everytime i load an assets from "open worls demo collection" it took like 45min, there is a way for load ALL at same time?
I could be wrong, the return object might already be decoded but I wouldnt know without debugging it. what is the output of the get response object basically
I could be wrong as well since the callback is returning an object but I really can't tell since I havent used varest in years lol
Interesting - is there something else that is preferred for JSON-based API interaction besides varest?
not that I know of, I think you just need to figure out your workflow for it. there are different ways of using it
Understood.
it might be something simple as well, like your return is actually bad
which is why I would try and see what is inside of that get response object
what you have there looks correct based on another video, no need to decode since you are getting the object itself back and not a string
I have a feeling your response might be bad, like an error code
Well, I wrote the API and I'm logging on both ends and according the server logs and UE4's internal logs it's getting the proper response, though who knows, maybe I'm missing something.
well what does the json return look like ?
Pulling it..
[2020.08.10-16.08.33:858][192]LogVaRest: Response (200):
JSON(
{'result': 'ok'}
)JSON
That's from the local UE4 logs
My issue is likely as you said, I'm not properly decoding or otherwise handling that JSON object, it appears to be very non-intuitive how to simply access the results field and pull the value
At least via Blueprints, it's non-intuitive
At the code level I'm sure it's quite logical.
switch to double quotes " not single quotes '
Interesting
not saying it will work but strings in json are " not '
That's how node.js is responding to it. I'll look into that too.
well I usually use a validator like https://jsonlint.com/ when I have issues like this, and it doesnt like the single quotes
since I suck at formatting json lol
Interesting.
Question - Is it possible to convert a plane mesh into a Landscape object?
How can I add a muzzleflash (for shooting) to a specific time in the sequencer?
Is your flash a material or particle? You can animate the opacity of the material in sequencer.
@proud hedge
Hi all, Q. My UE4 when I am in the system testing out my game level randomly does a really loud static HISS, like really loud and randomly for some reason. I cant find any audio of horrible static in my project at all and wondered if any of you boffins had seen something like this?
4.25
I might migrate my project to an entirely new folder in the worst case to see if a clean project helps however I would rather not if I dont have to
actually not so much a hiss as just NOISE. like REALLY loud.
why i cant cast a blueprint to parent blueprint? always cast fail
How can i fix this stuttering?
Maybe try lowering the framerate or the render distance?
how do i tell if an actor is currently visible on screen with blueprint
@civic cloak it didnt help
@odd steeple what do you need to cast to the parent for?
@jolly jungle you can do a line trace to it and see if it hits it, you can use the was recently rendered node to see if it's visible, you can do a bounds check to see if it's in the viewport,
my only other suggestion would be lowering texture quality or resolution for the project. Marpetak
ok il try something
@charred portal you need to look into profiling to find the cause of the stutter
@grim ore i wanna build an array of differ childs and print ur names, the main parent is a character bp
yes but why are you casting to the parent?
i dont think you are doing what you are trying to do
hey im just getting started with the engine and i wanted to ask why does this happen
when you are casting you are saying treat this item as something else, unless you need to do something with this item as something else you dont need to cast. Since the item you are casting is up one level (child -> parent) then its not really gaining anything since the child already has all of the parents stuff
the wall in front of me seems to be rendering late or something
@grim ore i have 4 childBp, when i press 5 i wanna add one to array, when i press 6 i wanna show name of of them, idk if im doing right
@jagged plaza its culling and its normal and there are ways of fixing it
Has anyone here been able to test those 2 new features .. Lumen and the other one ? .. What if we add mobile stuff .. like a boat on water .. will that still be slow ?
i got error acessed none
@grim ore thank you
@odd steeple you are not doing it right . white wires need to be hooked up to run so for example when you press 6 it will not run the wire for "cast to my game instance" since it is not hooked up to 6
but the item was add to array
@jagged plaza that is visibility culling https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/VisibilityCullingReference/index.html and there are settings on objects to basically make them "bigger" so they render sooner
I mean 5, not 6
you have them backwards in order so I got it backwards lol
your for each loop would not have access to the Pokemons array
and all 6 is doing is looking in your world for 1 of your taurus actors and adding it to your array
if you have none, you add none, if you have 1000000 it randomly finds one and adds it (and it could be one you added before)
Waves at @grim ore !
@inner cloak those features are for UE5, nanite and lumen, so we dont get to play with them till next year
Nothing special, just waving cuz i like you ! ๐
๐
ok, i thought its partially in latest engine !?!?!
i need have a taurus actor in my scence?
how can i figure out where is a stuttering problem<
yep just run it in circles a few time with logging on and then open the profiler and look at the places where it hitches and it should tell you what happened
@odd steeple the code you wrote is getting actors from the scene so yes
if its in the content browser, it is not in the scene/world/map and does not exist.
what are you trying to do?
if you are trying to work in the editor, you need to use editor scripting
@charred portal https://docs.unrealengine.com/en-US/Engine/Performance/Profiler/index.html this is what you are looking at, or the new insights system so you can see frame by frame what is happening
is turning off occlusion culling a good option or it may cause some major fps drop?
what are you trying to do?
@grim ore i wanna make a bag of pokemons and spawn in scene on click
@jagged plaza look at this thread https://answers.unrealengine.com/questions/312646/how-does-object-occlusion-and-culling-work-in-ue4.html and you can debug when it is happening and adjust the bounds scale of the objects having issues to try and prevent it just for those objects
@odd steeple you need to learn the basics of the engine. The difference between and object in the content browser and an actor in the world to start with.
@grim ore thanks, ill study more, im a beginner, have u a topic or forum about that?
there are tutorials in the pinned message at the top here. Look at learning the editor and blueprint basics
thanks
@grim ore do you accept private messages? its about something i dont want everyone to know about
is there any "show fps" option?
also damn Mathew has to answer so many questions paying respect
@jagged plaza top left corner of viewport is arrow down and there is Show fps option
hey, can someone tell me if the new anisotrophic works on translucent mats?
thanks
@grim ore can this cause the stuttering? there is a lot of spikes
Has anyone ever made a http request to node js server i cant seem to get the request to go through from unreal and connect ro the node server
Even thought im using http://localhost:3000/login
@charred portal yep you need to select one of the frames with the spikes and see what is causing it
@inner cloak no I don't sorry ๐ฆ
np
@grim ore
yep now see if anyone else has the issue like this https://answers.unrealengine.com/questions/356443/view.html
it might just be an editor bug, try packaging it and testing it outside the editor or doing what they suggest
@warm swallow can you connect to your server using some command line tool?
like ping
through the web yes
well sorry you said command line, and i gave web wow im terrible
you could also try using 127.0.0.1 as the address instead of localhost ๐คทโโ๏ธ
It seems i restarted the server now its working
exited the program and all these came through
if i spam the login button too fast it returns 400, is this an async fix
Hey, I've been looking around but I cannot find anything except some old threads suggesting it. Is it possible to color label Folders in World Outliner UI in a similiar way you can with Levels? It would seem like a basic feature.
Can someone tell me where the dependency cache is exactly stored after the installation so I can delete it all and safely?
@grim ore - Regarding this link: https://github.com/ufna/VaRest/issues/96 - How might one temporarily create a JSON object (as seen on the "Set" node on this page) in this manner to then decode and use the values as needed?
This is within a widget, this functionality. If I create a new variable of type Json Object Wrapper, it's not compatible with the typical "Callback > CustomEvent_0". The error is "JSON object reference is not compatible with JSON Object Wrapper Structure"
Hmm, I just found one VaRest JSON variable type that is compatible - "VaRest Request JSON", even though this is a response.
And that doesn't work with the "decode JSON" operation because "JSON Object reference is not compatible with VaRest JSON Object Object Reference"
Example:
What's amusing is this should literally be the most basic operation in the world for this plugin - getting the JSON response from the API (which I have confirmed is being returned properly) and leveraging the values within.
Yet it's nearly impossible to find examples or documentation that actually demos this process.
I could write this code in about 10 different languages in 5 minutes, but for Blueprints it's wild.
Thoughts are certainly appreciated.
Hi, I have problem with normal map, it works fine in blender
I mean what the hell is "VaRest Json Object Reference not compatible with VaRest Json Object Object Reference"
What the hell is an object reference versus an object object reference.
Does anyone know of a paid course that show you how you can create a turn-based battle system similar to Pokemon?
Anyone know where is the problem? I have stutter even in a new project, everything i know is that it is something with CPU stall
cant find a fix on the internet
Im actually doing first person of a third person project i want to hide the default player model but i want to keep the flashlight attached to it visible is it possible somehow?
can i make it transparent using a material or something?
Check out the first person tutorial project @jagged plaza there's a section that goes over only hiding the third person mesh
hey guys! i'm incredibly new to unreal engine and started work on a personal project i've wanted to do for a very long time, but have run into a problem regarding decals
i got them working at some point but for some reason it messed up again. no matter what i change, they always remain like this. this is probably a pretty simple fix but i don't really know what im doing yet
Getting the value from a JSON request via Blueprints might be the most unnecessarily complex thing in the history of humanity.
May I ask - in so many examples, why are people leveraging the print string node? Is that simply for troubleshooting purposes or might there be a use for print string beyond that?
Using this, I can now print my API response, which is simply "result": "ok"
That is working. However, I need to be able to do a compare operation on the value of "result", so I need to throw "result" into some sort of struct or some such, not a big string that I then have to parse.
Anyone have any thoughts on how to do this fundamental operation?
hey all. Goign back to my original question - no one else had any problem with mad static noise playing randomly in their preview / Play? Not tried it yet on compiled but will try that now actually.
the noise just blares out after some random time or other
and doesnt stop til I end the preview
so gamestate and playerstate are just normal actors like all the others. theres nothing special about them at all... i found out the hardway when i realized when my pawns are replicating before gamestate or playerstate even exists for clients. Sometimes even playerstate shows up before gamestate.
is this what gameinstance is for? im trying to setup important manager class for somethings in game. said things do BeginPlay()->GameState->Manager->HelloImHere(this) , would crash for obvious reasons.
I'd search this discord for cpu stall
@charred portal gamethread is waiting for something else to finish
check RenderThread, and PoolThread4 for more information
I think your cpu is busy
cpu stall could also mean, say you launch another game and computer lags, it will show as cpu stall. In this case (maybe) its RenderThread or PoolThread 4
also select more frames
not just the spike
possibly a really common question, but my project just crashed and upon reopening it i pressed "skip restore". i think the autosave files are still there but not a clue how to restore it all manually? if thats a thing?
everything i unpack i get to the cpu stall - stall wait for event
in this picture whats under frametime ?
Hi Guys Small Question
if i made changes on CharacterBP and my friend made also changed on CharacterBP when we push that to github will overwrite codes or just add new modification to the BP ?
the bp will be completly overridden by modification no changes only complete override
@quiet token
This is a blank project?
@open wadi I would assume if that is your json string you would then put that into decode and it would turn it into your json object you could then get properties from
but i have same issue in every project i create
which sounds like it's a PC or Engine issue
could just be pc lag. cpu stall means the thread is waiting for something
wether it be another ue4 thread or something on the computer
yesterday it was fine
did you try it in packaged build to see if it's an editor issue like was suggested?
also did you do anything recently if a restart caused the issue. Also did you try restarting your PC. did you try reparing the engine
What's the best way of dealing melee damage?
With a sword 
@runic fern blueprints are binary assets so whoever pushes the changes last would be the winner
Currently in my game because it was for a game jam my approach was to have a large overlapping box in front of the player that enables and disables
The fastest quick and dirty way
It generally "works" but it feels imprecise and awkward
at times
Is there a more standard way or is this the correct approach but just needs to be refined? What about line tracing between 2 sockets on the weapon to make it more dynamic, is that a better approach?
@grim ore i did try standalone build, but i didnt try restarting pc.... so im going to
@charred portal it looks like disk problem
@jaunty cedar there is no standard way, you make it for your project
so tracing between sockets might work if this is something like a sword swing. Putting collision on a weapon as it animates might work. Just doing your normal check would work. etc.
@charred portal is there windows update or something running in the background using disk ?
@quiet token nope, but i have some updates that are not installed
Ahhhhhhhhhhhhh
Unreal why are anim blueprints so baddd
Okay but for real, not being able to expose the bone param on ik nodes is bugging me
Anyone here good with ik that has some advice?
At the end of my rope unfortunately
@quiet token restarting pc and updating windows didnt help
@quiet token would it help if i install ue4 to SSD disk?
My game has a crash on RTX graphics cards even though DXR is fully disabled. It only happens on RTX cards on one specific level. Is this common? I'm currently making a bunch of builds to send out to someone who has an RTX card to try to solve this issue. If there's a known cause to this and it's an unreal issue, what is it?
@charred portal it might but you can't guarantee anyone using the project would have one so it's best to figure out the issue itself
lots and lots of files that monitor your traffic and send it to china
@charred portal the file u sent suggests that ue4 is waiting for disk activity but i could be wrong. i have ue4 on my ssd because i have fileshare enabled on computer so other ppl next to me can use disk and it was causing me trouble.
i suggest move ue4 to a different disk, but the problem seems to be PC related. or possibly bad copy of ue4?
maybe you have some ue4 plugin enabled causing trouble?
How do I make some UI look like it's a hologram?
use a transparent material, and use the fresnel material function with it, you can multiply this with your opactiy.
Can someone help me with error? My ue4 crashes every like 10 minutes, with this error "Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')"
@tender pecan I mean stuff like noise
@quasi zealot that is normally something outside of UE4 causing the issue. PC problems, driver problems for the GPU, etc.
Hi guys, My fps drop every 2-3 second in standalone game or in package build but everything fine elsewhere. When I use my Xbox controller to monitor the framerate, it suddenly stabilize. Have anyone have an idea how to fix this?
Is there a way to (in editor with 2 players) have different inputs go to different windows so I can control 2 players simultaneously? e.g. Keyboard viewport1 Gamepad viewport2
Can you use the Editor Widget BP to adjust a value on an actor and have that actor update? I can see that the editor widget is changing the value, but the value doesnt actually take effect unless i touch the values in Details panel for the actor.
Hey peeps, I was sent a RFP for an ARCore/ARKit AR game where we need animation streaming from a server for multiple characters (Real Time MoCap from actors...). Itโs Pretty much Live Link but the pose data comes from a remote server through HTTPS and must be played in a packaged game, not the editor.
Did anyone hear of anything similar I can check or recommend? Seems like a complex project and Iโm concerned about how feasible it is for multiple actors on an AR game...
Imagine a Shakespeare play. Add effects and modularity. Customization.
Woah!
Real Time MoCap is a high data throughput. They want to resolve that over HTTPS? I know our cameras MUST run over USB 3.0 and the reason is they can actually utilize a 100MB/s across that connection with the information dataflow. I mean if you clipped it down to only capture a few frames at interval it might not be so bad.
how do I split a progress bar into 5 cells?
does it need to just be arm position? or are you talking full body. Because logistically how would that even be captured for many people. Well then again you said AR not VR so you already have the limitations of the device. Does this plan to be mobile or PC? since AR i can assume mobile.
Real Time MoCap is a high data throughput. They want to resolve that over HTTPS? I know our cameras MUST run over USB 3.0 and the reason is they can actually utilize a 100MB/s across that connection with the information dataflow. I mean if you clipped it down to only capture a few frames at interval it might not be so bad.
@marsh swallow Exactly.
does it need to just be arm position? or are you talking full body. Because logistically how would that even be captured for many people. Well then again you said AR not VR so you already have the limitations of the device. Does this plan to be mobile or PC? since AR i can assume mobile.
@marsh swallow Full body + Face capture. And yes, mobile.
Truth be told, the bottleneck right now is the hardware.
As a network engineer, I am goign to tell you right now. Not possible.
especially more than 2 connections.
There is no router that would be able to keep up with that throughput from so many connections at such a high rate. To even make it remotely stable you would have to limit the sending of data to every .2-.3 seconds and it would be running at 5ish FPS in movement.
Just for clarification: Iโm just getting final inputs before telling the guy we need to tone it downz
This project was the result of an unchecked Marketing guy hahaha
Anyone know why i cant run UE4 in DirectX? 11 and 12 cause crashes and glitches. I can play ue4 games perfectly fine but i cant run the editor. its been happening since 4.24.1 and im up to 4.25.3 and still have to run vulkan... I have a 2070 Super Nvidia card, i have updated drivers about 10 times with no change.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
i mean you could lerp on the client side between frames but then your getting client heavy calcuations for the players and your limited by mobile hardware already trying to run the visuals.
@past pilot Reload your PC. ๐
And Supporting ARKit, no less
That crash was on a Third Person Template base project
Legit sometimes when dealing with crap like that, sometimes its just easier.
you mean format?
@past pilot Sometimes you need to go back a couple of driver versions.
ughhhh... i have so many tools and shit id have to set up again...
I remember unreal 4.10 and below... when we switched to a 1080 from a 980 everything went sideways
@bleak crest its been happening for 8 months now, id have to go back a lot of drivers lol
dont do that, not that it would work but yeah reformat and reload. I mean you can troubleshoot between them like SG said. Also just make sure you have the DirectX packages all installed
i personally would reload if i have been dealing with it
vulkan wouldnt be so bad but it locks me at 60 fps no matter what i do
but yeah @bleak crest that is going to be tough/impossible to pull off. realtime mocap with AR though mobile is enough. now add more than 2 connections and its not going to happen
throughput just cant keep up. its not like its a single float
its thousands of floats per second
@marsh swallow thanks man, wish me luck... i guess i will reformat and hope i dont lose too much stuff i forget i needed lol
Indeed. And even if you could somehow manage to get that, thereโs a reasin why the LiveLink plugin works the way it works on local network.
could i have 2 landscapes? i want a desert area and a grasslands area, but im not sure how i can go about making another landscape or area
And MoCap apps generally use target poses and blend them based on criteria
yeah i mean live link works over https but i believe its UDP
Itโs UDP, indeed
@rough knoll Multiple Levels and level streaming, maybe?
also suggested to be large packets as well at 9000
jumbo frames. thats the word
lol
try calling up the ISPs and see if you can get them to turn on Jumbo Frames. 
ue 4 is very slow when switching to raytracing ๐ฆ
even LightroomInteriorDayLight is stuck at initializing 39 %
install DLSS with it
am talking about compiling shaders after swtiching to raytracing for new projects.
yeah. DLSS helps with that ray trace performance and others but also you have to setup your meshes/materials for raytracing
you cant just flip the switch
@marsh swallow u are being offtopic and for the whole channel as an can see.
you dont know what am talking about.
excuse me? You said when you turned on raytracing you were having slowness issues. We use raytracing dude. And nothing i have said yet has been offtopic if you actually read the responses to people posting.
raytracing is not just enabling a switch in project settings. There is a LOT involved with proper setup and the recompile after enabling has to rebuild the entire DDC with all new shaders. Its a more complex shading method.
as well the reason ue4 is slow is probably because your hardware cant handle the raytracing.
@marsh swallow no it can handle raytracing
the main issue is the slow nonsens of the shader complier.
ohhhh you mean reloading back in.
yeah, no we had the same thing.
when we reopened the project it took a good 2-3 hours before it opened.
how long has it been stuck there now?
yup! and i run i9-9900K with 32GB, 2080, and Samsung nVME SSD
no, that was our project, but its a good long time since it has to recompile every single shader.
stuck since i went to the toilet and bruched my teeth , and the intel stock fan making it even worst
its compiling shaders, install more machines or just go outside for a few hours lol
just give it time. itll open eventually. try and keep the CPU cooled down.
no point in fighting it
funny story, one of our team members had to do it in 2 runs. he overheated. ๐
@grim ore to be honest i dont think i waited that long for a project to compile in older ue4 versions , this 4.25.3 v is wierd
we turned it back off though and reverted for now. were turning it back on soon. i have to take RTX ON/OFF images and send em to nVidia.
i already regret updating.
the alternative is it compiles every time you need to access a new shader in real time and no one seems to understand that
@grim ore But here's my confusion, which is amazingly difficult to find an example of online - Here, I have the response, being sent to a VaRest JSON object, then being passed to Decode JSON. The output pins on Decode JSON is only a boolean to confirm if it was decoded or not. How would you figure I would pass the decoded JSON to a variable, and what type? How would this work?
as long as your CPU is running near 100% in task manager you are fine, just have to wait. it's only one time
All I want is to pass the returned "result" JSON value to a string so I can do a compare operation to see if it == "ok"
@open wadi you said you got the json string , feed that string into the decode json and feed a new variable into the target and let it run it should decode that string into the new object then you can get properties from it
you've opened task manager and made sure it's doing stuff?
@grim ore one time for every project i change to raytracing ?
Right, but once I feed that string into the Decode Json node, it only has an output pin for a boolean to determine if it was successful or not.
I don't see how I can pass the result of Decode Json to a variable.
Also, the "get as string" node" returns the entire JSON - "result": "ok", so I would have to parse that entire string and just get the result value.
i know you dont understand how it works but did you try it?
drag left from the Target on the DEcode Json and make a new variable from it
then use that variable to get your string from
after you decode of course
The target pin is a VaRest Json Object reference
Specifically, a "VaRest Json Object Object" reference
So the target pin is the input of the json object itself, presumably.
Hence how I have it set up in that image.
not arguing with what you are saying, just asking if you tried it this other way
Yes, here I'll do it, it errors out because "target" expects a VaRest Json object object, not a string
One moment
@grim ore For example, I can do this:
I can get the response as a string, then pass to the Decode Json node
the json string you feed in is the one you said is the { blah: blah} correct?
Then how would I get the value of the "result" Json param to a variable I can compare?
Yes, if I run Get Response Content as String and Print String, it shows that it's taking the entire Json response and dumping it as one big string
So it's the entire ""Result": "ok""
ok so drag left from the Target in the Decode Json and promote to variable
Ok, I've done that
man even crating an empy project with raytracing on in wizard takes forever with ahhh
tats why i learnt unity years ago
So now the decoded json is presumably in a variable format, so how would I parse the value of the "result" field from this?
and i should have stick to it.
The new variable's type is a "VaRest Json Object"
So it's still a Json Object, apparently.
Sounds like we're back to square one, it took a string, decoded it, and turned it back into a VaRest Json Object.
You clearly dont have a conception of what Raytracing is if you dont understand whats going on behind the hood to make it work. Either wait it out or dont use it man. But coming to an Unreal discord and complaining that Unity is better wont do you favors here man. ๐
what is your code you are using to get the result? is this a custom site you are doing your request from?
Its honestly not a big deal. Just let it sit and come back later. ^^ I have lost 20-30 hours of my life recompiling in the project.
Yes, it's a simplistic API that just sends back "result": "ok" or result: "fail" depending on if login worked, so if what you're getting at is are there built-in plugins for a third party site, no.
This is, however, the most basic of JSON-based functionality, getting a response and using the results to perform actions, I cannot fathom what the issue is.
The result is confirmed being passed fine - I simply need to take the returned result, get the value of "success", and go from there. Once I have that, I can do simple string compare operations
keep in mind i dont have your request part but
this works as expected with the input string, prints out ok
Ok really, let me try that
@grim ore is it single threaded ?
where Json Object is just a variable
for each copiler process
@plush yew shader compiles will use 100% cpu
so 1 shader compiler worker exe per thread/core
if you are not seeing near 100% cpu use when compiling you might have something blocking it, like incredibuild
@open wadi i think your issue is you didnt have a default json object to use as a container for the results to go into
@grim ore
Right
you could also drag off the Construct Json Object and use it's return value
I see, yes, so VaRest has compatibility issues with callbacks? We have to literally create the Json object ourselves in the Event Graph?
Because yes, when you make the Call URL post, the callback returns a Json Response object, not a Json Object Reference
lol
I mean who designs these things
Ok, so say I wanted to simply execute a normal POST to a remote API that passed a username and password, and that was all set up correctly, how would I do that in such a way I could actually work with the result returned from the remote API?
I think it was just a misunderstanding of how its designed
I suppose that's the real question
The node layout I'm using now was pulled from a "build a login" tutorial but some of the nodes have clearly changed as one of the ones in the tutorial was an impure function and the node of the same name in my VaRest version only has a pure function for that exact node.
well you said the first part works right @open wadi ?
75
it does return back the result:ok json ?
Here's how I have it designed now:
Yes, it does return back result: ok in JSON format.
ok so my error appears to be audio buffer underrun. now to work out how to fix it
That has been confirmed form multiple sources. The issue is that in UE4 I cannot determine how to work with the returned Json
Those set and decode json nodes at the bottom right can be ignored, that's just from us troubleshooting.
well my current issue is I can't get a simple result like you have lol
I"m stunned by how difficult this is.
i dont think it is, im not having an issue here but I dont have a simple 1 property json to test with as a result
well any property
Get any property from the response.
And be able to compare the value.
"bob": "jane"
its not that, my one test that I can find for free is an array of results so not just a single property or set of properties
Then be able to take "if bob == jane then go nuts"
trying to find a simple json result from somewhere that is not an array lol
Right, the array thing. I mean theoretically I could take the API and just slam it into a single-element array.
Just so it'll work in UE4 blueprints.
Take the API response for the login query, that is.
Seems unnecessary but if that's what we need to do.
do you have a simple url i could request from , i cant find a simple one just complex ones
cant test simple without simple
Hello,
I am new to Unreal, and all I am trying to do is starting a blank media project and it was asking to install 2 plugins
blackmagic design media player and AjaMedia
After installing and restarting, it creates the project (I think) and it's stuck at 39%
CPU turns 100% and ...
nice am not the only one suffering.
I mean, I have the proprietary one for our company's internal project, not sure I can give that out.
Let me ask, hang on.
{"args":{},"headers":{"x-forwarded-proto":"http","x-forwarded-port":"80","host":"postman-echo.com","x-amzn-trace-id":"Root=1-5f31de6e-b1d9f4f466b5f1216417d910","upgrade-insecure-requests":"1","user-agent":"Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/84.0.4147.105 Safari/537.36","accept":"text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,image/apng,*/*;q=0.8,application/signed-exchange;v=b3;q=0.9","accept-encoding":"gzip, deflate","accept-language":"en-US,en;q=0.9"},"url":"http://postman-echo.com/get"}
with that as the result (notice no array so just 3 simple properties) I pulled out the url string and it printed out the property value as expected
Anyone know about these black spots appearing on a mesh? They show up even without a material applied. I have checked my UV maps and they work fine in Maya and Substance Painter. I read that it may be a light map issue, how would I test this?
keep in mind this was a get but the concept should be the same
just had to find a stupid simple json result
[2020.08.10-23.59.00:412][722]LogScript: Warning: Accessed None trying to read property API_Res_Json_Obj
That's what I named my Json variable.
btw this worked as expected as well, I didnt try it since you said it didnt work, but right from the response object without decoding
I just had to make sure I was getting the right stuff
uh for yours you never hooked up the string to decode
lol
plus did you construct your json object at some point and put it into your API_Res_Json_Obj
JSON(
{
"email": "test@domain.com",
"password": "test01"
}
)JSON
[2020.08.11-00.02.37:181][747]LogVaRest: Response (200):
JSON(
{'result': 'ok'}
)JSON
[2020.08.11-00.02.37:181][747]LogScript: Warning: Accessed None trying to read property API_Res_Json_Obj
W_VLoginForm_C /Engine/Transient.GameEngine_0:GameInstance_0.W_VLoginForm_C_0
Function /Game/VWidgets/VLoginForm/W_VLoginForm.W_VLoginForm_C:ExecuteUbergraph_W_VLoginForm:02A0
[2020.08.11-00.02.37:181][747]LogScript: Warning: Script call stack:
Function /Game/VWidgets/VLoginForm/W_VLoginForm.W_VLoginForm_C:Response
Function /Game/VWidgets/VLoginForm/W_VLoginForm.W_VLoginForm_C:ExecuteUbergraph_W_VLoginForm
bh
Damnit, didn't mean to slam that all here.
nah that is fine, I see 2 issues
1 you never fixed the json return to give valid strings
and 2 did you construct your json object anywhere?
I was informed that was libcurl presenting the json as single quotes, that's not how it's being sent from the API
As that's not valid json to begin with
Many clients apparently do that
I did not construct my json object, no.
welp this works... LogVaRest: Response (200): JSON( {"args":{},"headers":{"x-forwarded-proto":"http","x-forwarded-port":"80","host":"postman-echo.com","x-amzn-trace-id":"Root=1-5f31dfa5-f336df0007c208d0bc5997d8","content-length":"0","accept":"*/*","accept-encoding":"deflate, gzip","cookie":"sails.sid=s%3AtJcZXm2vudy2f90Cz1DUjnk3B1FyLEJk.AYG8cXkQ9JQ1gGFbjkyL23u6%2Fo%2BCTBpzCFcplNrg4Bk","content-type":"applicat ion/x-www-form-urlencoded","user-agent":"varesttest/++UE4+Release-4.25-CL-13942748 Windows/10.0.19041.1.768.64bit"},"url":"http://postman-echo.com/get"} )JSON
@grim ore hmm looks like i fixed the issue
Weird, what the heck, why was I told that.
so try constructing and storing your object first and see if it can parse it with single quotes
so in your output logs you're getting double quotes?
Right, but I was told that wasn't actually occuring and that was libcurl presenting it that way in the debug logs.
huh
Ok.
welp.... I personally would have tried another result from somewhere to validate that
then you would be here sooner than now lol
if you look at my code you can even try my url if you want to test
mine is a get not a post but the fact your post is getting to the server and you are getting back a result just means to me your json result is malformed
you could easily test the code without your response string from your url by typing it in by hand and seeing if it works, then we know for sure its the response string from your server
And just to be clear, on your last note, regarding "constructing your json object"
Could you elaborate on that before I return to my hole?
Why would I need to construct a json object prior, I figured the response from the post would generate one already.
in my code right after the begin play
Right, I saw that, does that serve a purpose when I'm going to be working with the post callback response?
you need a valid empty json object to use as a container for the decode to put your json string -> object into
but if you dont need it no you can do the other way I showed
the last screenshot getting it right from the response, which you tried before and failed, and I mentioned you needed to fix the ' issue and then we went down this new hole lol
Ok, well thank you very much, I'm going to get to work on this and see if I can repair it, I"m guessing at this point, since your code is working fine and since I can convert to string and print the entire 'result': 'ok", but now I can't decode the json, that it is malformed json like you said.
basically.... .....
yep I can confirm both of those ways do work with valid json objects. Either from the response from the call url or turning your response into a string into a json object then getting it from that. the 2nd way is just... extra work heh
but hey they both work and the 2nd is easier for debugging
Yes, the second is cleaner.
I think it was a case of "this doesnt work, so lets try other stuff which doesnt work because stuff doesnt work like that and then now the original is weird" instead of stepping back and debugging heh
Yes, that appears to be the case at least in some respect. I'm going to throttle those who said my Json was fine.
And it was libcurl printing out incorrectly
but yeah my first idea about it being bad was simply testing the response against a validator and it says bad so seems like a starting point
json sucks
its such a pain in the ass if it's not done right as in if you miss one [ or { or , or " or misformat a number lol
Clearly.
the thing is there is a chance that ' would work fine in other languages as it wouldnt need to decode it would use the class definition. like in C# you can decode to object and since the object is already typed for each variable type it can easily fit the data in correctly based on the property names
duue i fixed the issue ๐
looks like removing config folder for all projects fix this stuck issue
i made a comment in forum for others to see it.
I don't have anything to contribute to this conversation, but I'm learning a lot reading through it. Thanks for sharin.
now the editor start normqlly and compile shaders for raytracing.
insted of being stuck at 39!
yeah looking thru the va rest source it uses " as the identifier for a string property/value so I am almost sure that is the issue
didnt you say it already got to 100%?
and if you deleted the config folder there is a very good chance you are not using dx12 or ray tracing in the project anymore
@grim ore but i had to wait longer , now i tried new project when activate raytracing its no longer stuck
Guys, any way of making circular arrays of meshes? or repeat a mesh across a spline?
r.SkinCache.CompileShaders i had to change it to false and raytrace to treu manually
the engine showing 39% is when the engine is compiling engine shaders for the new platform (dx12) so you only need to do it once
any new projects would have them compiled at that point
also deleting the config folder in a project would return it back to default so dx11
@grim ore well the reason that is wierd cuz after waiting 39 to unstuck the editor start compiling shaders so thats another wait
this made me look for solution u know
once you are in the engine yep it's another set of shaders. but again usually only once and it depends on the project, once you are in the engine its the project shaders
but it all comes down to out of the box the engine is designed to run on your default settings on your platform. IF you change that or add a platform it has to compile to support that platform and DX12/DXR is considered a separate platform and it will recompile engine and project shaders
DXR needs real hardware to work with efficiently and even then it can be slow based on your assets. It just is what it is, game dev is hard on hardware
@quick plover it depends on the spline (spline actor or spline component) but I beleive you can get a distance along the spline then spawn in your mesh at the location
I'll be happy to just make a circular array of meshes it's for a scene background btw
Separate topic - My project is relatively small, just a few empty levels and a bunch of widgets. Yet, when I go to save it, it now takes over 10 seconds to save all. I've tried deleting DerivedDataCache, Intermediate, and Saved. This suddenly started happening, my system resources are more than fine. I have a decently powerful Alenware box I'm deving on.
Any other tips for troubleshooting slow saves? Might the logs reveal something and I should parse them?
removed a material and ue4 crashed to desktop ๐ guess that material is staying even though its unused
@grim ore looks like the issue is gone even for new projects, not sure what the hello is happning with ue4.
if i have an actor blueprint for a coin
how can i import my sprite sheet for animation?
this is for paper2d
unity and unreal both have "un" in them and if you remove the "un" then it is real and ity and if you put them together its reality
anyway to stop doing this automatically baking?
@hollow palm mmmm spaggetti
Yes.
ima try to make my first game in ue4 rn
is this new?
A plugin designed to help with the recovery of an Unreal Engine 4 session when it crashes or ends abnormally.
Interesting.
It says 4.23 it was introduced.
Its a log of all changes in a transactional log that you can restore. Its like OneNote if anyone uses that for a reference
nice given undo is worthless ;'), eager to try it out of beta
but undo is horrific in many engines
Can anyone think of a reason on why the details panel doesn't show up when selecting the Mesh component? I've already tried restarting the editor as well.
Hi, in the viewport of my mesh BP, I have not gizmo and I can't click on the three little buttons on the top : translate, rotate and scale. It seems that it the same things each time I convert a StaticMesh into a BP. Also, I see I have the gizmo and I can click on the three dimension buttons if I choose another Parent Class. Is it expected ? Why I have not this things on a Static Mesh Actor ?
You can't add a rotation or translation to the root component.
If you want to add an offset then add a scene component and make that the root.
@cedar wave close the details panel
Did that too
then either double click on the item or go to windows>details
Yup - did that
if that doesnt work, you have to then reset iirc your EditorPerUserProject.ini
or DefaultEditor.ini
someone the other week got stuck too and had to.
there may be another solution still thats just what i know works
How do you even reset those?
I want to say that happened to me as well after I did some class refactor in C++
@covert ivy
err @cedar wave sorry, replying to wrong person xD
no pb ^^
@scarlet birch Thanks it is working now. So you're right, it's just about the hierarchy...
cool
@cedar wave What were you doing last before this details panel showed up blank? What's your class inheritance look like? Did you do any C++ changes lately?
Localization question: I have an inventory, and each item in the inventory has a variable ItemName of type FText. The values of ItemName are pulled from a String Table so they can be localized. Let's say that three of the items have the name Short Sword, Long Sword, and Small Shield. The inventory class has a "SortItems" function that allows the player to sort the inventory items alphabetically. "SortItems" converts each ItemName into a string and then relies on a "CompareStrings" helper function that turns the string into an array of characters, gets each character as a number, and compares them to see which item should be first. This works just fine in English. But will this approach have any problems when the Engine localizes to different languages?
@fresh pewter All BP project. I was just moving changing some variables around.
ah I see, I'd say something broke up the inheritance chain. Do you have SVN (sub version network) or GitHub that you can revert your latest changes?
Any ideas on why I can't select sprites in the editor viewport? allow select translucent isn't it.
@cedar wave just restart the editor and see if that fixes it
Nah - it's a fresh project that I just use for some demo stuff. So I'm not worried about saving changes. Like, it'd probably take all of 10 minutes to get it back to where it actually was, lol. I was just wondering what could cause it.
@scarlet birch I already tried that
Which I mentioned in my original post.
I'm thinking you made a change to your base BP class and it had this adverse effect, I just can't remember what I did to fix it last time (years ago)
@placid yarrow can't say for sure, but that certainly sounds feasible
@placid yarrow I think perhaps that's a ascii (US) vs unicode (Intl) question?
@fresh pewter Thanks; ascii vs unicode is definitely beyond my knowledge level!
do some quick googling and I think you'll get where that leads to ๐
(it is actually not that complex so based on how you were able to explain your problem intially I think you'll be able to figure it out)
Erf, I have spoken too hastily... Now I do have the gizmo and can click on the three buttons (translate, rotate and scale) but it does nothing, indeed... ๐
Even if I change the transform value in the left pannel, it doesn't change my mesh : https://gyazo.com/a1217641eec0a618f50c41d13f5a9be2
@covert ivy have you tried putting in a static mesh in there to confirm it doesn't work?
Aaah thanks ! I thought that the cube was my mesh but it's another mesh indeed...
If I put a mesh in my "StaticMesh" Static Mesh Component, I can modify it
๐
But I'm just wondering, so... What I'm suppose to do with the other mesh, the one in the "StaticMeshComponent (Inherited)" (the root) ?
Just delete it ? ๐ค
depends on what your objective is here, you should probably be changing the static mesh in that "staticmeshcomponent" instead of trying to add this "StaticMesh" object
it's a bit redundant ๐
Guess it's a bug. Translucent sprites cannot be selected in the editor viewport in 4.25.2 and .3
@scarlet birch so strange! :S can you send an image as an example?
I'm not sure how a screen shot could illustrate the problem.
maybe a gif instead of you attempting to select?
@scarlet birch do u have translucent selection unticked in settings ?
or the T key for shortcut i think
You're welcome to test it yourself in one of the engine versions I mentioned.
@fresh pewter But the problem is, like @scarlet birch said, we can't add a rotation or translation to the root component. So I need to add this secondary mesh in order to edit his geometry !
No, just use a scene component as the root in the parent BP
yep, what he said ๐
aaah my bad ! you're right ! just a scene component instead !
i dont need to test it, i was just making sure u knew ab it is all. Lots of folks have no ide it exists and often disable it on accident.
np, happy dev'ing
Recreating the material and using masked instead of translucent gives a good enough work around.
Nothing else I tried worked.
It won't solve everything but can be worked around.
interesting workaround Mike
It's hacky and won't work for everything but it's good enough for now
does anyone have assets?
What assets you need @bronze oyster
hey does anyone know what this is
i just realized that ue has 80gb of cache ๐
@tender pecan I mean stuff like noise
@hearty walrus you can use a perlin noise texture, there are material functions to generate, and their are texture assets included in the starter content to use.
and you can use that with a combination of say a sine wave over time to blend the effects of 2 or multiple transparency channels with each other, to create an effect that looks like it is getting distorted every so often.
Anyone know of a sample showing creating a set of instances and manipulating their locations each frame using C++ in Unreal?
I just set up footsteps in my project and set the physics materials up. Everything works great except water. In my blueprint i trace down and get the physics material but the issue is the water moves. It gets higher and lower but the plane the water material is on stays where it is. So if it traces deep enough it can get the water plane but when im walking in the water when the water plane is lower than the terrain but the material is above the terrain, i get the sand noise. Is there a way to trace the material rather than the object?
@open gorge Was that question for me? If so to make a particle simulation with Unreal as the renderer.
New to game engines, I will look into it.
I have been using DirectX12 for my code for a long time but looking for a simpler way to get visuals.
Currently DirectX12 as a renderer and CUDA for the simulation.
Clarification my particle simulation is molecular dynamics
UE has a pretty robust particle system
i'd def look into Niagara
there's good info on it in #niagara 's pins as well
Okay I will look into it. I am just looking to set positions of particles.
as in spawning them throughout the world?
Initializing a number of particles on start, then updating and rendering a subset of them based on external data.
well it's certainly possible to do
but i'm not super familiar with VFX system in unreal, other than they exist
and how to add them to certain things
i'd definitely ask in #visual-fx those folks would know more about that stuff.
okay thanks, I am starting to learn that Unreal seems to have endless components. Hoping its simpler than DX12 in the long run.
Trying to make my code more usable by others by converting it from DX12 to UE4
UE4 has quite a number of uses outside of making a game as well
and a lot of the nitty gritty stuff you've had to do with DX12 is just handled by the engine thankfully
ya, I have met several in industry that are using game engines. Fuji Xerox, and Sharp for example. Mention of DX12 or vulkan seemed to make the engineers I met worried lol
UE4 supports vulkan if that's something you're interested in
So far I have tried about half of a Udemy course on ue4, still feels like I havent scratched the surface
@smoky imp I've been using it ever since it came and out and I still don't know large chunks of it.
All of the Datasmith stuff for example, I don't know anything about that
Does anyone know how i can make the engine built in subtitles larger when changing resolution?
Ya still trying to find the best way to learn what I need without going through everything. Still in the phase of learning what components ue4 has to offer @lucid socket
I didn't even know the engine had built in subtitles
there's some info about it here @trim silo https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1571707-built-in-subtitles
Yeah i've seen this one but it doesn't adress the resolution issue
increasing the font size works but as soon as resolution of the game changes it doesn't scalle with resolution
i believe you can access the resolution of the window through code
so maybe just set a multiplier for it there?
I was wondering if it can scale with resolution
you can get the resolution with this snippet of code as well: ```c
FVector2D GetGameResolution()
{
FVector2D Result = FVector2D( 1, 1 );
Result.X = GSystemResolution.ResX;
Result.Y = GSystemResolution.ResY;
return Result;
}```
how do i make actors spawn in a random place inside of the map area
i was just using scattered target points but i dont really want to keep making those every time i expand the map
@rough knoll you can do something like this:
how do i find these highest/lowest values
they'll be the limits of your map
you can just drop something at the furthest areas of you map you want players to reach
copy the coordinates
and rinse repeat for other "boundaries"
Guys my engine is stuck at 79%
Ive tried deletign Intermediate/saved files and installed a new version too
um what
when i open a folder containing my rat mesh my engine crashes
upon stealing the rat mesh from my backup i can actually open the folder but not the actor
Is it possible to have the World Outliner folders collapsed as its kinda anonying to have to collapse all the folders just to get to the one I need quicker.
I have a datasmith import that has just under 100 different door models ๐ is there an easy way to make them all open/close or am I going to have to create a blueprint for each one and follow a tutorial like this https://www.youtube.com/watch?v=veD-eAIaIBI ?
Here is link to PART 2 where I show how to make doors opening always opposite direction to the character: https://youtu.be/LZkDZefhDYg
If you need any more help or have suggestions about tutorials join me on discord: https://discord.gg/Npd7TAJ
In this tutorial I show how ...
Does anyone know why I can't find iPhonePackager.exe inside my Unreal directory?
I'm trying to follow this but I the DotNET folder hasn't generated for me https://docs.unrealengine.com/en-US/Platforms/Mobile/iOS/QuickStart/3/index.html
Set up your iOS development signing certificate.
@plush yew some fax thereXD
can someone help me with cinematics problem
so everytime i save to .avi this video always back to same position
In the recent Unreal Live Stream about volumetric clouds i noticed the editor had different color for hovered and selected buttons (from orange to pink) How do you do it?
See this for reference
https://youtu.be/R2RQm_Bu81I?t=5584
This week on Inside Unreal we'll explore different volumetric effect options like volumetric fog, particles, and volumetric clouds. Technical Artist Asher Zhu will demonstrate how to sculpt believable clouds using volume textures and materials. We'll also learn how to create E...
Could someone help with this https://discordapp.com/channels/187217643009212416/402958499660955658/742385103140946001 ? I asked in #packaging but didn't get any response.
followup question, does unreal have some type of paint mode to easily apply a material to the selected object face?
looking at this example currently I would need to open 3 individual models, edit their meshes, select the faces,and apply a new material to them,. doing this for a few 1000 objects would take a long time
I just want to click a material and then click the 3 visible faces to apply that material to, is that possible?
can someone help me with my script? I dont know how to solve error
@proud narwhal Wouldn't you just setup the material correctly in your 3D tool of choice like Max or Maya, etc? If all your faces have a particular Material ID that is the same of all objects you could make an Editor Widget that lets you select all the actors, and then apply a particular material to all those material IDs on each object. Saving you the trouble of doing them individually.
@wooden jacinth What seems to be the problem? Did you post in #cpp if its a C++ script?
