#ue4-general
1 messages Β· Page 817 of 1
well it is template that I am learning from and when I imported that asset I got these
The Pin that you pulled it from Player State, what is that?
It's supposed to be in that
Ok, Click on Player State, the node to the left of the one that has the error and show a screenshot
@somber crown its a datasmith import of a revit file that I have no control over unfortunatly
@proud narwhal You're out of luck then, don't see any other way than manually.
π¦
@wooden jacinth yeah, that is fine. I am not familiar with the Player State system. Could you check what is the assigned PlayerState by following the image shown here https://answers.unrealengine.com/questions/93152/how-to-add-variables-to-playerstate.html
Where would I discuss game controls?
Here is fine π
good examples of mobile shooter controls/design?
depends on how much stuff the shooter does
Like is it just moving and shooting
also is it 3d or 2d, fps or ots
Hey guys. I am new to unreal engine and wanted to learn it. I want to port a game in this engine and want to do it myself. So what r the imp things that i should focus on ?
If anyone has tips then do ping me. Thankyou
port from what sam?
From an older engine
I want to run skyrim on ue and make some changes to it so it can look and run better
But i have no idea about how π€£
rebuild it
i want to use dxr gi
how to export niagra 4.22 to 4.25 ?
right click on the asset and select migrate
@whole quarry this not work .
why not?
@whole quarry everything I created didn't show up at 4.25
close and open the editor
@whole quarry This not work
how did you do the migrating
did you put it in the right folder?
you're not giving much info other than "not work"
if you want to get help, try to help yourself by sharing info
no one wants to play the guessing game while trying to help someone
@plush yew 3d
I have a question - I have my login form widget part of an isolated sublevel that I call up, and when login to my API endpoint is successful, it loads the "main menu" sublevel. But I want to add authorization - Basically (as an example), every time the user clicks something in the main menu navigation, I execute an API call that confirms their current session. If the session fails, the login screen reappears.
As such, how would I design a widget hosting the login form in this manner? I suppose, the simplistic ask - how would I create a widget hosts a login form that I can call up and, upon doing so, prevents interaction with all background widgets / assets?
In many login tutorials for UE4 online, a login form will appear but the user can still take control of the player in the background or click around.
I want my login form to prevent any interaction with anything BUT the login form itself.
Did you try to set input mode to ui only?
Yes, but my main menu navigation widgets are UI only already.
Will this work regardless?
If I load my widget containing my login form and have input set to UI only, will this prevent other "ui only" navigation menu widgets in the background from being accessed?
But I want to add authorization - Basically (as an example), every time the user clicks something in the main menu navigation, I execute an API call that confirms their current session.
packet handling
not as far as i know. it only accepts input on widgets and ignores gameplay input
when you log in, first verify client version to be proper, if so, return a key, client send the key + login credentials, server verifies key + credentials, if correct, return a session key and loginOK to the client, then use that session key to verify client actions before performing them
@whole quarry - Yes, thank you.
just think of it as adding extra steps to the actions where the user is never aware of as they are invisible to the user (all the user see is: enter a user name, password, click on the login button)
Right.
Yes, I'm basically going to add functionality to confirm the session every time an asset is clicked.
And if it fails, I want the login form to appear front and center and prevent any further interaction with other assets.
Including UI-based navigation.
well, once the ession is verified, you store the socket session, so verifying every time is redudent
Right now I have my login form set to stream-load my MainMenu sublevel but that only works the first time, otherwise every time their authorization failed they will get reset.
Oh really, ok.
also, do all the networking stuff in the GameInstance
Oh yeah? ok.
the GameInstance remains troughout the entire game session (from game launch up until shutdown)
Interesting, alright.
So say the user changes their password, or an admin changes their password.
Or, put it this way.
Say an admin kills a user account.
I want the session to be verified by the client, at least at regular intervals.
Should I not be querying the API at least periodically to confirm the session is still valid?
usually, password verification only occurs during login, if the password changes during play, you should check first if the account is online, if so -> kick it, then change password
or ignore that the user is online and update the password in the database regardless of online status
if the socket returns -1, its save to assume the session is dead and the client can be kicked
Alright.
And say, if the user is kicked offline, I want the login form to appear and I want them to not be able to interact with any widgets or what not in the background.
What's the methodology there?
I suppose the easiest thing to do would just leave the login form level isolated and unload everything else from viewport
In the event authorization fails
i would just unposs the pawn in the controller as long as the login form is active
if the user is kicked (closed socket), the client side socket should also return -1 (in case the connection gets disrupted by something), then you can just load the main menu level on the client side (there is no data send to the server anyways)
Thank you @whole quarry, @shut rapids.
yw π
@whole quarry - So this project isn't your typical multiplayer game - it's in essence an offline video / audio player built in UE4, so it's not like there needs to be a consistent stream connection to the back end. Though we are likely to add community functionality so users can message each other, etc.
That being said, would it be possible leveraging the GameInstance, to have a general "check to confirm authorization" function?
Which would be trivial to do in normal code obviously, if I was just writing in C, Pascal, Ruby, BASIC, etc, I'd just write a "check authorization" function and call it from time to time
that doesnt sound like a game at all π
That's right, it's not a game at all.
Though there will be gamified componenets later
Which is why management wants it done in UE4
For now, it's simplistic.
I would still do the logic in the GI, it keeps the flexibility to change between levels and what not without losing the socket and authorizations
I like it, makes sense.
tho, if it does happen that something closes the connection unintentional, i would make a function in the GI to reset all the socket stuff to be able to login freshly again
Right, like an internet outage.
aye
@whole quarry So right now, my simple setup is Primary Persistnet Level > Login Form sublevel > Main Menu sublevel. I have the Login Form "POST to my remote API endpoint for credential verification using VaRest" code within the event graph of my Login Form widget (the widget placed on the Login Form sublevel). Should I break this login POST using VaRest sequence out of the Login Form widget and put it in the overall GI?
Set it up like a function I can call?
That way I can store the session information in the GI?
Im not sure how VaRest operates, I made my own networking logic on both sides
Hmm.
I would make the networking functions and its variables in the GI and call those functions from where ever i need it
Alright, I'll have a look at this.
Thank you.
Glad someone of your skill level is in here to help out the likes of MathewW.
Refreshing.
Hehe, im still a big noob
I suppose that's relative.
I've been coding in various languages for decades but this is my first foray into a big graphical IDE like UE4, still getting used to BPs.
It's quite a leap from writing Tetris in C and ASM back in the 90s, I'll say that much.
I went from HTML, JS to BP to C++ to Java π
Interesting.
I went from BASIC to Pascal to C to ASM, then to Ruby and Bash, I much prefer writing everything from the CLI personally, but getting used to BPs and graphical IDEs, clearly some advantages.
The web didn't exist when I started programming so kind of went from the ground up I suppose.
Isnt it a struggle, once you know multiple languages to get confused?
lots of things I can do with java also works with js and its quite similair with C#, but for example C++ is a whole different cake (i dont like it so much for that)
but BP is quite 'general' with terminology, so its quite simple
Kitbash3d has now unreal engine format yey
Well, I don't tend to get confused with the multiple languages, I'm just getting used to coding visually with these Blueprints, many of them aren't very intuitive, but I'm getting used to it.
imo, the biggest con of BP is that it fills up the screen quite fast
what can be done in a few lines of code can be massive in BP π
Exactly.
And like, for example, with the way my mind works from my training, I would simply write an "authentication and authorization" function in the GI header file, then write code to call it as needed and do various things based on the returned response, but instead I have to go to the GI BP and determine how to even set up a "function" of that ilk, though I believe I now understand how UE4 has that set up.
So I can simply "call a function" from another event graph as needed and write logic based on the return.
Also getting used to async functions in node.js, promisifying and all that, but that's coming together too.
One day at a time, lol.
So.
Right now I'm leveraging GM overrides for a couple of my levels based on a tutorial I originally studied, I suppose I should stop doing that and create a global GameMode?
Or wait, you said GameInstance
Terrific.
In multiplayer games with own made networking, game modes loses their function as thats done server side
in that case, a game mode is only used as placeholder for the engine, nothing else π
someone has assets type of ancient china?
hi guys, there is a section where can i ask for a skeleton mesh related problem? i didn't find anything online
guys how can i put those?
place actor > geometry and then select what you need
no i mean the tabs
Hi guys. I created a BP Static Mesh with a box collision. When the player collides the box, the box is rescaled (with a Set Relative Scale 3D). The thing is that I noticed that the mesh is not rescaled the same way depending on the mesh I select. With some mesh, it is rescaled from a certain point. With others, it is from another. Just like so :
@worthy plaza oh sorry, it's under modes, third icon from the left
First I thought that was depending on the pivot point but apparently is not (I changed the pivot point and it is rescaled the same way). So what is the reason ? Anybody know ?
@worthy plaza oh sorry, it's under modes, third icon from the left
@pulsar coral thanks!
@covert ivy How did you set the pivot?
@covert ivy set relative scale 3d "set the non-uniform scale of the component relative to it's parent"? you are using this one?
@covert ivy whats the parent of the meshes? an actor or the collision boxes? have you checked their origin too?
@candid shoal https://gyazo.com/6834b56e8a18f2ef0df6d7e2dabf8c0f
@covert ivy yeah I don't think that actually changes the pivot of the mesh? You'd have to reimport the mesh with a transform offset iirc
@pulsar coral Not sure to understand what do you want but.. I tried essentially two types of BP Class : a "Static Mesh Actor" and a "Simple Moving Object" (a preset from the Advanced Locomotion Pack). The components are :
For the "Simple Moving Object" :
And for the "Static Mesh Actor" :
But the rescale is the same in the two. It rescale differently just if I change the mesh.
So apparently, the issue come from the mesh itself.
Yes
Not every mesh origin (pivot) is the same, I'm pretty sure the Pivot control in the right click menu does nothing to the actual mesh iteself.
in the first, the root has an origin or pivot, i think that the "set relative scale" it's relative to the pivot of that component
aniway, @candid shoal is right, if you want to change the pivot of the mesh you need to modify it externally
I'm late but this is super interesting π
This talk by Epic Games Principal Technical Artist Ryan Brucks covers how the Fortnite team at Epic Games used the new and updated worldbuilding tools in Unreal Engine to create Chapter 2 of the chart-topping game.
Tools covered include the layered landscape system, custom br...
Ok, I can't reimport the mesh because it is in a pack from the marketplace (but maybe it is stocked somewhere in a folder but I don't think so ?) but your answer make sense. It's probably the reason. I'll try with a mesh from my disk and see... π @candid shoal @pulsar coral
Is there anyway to edit the green color of the material? I want the green to be darker and I dont want to go back to Substance Painter
is there a way to make the screen navigation match blender?
@left arrow you an always try multiplying the output of that texture by black, it would darken it up
I can't seem to import my anim clip from Maya into the correct Z-up axis. I export it as Z-Up using the game exporter just like my skeleton mesh export. It comes in Y up. I have even tried to force Z axis on import and that doesn't seem to work either.
is there a way to transfer objects to a other level?
@grim ore I will try that, thanks
@plush yew different levels completely or different level using level streaming?
generally not, copy/paste might work but the easiest way is using the level streaming window https://docs.unrealengine.com/en-US/Engine/Levels/LevelsWindow/index.html
I'm trying to deploy my game to iPad but it's crashing on startup and I'm getting this error. Any ideas? https://hastebin.com/fovaloroni.md
generally not, copy/paste might work but the easiest way is using the level streaming window https://docs.unrealengine.com/en-US/Engine/Levels/LevelsWindow/index.html
@grim ore
thank you π
Is it significantly worse to use the complex mesh as the collision mesh vs a custom collision mesh? The complex mesh is 1039 triangles (I try to work low polygon when I can).
significant is based on your project. 1 mesh like that, probably not. every mesh? yep
but if you only have 5 meshes in the level, probably not
@grim ore I would have answered to Therealx to use the "migrate" option. I didn't even know this thing (the level streaming method). Is it something like the Migrate option or is it for another purpose ?
So it's probalby ok to do it on doors since I want people to you know, walk through a door.
I'll keep an eye out for it
@covert ivy he wanted to move an item from one map to another, not one project to another so the migrate option would not work.
@plush yew you can use C++ so I am sure you could write ASM if you really wanted to in one form or another
@grim ore Ah ok ! I have never created a project with more than 1 map yet so I didn't know this thing ! Glad to know it !
somebody knows why my lighting is all fucked up ? i tried to use mesh paint, now it's like that
when getting closer it draws
@grim ore But we can also just copy/paste the elements from a map to another, isn't it ? I've just tried and it seems to work...
somebody knows why my lighting is all fucked up ? i tried to use mesh paint, now it's like that
@vestal ferry That looks like your graphics card
Processing the image based upon the mesh paint algo
nevermind, it went away. perhaps a glitch or something. thanks !
Why does my UE4 editor crash when switching the skeletal mesh?
Is it because these paragon models are unoptimized?
Can someone please help me here. Why I dont have this tool like in the tutorial? I already used this tool but now its gone
@covert ivy that may work yes, some items are complex and may not transfer over correctly which is why the other method was suggested as well
what am i doing wrong here?
@dapper ember check the crash log and see what it says. perhaps the fact you anim bp is not swapping out is causing it, or due to the code on the character, etc.
@dapper ember check the crash log and see what it says. perhaps the fact you anim bp is not swapping out is causing it, or due to the code on the character, etc.
@grim ore I'll check that thank you
@wooden forge there is an error log on the bottom..... what does it say?
Hello everyone π
@left arrow 4.25 changes the modes panel to a modes button, its above the viewport and says MODES
here it is, it didnt make sense to me
you are putting a float 3 (3 values R G and B) into a single scalar (R)
the lerp wants 1 number, you are putting in 3
@grim ore You a hero, thank you so much!
ooooh i see, thanks mathew
@grim ore funny thing is, When I went to re-crash my editor, it magically loaded the skeletal mesh LOL!!
@grim ore I had a feeling that it was too easy, lol... Ok, so I'll check this method. It's interesting. Thanks !
if it works it works. I dont know what you are moving but simple stuff like meshes should move over without much issue for example
This is great, @grim ore appreciate the help
You guys are talking about advanced ue4 stuff and im over here coding pong in assembly lmao
im also making my first water material lol, everyone starts from somewhere
assembly is like wizard code to me
its ez
you got me i have no idea how to do water yet
Question: Can you Pan zoomed textures in ue4?
yes use texture coordinate on the pan to zoom the texture
what?
@grim ore Oh I've just tried with some simple meshes, yeah. Ok, so as long as it works, it's good ! And I keep the streaming method by my side just in case... :-p
@dapper ember i rendered a ball for pong is assembly
@dapper ember i rendered a ball for pong is assembly
@plush yew this is super neat
thanks
Question: Can you Pan zoomed textures in ue4?
@next badger What do you mean?
ill tell you guys once i get the ball moving
ill tell you guys once i get the ball moving
@plush yew thats definitely a cube
its for pong in dos
with a mouse
its a ball
like moving the image around so you can edit?
moving around, yes...(it's called panning)
scroll to left-right, up bottom
@next badger im really new to material stuff too, maybe someone else could help you with that
What like in photoshop and holding spacebar or something?
@dapper ember yes...like holding a RMB in BP editor
I have done "Migrate" from UE 4.22 to UE 4.25, But this doesn't work .
@whole quarry
anyone help me
from blender to unreal, importing a skeleton mesh, what is the nomenclature needed? just "armature" for the object and no root or it need the root bone? it keep removing random bones
it draw line now
i have to remove the tail like 4 pixels away then it will be moving :)
it goes sideways now
hello , do somebody knows how i can make a cartoon skybox for ue4 ?
<@&213101288538374145> could you do something with A&F Productions? They keep spamming for a month or so
@plush yew read the #old-rules please, you have been spamming the wrong channels with offtopic crap.
Hi Folks, I am watching and following this video https://youtu.be/vO0-tsNepVs about importing a building into Unreal4 -- it says to switch game mode to firstperson game mode -- Im in V 4.24.x the video is in 4.20x - when I try to change the mode -- firstpersongame mode is not available to me - also Im in an architectural set up at the moment -- is this something I need to worry about or is it taken care of by being in architectural?
In this First Part we are going to take a look at how to Import an architectural scene from 3ds max to Unreal4 using Unreal Studio.
After Import we will add a first person walk-through character in order to walk around our scene in real time.
Then we will add Collisions to the...
you are not using the first person character template
you skipped this step https://youtu.be/vO0-tsNepVs?t=443
no, Im in an architectural template which was not available when the video was made
you still skipped this step
ok, thanks
so you can do that step or figure out how to use the arch viz character instead
ok, so here I am again. It's up a month now trying to save my project from a crash after the start up because it's throwing an error. Assertion failed: nullptr != File [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Core/Private/Android/AndroidPlatformFile.cpp] [Line: 2069] . I've tried everything and now I wanted to reload all the blueprints and each time I reload a blueprint it's throwing this warning. What does this mean?
I get this warning on most of my blueprints
@grim ore the archviz character seems to be working fine, I wasnt sure if that was Necessary using the archviz characater
Hey nerds
does someone know a good way to get 3d items ?
Jk
lol
Iβm a nerd too
does someone know a good way to get 3d items ?
@plush yew
I mean 3d models.
the ue4 marketplace
Quixel Bridge.
Quixel Megascan assets are free for UE4 (only UE4), and can be integrated through Quixel Bridge
the ue4 marketplace
@grim ore
free ones, i only found 200 dollar ones when i searched for 3d models xd
then you didnt look very hard
there is even a filter for free
You'll need to install Quixel Bridge from the Quixel website - and then from there for the most part it's just 'drag and drop' into Unreal 4.
You can get a surprising amount of stuff from the free marketplace content. Have a look inside some of those free projects.
Tonnes of rocks, foliage, and other scannable assets
i see, thank you @magic jewel . and @grim ore π
+Quixel yeah. With the Mixer thereβs tons you can do with variations.
i have the program rn. π
All of the stuff is photogrammetric. If you're after stylised assets or lower-budget indie style artwork then the Unity asset store has a decent selection
and is there like a disclaimer, when you earn this much you need to pay or?
i know with unreal if you make more than 100K, you need to pay 10% or something. is that with quixel bridge too, or is it 100% free?
Quixel is free for Unreal projects.
Quixel is entirely free to use for Unreal projects, because Epic essentially own Quixel.
For other engines you need a license
With the Unreal engine, I believe you can earn up to gross $1 million before you pay any royalty fees.
ah okay, but when i download a file will it just add to the unreal already, or does it store it somewhere?
i can't find it in my downloads xd
Once you've downloaded an asset, it will be sent to User > documents > Megascans library
If you open a Ue4 project, you should see a green Megascans icon next to the Blueprints button
Click it, and it'll open the plugin which allows you to send stuff straight from Quixel Bridge into Unreal
using UMG, how do I stop the noise from moving when I pan around the viewport?
If you open a Ue4 project, you should see a green Megascans icon next to the Blueprints button
@magic jewel
i don't see it, but i see the file in my documents.
nothing happen if i right click
If you want to find even more models, you can try this: https://3dmdb.com/
3D Model Database is a search engine for 3d models.
It searches through all the biggest model databases
is there a particular reason why game instance is not seen very often in tutorials?
or have i just not been watching the tutorials that dive into the stuff game instance is used for?
It's got specific uses, it persists from game start to end, so unless you need that you dont need it
A widget can't reference itself to game instance?
@fickle wharf as i saw its relatively new
Im not entirely sure its purpose but i stored some assets there i need in the game lmao
For example I send a widget reference to game instance from a button so I can hide something after inside the game instance an action is done
Since its created once and no more
well, im trying to make a code base for a game that:
- features both third person exploration/combat and ship combat (ship combat is rather simplistic without many of the systems that will be in third person), while also featuring a different marketplace asset-based third person experience that has custom gravity (think zero G sections, that take you outside of the spacestation the game takes place on)
- each of these sections will have its own controllers and characters/pawns
- all share the same interaction system
- all are hooked into the same "world state" mechanic
i should be using the game instance to hold all this data, from what i understand @grim ore ?
or am i better offloading the data whenever im loading separate levels then loading it back up?
Hi, how do i normalize a number in material? fe. change 0.49< to 0 and change 0.5< to 1?
i tried to use "Normalize" math node but its only returning 0
so normalize by adding .5 to the float?
@plush yew I think you're looking to round, no?
tho depending on how accurate you need it to be... that may produce disasterous results
You mean rounding it
Do you want to be done in the material asset or in cpp/blueprint? In the material itself idk
@wooden forge Ceil and Floor nodes should do the trick
the round node does a pretty good job, i think it's the best solution for me
how would i go about making a max walk speed float variable?
make a float variable... done
@knotty owl you could make a function, call it SetMaxWalkSpeed, and whenever you wanted to change the walk speed just call the function to set a new speed, and inside the function set the max walk speed to the input value
Are you talking about character movement component?
then use that value to set the CharacterMovement component's MaxWalkSpeed variable
i figured it out already
i got the charactermovement component and then created a set max walk speed node
Ok, got my structure imported, set the collisions but now for some reason I dont have gravity -- where do I set that?
it always just worked when I was messing with it before
Hey guys could anyone answer me a few GitHub related questions please?
gravity is on by default in the project settings and world settings
i made a ball for pong in assembly
hey guys...any brushify users here?
so i made a simple replicated run and i would like to know
how do i switch the animation that plays when holding ctrl?
if using an animation blueprint, pass a value when you want the animation to play and let the animation blueprint state machine switch to it. If not you can play a montage on the skeletal mesh or swap out the current animation asset if just using one or if using a blend space you could swap out the blend space using the variable like in the first idea
and thats just a few ideas
why is depth fade not visible in top?
is it how supposed to work?
oh i need to do some math around it, sorry for the lazy question
because the depth increases too fast no?
like, that seems obvious
it's the depth on the pixel itself that is checked
not some distance to the bloc object
What is the best way to handle having 80 or more players in UE4. I would assume UE's replication can handle it post Fortnite; but I am not sure how my team could make dedicated servers for it.
Any ue4 expert can help me?
heloo
so I kind of just started using unreal
and I don't know what this is
if you can see
the road has this kind of another road on it
but higher
and with lower opacity
why?
i played a bit with the sculpt tools on the terrain
it's on the meadow environment demo scene
Why is the material not tiling correctly?
@grim ore @quiet token Thank you for helping me yesterday with my stuttering problem, looks like it was some big windows updated that cause the problem, at least i learned what is profiling, i appreciate your time π
@wooden forge stof is right itβs pixel depth. If you want distance to object youβll need to use mesh distance fields, which have problems of their own, but will get you closer to what you might want.
how do I fix this stretching?
When did UE update past 4.25.2?
@static sparrow july 28th
I see. I couldn't find any release notes for minor updates, only the majors
hello all. I asked this yesterday however hopefully a new crew might have an idea. My project in UE4 is working just fine, then after a random amount of time, seconds to minutes, theres just noise, like LOUD noise. Sounds like an old electric alarm clock. Cant find an audio file for it anywhere and Im flummoxed as Im on a deadline :/
does unreal have anything like the animationbp cache? it would be really useful to keep the material blueprints tidy
Anyone who can help I will happily sing songs of the ocean to.
I see. I couldn't find any release notes for minor updates, only the majors
@static sparrow https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1793950-4-25-3-hotfix-released
The 4.25.3 Hotfix is now live!
Feel free to discuss this release on the 4.25 forum thread (https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1755531).
If you experience a bug with the 4.25.3 Hotfix, please follow the How To Report a Bug Guide (https://...
Or perhaps make a picture made of pasta
I can even colour it in using felt tip pens
just spent 3 hours making a inv system that is MP ready and easy to expand later
the bear bones are done
now the dropping drag and drop
by any chance does anyone know a good refrence or a video of hthe fornite inv system
how would I go about editing and recompiling plugin's source code?
Also considered about the most practical way to handle it source control eise
wise*
Is anyone know how to make my character turns 90 degrees by press A/D on blueprint?
@rocky radish cool, thx
np
Hey all, for some reason my viewport is capped at 60 fps
How can I revert this or change it back to 120?
t.maxfps xxx in the console will raise the max fps
if its still capped at 60 it might be your video card capping it
hello guys, I appreciate if someone can solve my problem. I downloaded a ready-made scene from the library called Automotive Beach Scene and the textures were great. For some reason when working on the scene they were in low resolution. What could have happened?
Huh weird it's not going above 60, you think something needs to be changed in ndvidia settings? Yesterday it was at 120
@astral drum could be editor scalability, could be texture streaming and your video card doesnt have enough memory, etc.
well if you set the max to above 60 and its still capped at 60 try restarting the pc first
Will do
after that culprits like nvida shadowplay or gsync might be an issue
Hmm Im wondering if I might have a similar problem causing my audio to glitch, perhaps a buffer underrun
Reboot fixed it, thankya!
I know this is not related to ue4 i just had to share it... this is a calculator i wrote in pure assembly
any one who knows how to set up a listen sever in ue4 with bp dm dm dm please
Hi, I have a collision box with a physics handle such that, when I place an item in it it gets attached. I would like for the handle to release the object when pulled on hard enough. Is there some way to extract this strain info from the physics handle?
@astral drum could be editor scalability, could be texture streaming and your video card doesnt have enough memory, etc.
@grim ore
I am a beginner in this program, if you are talking about frame rate I put 92 and nothing happened. I had already restarted the PC and also did not solve it. But thanks anyway.
in the top under settings is scalability and one of those is the texture settings and overall. it could be on low for example
in the top under settings is scalability and one of those is the texture settings and overall. it could be on low for example
@grim ore now i found this feature, i will change the parameters and see what happens. Thanks a lot for the help.
in the top under settings is scalability and one of those is the texture settings and overall. it could be on low for example
@grim ore
the textures appeared only in "cinematic" quality but everything was very slow. My PC configuration is i7 2.80 GHz processor, 16 GB memory, NVIDIA GeForce GTX 550 Ti graphics card. Should I be slow with this configuration or can I start to update my PC?π
well, it wasnt just my gfx driver needing updating however at least its done now
Matthew you probably need to upgrade that GFX card asap
texure streaming pool over: ... is that bad? 
550ti is going to have an issue with those textures
naah bro, that is easy, just rocking windows xp will be fine π
I've got a new Alienware box on the way on 9/1 with a 2080 ti, a Core i9 that overclocks to 5.3 GHz, and 64 GB of 3200 MHz RAM, I'm hoping after that I'll be able to save all in 5 seconds instead of 10.
Just kidding, I repaired my slow save time issue by deleting all directories from the project but content and config.
I believe the issue was related to whatever was being cached in /Saved/Config
As that was the only thing I wasn't deleting previously.
i've got a i710th gen with a rtx 2060 and 16gb ram.. runs great π
I found it! I found the bug at last. Huzzah
it was a small audio file that controlled the slight buzz of a lightbulb
for some reason it was set way way high
for anyone looking to bughunt a weird noise what I did was Project Settings > windows > Audio > use stream caching (experimental). Then soon as it happened I killed UE4 and looked at the log file in saved/logs which in turn showed what the last audio to be played was.
isn't it about time that UE 4.26 preview is out? π I want to play with that water tool XD
This talk by Epic Games Principal Technical Artist Ryan Brucks covers how the Fortnite team at Epic Games used the new and updated worldbuilding tools in Unreal Engine to create Chapter 2 of the chart-topping game.
Tools covered include the layered landscape system, custom br...
starting at 15:00 they talk about a lot of stuff concerning water
can you help me with something?
thank god. I use Waterline which is excellent however I would love decent water tools built in
thank god. I use Waterline which is excellent however I would love decent water tools built in
@hidden cairn do you want the asset?
oh my god this water tool is sick! i was just working on my water material tonight lol
it looks tasty yes!
its probably too late for me to move systems however Im glad they have one coming
woot gerstner waves
hello , how i can make a NPC to walk through a door and the player to cannot walk through a door ?
and it doesn't stop there π
they really did a lot of work for water for Fortnite
yes, this looks excellent
hello , how i can make a NPC to walk through a door and the player to cannot walk through a door ?
@fierce forge use custom collision, enable it on player mesh and disable it on the npc mesh
water stuff ends at 25:00 so it's 10 minutes of info on the new systems π
you need to create custom collision types and channels
you can make new categories of collision in your project settings for that
Which color space does unreal render in? Is it linear by default? Can we change it?
you have a colliding object, say a box collider, in the door way. It will be set to say block the enemy and not block the player. You set up custom collision objects, one for the player and one for the enemy, and set those as the types for the player and enemy.
pretty sure the UE4 final framebuffer in SDR is sRGB based
but intermediate steps in float types are linear
every computation should be done in linear anyway
it's hardly correct to do direct manipulation of sRGB values baring some odd cases
Hi guys, I generated a procedural sphere-like mesh and it has around 864 vertices, i'm dropping around 20 fps with good specs but I don't think that's normal, do you have any solutions ? I don't think a so small amount of vertices would cause the computer to slow down
pretty sure the UE4 final framebuffer in SDR is sRGB based
@serene birch Will it be possible for you to point me the doc that says this?
I was wondering, what the final displayed frame would look like if I disable all post processing volumes and gamma. Will it still look linear?
it's "good practice" because linear space doesn't allocate well the color values for eye perception on 8bit samples
but that's just a storage format really? I'm not too sure what is your question/problem
Actually my aim was to dump some frames and do some computations. For this I wanted the final output to be linear
use renderdoc to grab the frames and check them out
yeah I did that often to understand better how UE4 did it's math/rendering π
though maybe you are looking at baking some rendering to textures?
you can control the final buffer format that way
A demonstration of how to use Blueprints and Render Targets to create Textures in UE4.
What is the best methodology to store and add a session cookie when interacting with a remote API, for example with VaRest?
I was considering taking the session cookie returned on successful authentication and storing it in a GameInstance variable, for example.
I trust it's possible to take the session cookie data and construct a remote HTTPS request that includes the necessary cookie data within the request?
Looks to me like yes, VaRest has a library for setting the headers.
Question being, anyone worked with handling session cookies around here?
And leveraging them for remote host interaction with UE4?
I was going to use JWT but after about 50 people on the Javascript IRC channels informed me what a dumpster fire JWTs are for security, I decided to go back to session cookies.
Ragdolls are the best thing ever e.e
they really are
Yes we did Djriff.
Good to see you.
So I've build out nearly the entire API now, authentication is working, I'm just working on handling authorization now.
Using mongoDB for the storage.
How can I call the "Copy End Points from Simple Link to Smart Link" event in a nav link proxy through blueprints?
Or just how to set the locations of the points in the smart link
Anyone know how to roll with classic UnrealEd subtractive level design? Where the entire worldspace is additive?
Yes. It's next to yaw and pitch.
Probably get more replies on who knew and forgot everything now.
I like the default texture of UE4. Is there a way to get access to the texture file of DefaultMaterial?
hello guys
I'm using multiples triggers and OnActorBeginOverlap
Is there a way to call them all at once?
rather than doing this...
sorry if it's the wrong channel, does that go into blueprints?
is thier a way to auto save, like dark souls?
is thier anything you cant do with bp?
@open wadi if you're just doing player data storage of variables you want saved, like custom weapon loadouts, then jwt is fine for that.
or you can hook into an Open Id server (Okta has a free option) and use those type of credentials
HI @open gorge - No, I've done mountains of research and we're using cookie session store functionality, and third-party solutions like Okta aren't applicable (for a variety of reasons, including their pricing model), for our use-case.
Just curious if anyone has worked with actual session cookie functionality in UE4. Right now I'm planning to store the session cookie in a GI variable, which should work the duration of game and only require login on "game start".
is thier anything you cant do with bp?
@quick shell too much loops
loops?
Looping over a lot of objects
selecting?
No, in game. Say you want to change the eye color of 100 ai enemies...
That will drop your frame rate a bit
@open wadi i've stored a JWT in GameInstance, you can also just create a subsystem for your Game Instance to handle all of this as well
that's what I do for our HTTP service.
Right, that's what I figured.
I suppose, what I'd love to see an example of is, a simple global / GI-level (to ensure it's available to all BPs) function that allows me to simply check the validity of the session and resourced being access from the API and confirm it's still valid
Unlike C, Pascal, BASIC, Ruby, Bash, or any other language I'm familiar with, I'm not entirely sure how to simply write a function like "check session validity" in a "header file" and be able to call it as needed from other aspects of the application, if that makes sense.
So me and my friend are currently making a moba in unreal we need some help with making abilities and making sure those abilities stay on the characters
https://youtu.be/S6DEzyVu9Ts After a few different designs for setting up my assets, I settled on this, where the BP name is extracted and data fetched from a data table.
Unreal Engine Testing.
Using a spreadsheet / data table to set item preferences, then creating them based on the name of the blueprint.
I will have alot of items in my game, this method makes creating them a little more easier.
anyone see any future issues for this setup. It really cuts setup time.
btw... the goal is pickups for inventory... and a Kerbal style construction system.
quick question, while rendering cinematics in Unreal certain assets which are suppose to have lights show lt in camera view but after the video is rendered there are no lights
anyone know how to solve that issue
somehow, a part of my mesh went black
its the same material as above, the gold one, but now is black lol, what did I did?
Hi guys. I'm playing around with the M_Tiles material from the pack. Not a very complicated material but I'm confused with the mask. Someone can explains me what this 2 pins are supposed to do exactly ? I'm talking about the green and the alpha pins output :
( Do not care about the weird texture... It was simple red and blue dots first but I changed it to study the thing... )
@covert ivy that is splitting the RGBA image in its channels, red green, blue and alpha, you can have a different grayscale image in each channel
@grand falcon does it display an error log
yes
What does the error log say
@weary basalt
Weird
has anyone dealt with crash on SetHitResultFromShapeAndFaceIndex ? it's probably our artists fault because it doesn't happens always (it happens when it's changing from one mesh to another and only on some meshes) but i'm kinda lost here and would like to know if there are any considerations when making mesh collisions
it's happening after doing a complex raycast
hello, is there a good soft body physics plug-in for ue4?
@frank crypt #cinematics @storm lake #legacy-physics
Hey guys I need some help. When I click on the Mode Foliage and want to paint or erase some Foliage I painted yesterday nothing happen. I just dont get my brush to erase or paint π¦
Hello, i placed objects from bridge to unity.. but you can walk thru the items, how can you change it that they can't go thru?
Hi guys, I have been getting this error constantly since yesterday
and I wanted to see if anyone knows how to fix it,
Error MSB3073 The command "C:\WINDOWS\System32\chcp.com 65001 >NUL
output log, never error window
I have tried to add the $Path system variable to the VC++ Directories
Check the output log is what Zlo is saying
yes, true I forgot to check it
I concentrated on that message too much
thank you, It finally worked again
how do i make it constantly check which one is true
i cant use event tick because it will infintely spawn actors
Hello Unreal Community,
Im not sure if this is the right place to ask my question. my friend and I have been trying to build this island environment, but we have run into some issues with the water. As you can see on the picture, the material and post process material are out of sync. We have been trying to fix them for quite some time now, but cant come up with a solution.
The material is taken from the Waterline Sim Pack (in the package the material is called 1_PC_water_s_high and 1_high_PP ).
We basically followed this tutorial: https://www.youtube.com/watch?v=Io2_rxSKQ9c
Thank you very much and all the best!
First Waterline tutorial! Here we look at how you can quickly set-up the large water actor combined with customized materials for water surface and post-process materials.
Later on we also add in Water Caustics and Planar Reflections for better visuals!
Product is currently av...
hello guys I want to make when I hover over object to have outline, so I created this :
but it doesn't work
any ideas or tutorials?
Sup, anyone knows if there is a plan to release the new Fortnite vehicle physics to Unreal Engine?
have no idea π tbh
hey,today I encountered a strange problem with my project that worked perfectly fine yesterday. It hangs at start-up initializing at 9% have waited for ages but it never moved along. Has anyone an idea how to solve this?
They have "ported" technology from fortnite before like the replication graph, so I'm curious if they'll do the same with those vehicle physics. TBH I'm not even sure if it's any different from what's in the public Engine anyways but I would imagine so.
idk they told that in fortnite will put the latest ohysics for the buildings and stuff but for now I can't see them in the game π @kind dune
Decals don't work on translucent surfaces
And if I change it with a opaque and I put an emissive material doesn't work too
opaque
but with emissive doesn't work
you'll have to use a mesh decal
decals work on emissive solid meshes technically
they just don't modify the emissive result so your decal is probably drowned in the light
okey thanks I will try the mesh decal
not sure it'll work, can't you just include the decal in the object material directly for this case?
yes, if i create a texture with substance painter works correctly but i would like to try it on ue4
you could make a custom material for that un UE4 I mean
@serene birch i will try it thanks π
Can somebody help with dedicated server for a game based on unreal engine, im modder and not developer of this game, i find a lot of stuff about this but i cant even join to myself with sandboxie, i want it cause all servers shutdown since april, sorry for my middle english
@north stream afaik there is built in support for VSCode, Rider, XCode and Visual Studio
I might be forgetting some
what are those ? IDEs ?
Has anyone attempted to upgrade from 4.22 --> 4.25? I've upgraded in the past but this one is being particularly stubborn
@golden sierra i think you can add 4.25 independently, try and test
you can add many versions
I mean a current project being upgraded
(im on version 4.25.3) and this happens when i try and compile a save game bp
i don't think the change will be dramatic, once you upgrade the engine, the projects will update @golden sierra
back up your projects before you upgrade
Hey guys, how would I go about making a custom shape trigger ?
@tough girder just have your geometry, set collision to complex and overlap only. Register overlap events as usual. Thats it in a nutshell
when i change constant2vector to a parameter, it turns into 3vector , why is that?
@tough girder just have your geometry, set collision to complex and overlap only. Register overlap events as usual. Thats it in a nutshell
@dense ravine thank you, I customized a geometry sphere
then converted it intro a trigger volume
and then it works
decently
@wooden forge Just how it is. If you want two values, then make two Scalar Parameters and Append them
okay thanks!
i started a project in blueprint but can i just add things in c++ afterwards
does it matter if i started the project file in blueprint?
i'm new to unreal sort of, i used it a bit but it was too complicated then i tried out unity which i found easier, but i want to try getting used to unreal now
when importing models do I want to tick the skeletal mesh button?
I am importing a small prop that will be used in the level i am working on
ok thanks, finally when I do import it, it splits it into 6 individual components, is there an easy way to stick them back together?
I need to move some code out of Construct now that im showing/hiding a widget with remove/add to viewport. Is there a function like 'on shown'?
'on added to viewport'?
@proud narwhal Check 'Combine Meshes' box on Import settings, or attach them as a single object in your 3d package before exporting
thanks
Anyone have a tutorial for create animation starting from the start?
Are there any other solutions to work in 4.25 without structures? In a simple game I can't even edit or remove something inside a struct because it's crashing
what can I use in exchange?
Anyone get locked out of their account by the captcha that fails every single time?
lol, no.
I tried both the audio and visual options and while I guess its completely possible to legitimately fail that asanine rolling ball thing, I can't imagine I could have misheard 5 digit numbers being called out in my native language.
15 tries, on both
Update: Disabling VPN seemed to at least give me the authenticator app option instead of the captcha. Thank god
hi
If I have a node returning an array of strings, and I want to simple iterate through that array and print those off, what is the recommended logic to use?
Right now I'm attempting to examine the response headers from my API endpoint to ensure my node.js session middleware is generating and sending a session cookie automatically on response.
So I'm leveraging the VaRest node "Get all response headers"
@scenic fox cant send messages here https://cdn.discordapp.com/attachments/185590609631903755/743098807423598712/unreal-engine_-_Google_Chrome_8_12_2020_6_59_52_PM.png
Which returns an array of strings.
So if I have an array of strings as an exit pin, and I want to simply print those off, what is the recommended methodology?
so <@&213101288538374145>
Who here is over 25 years old and has worked with the VaRest subsystem to a decent degree, or otherwise can iterate through an array of strings and print their values to the screen?
why can i speak now?
Via Blueprints, mind you.
Not normal C/C++ in which case this process would be trivial.
You probably just joined and had the 10min wait time active?
You probably just joined and had the 10min wait time active?
but when i joined i could send messages without having to wait
yeah
and it will tell the time in the bar where you write
Who here is over 25 years old That is some serious discrimination by age over there.
ikr im 13 and im using unreal
Yeah, gotta hope someone here is 24 and can do exactly what he wants.
cant a adult like an 18 yr old still do it
i mean forget that
anyone can do it they just have to be good
It takes 2 BP nodes to do what he wants + the Array itself.
looping through an array of strings is easy and print them
@open wadi
But, are you at least 25?
That's it?
Yeah then it's invalid. He can't use that
haha, 24 works. π
Awh
array is basically a table consisting of things
Pretty sure he knows what an array is hehe
yeah, honestly I started trying to learn c++ a couple weeks ago
yeah just sayin'
or milf
To the new joining peeps. Please read through #more-resources channel. Offtopic stuff ultimately goes into #lounge please, so don't derail this conversation too much.
i know this may seem kinda stupid, Can you make renders in unreal engine?
@open wadi Yeah?
In this, the user was leveraging a temporary string.
Is there a good tutorial I can follow that shows how to animate an imported model from start to finish? I have a small tool I imported that has a few buttons that I would like to animate the pressing/de-pressing on
And an append statement.
i know this may seem kinda stupid, Can you make renders in unreal engine?
@scenic fox yes
how
@proud narwhal Animations are usually done in the 3D Software that you created the Mesh in and then imported into the Engine together with the Mesh.
Might some sort of separation be recommended to properly examine the array elements, or will just slamming them all together be adequate?
unfortunatly it was not a model I made, just one from tubrosquid
how
@scenic fox you can render animations on sequencers into videos or just take a screenshot of a scene directly in the editor
My purpose is simply to confirm y API endpoint is behaving.
Regardless, I'll give all this a go, I didn't realize it was so simplistic. π Thank you much.
how do you take a screenshot @rocky radish
@proud narwhal You can still import it into a 3D software of your choice and animate it. UE4 is not an animation tool, or at least by far not a good one.
like not really in the editor but like
hmm ok so like blender?
Yeah
UE4 has a "highresscreenshot" console command to take screenshots. It's what most photomode systems leverage.
An actual "render" I don't think exists.
It's a realtime engine after all
where would you run the command?
If you mean making the print-to-screen easier to read, then you could add a new line character in the append node by hitting shift+enter
where would you run the command?
In your active game/project I would assume. Should also be possible in the editor directly
otherwise it will print to screen just fine
how do you do it in the editor and not play-testing?
Not sure if you can open the console in the editor viewport, but the Output log has a Console build in
hm
@scenic fox
Regardless, I'll give all this a go, I didn't realize it was so simplistic. π Thank you much.
@open wadi You're welcome
@rocky radish thanks man
np
no really thanks
also
just a little need of help
my material looks different in blender, but in unreal it looks wayyyy different
sorry
you can offline render in the sequencer window
oh oops
API endpoint returning set-cookie in header confirmed, now to extract it using the VaRest subsystem and stick the cookie in a GI variable so it'll remain persistent for the duration of program execution post-login.
I'm quite new to working with session cookies in UE4 so if anyone has experience with this or advice, very open.
More annoying than crashes, is the bug where after restarting you cant click anything
Hi, i was watching a video about post processing, when i add my pp volume, it doesnt have a wire frame box like in the video, how can i fix this?
hello is it possible to make a first person parkour game using only blueprints?
it's not going to be too complicated, since it's one of my first games
Yes.
i'm still getting used to unreal, but i know i'll have to learn to use c++ eventually if i want to make more complicated games
if i started my project in blueprints can i add c++ scripts to it just fine afterwards?
is there any difference in performance between animations that deform a polygon vs those that just move [rotate or move or scale] polygons but dont change its shape?
Has anyone had any luck exporting audio from sequencer? I managed to record something to wav but it doesn't match the video whatsoever (it actually starts recording when the shot ends and turns black)...
i've been trying to build my game but it gives me an error that something doesn't exist at all, though it worked fine before after i canceled the process
if i started my project in blueprints can i add c++ scripts to it just fine afterwards?
@stark marsh
Yes you can add C++ at any point during development
thanks
i'm sort of new to unreal
i started using it at first but i found it too complicated and then i switched to unity, which i found a lot easier to use
but now i've decided i really want to learn how to use unreal properly
i heard that blueprint is used for basic things in games but then c++ is used for more complicated things
Easier if you create your project as a C++ project from the get go then. It will have no effect on Blueprint functionality.
As for complexity of BP vs C++ it depends. You can do a lot in BP.
I'd like to create a "cinematic" but just with an audio (audio + dark screen). Anyone know the best way to do this ?
Just do like a classic cinematic with a Cine Camera Actor then put a dark picture in the sequencer ?
When is the cinematic in the flow of play?
@shy rover if you have not yet, close the project and re open it. It looks like your project is not pointing to itself
i did that with no success
@covert ivy add a camera fade track to the sequence
@shy rover is this a C++ project or blueprint?
blueprint
and how are you opening it, opening the .uproject or from the launcher?
tried both
and by build is this the build button, or cooking assets, or packaging or?
?
from the project launcher im trying to make a windowsnoeditor launcher game
so using the launcher button?
the project launcher is not how you package a game so that is probably the issue
is there any reason you are doing that?
dunno i just started learning ue4 and wanted to test it out
i actually wanted to send the game to a friend
yeah its not working since that is now how you do it, its set up wrong. if you want to package a project to test an executable you would package it. If you just want to hit play and test it, you hit play
yes that would be packaging the project
i need some help with local multiplayer, i have it so if the player wins the round by surviving and killing other players, he gets a point. But when another player gets a point, it just adds to the first players points. How could i fix this
how do you properly package a project?
i don't actually think my game will need a lot of c++ at all really with what i want to do
you use the package project option like I literally just showed
it's literally going to be a simple first person platformer/parkour game where you jump across things and eventually complete the levels
nvm i think i fixed it
hi everybody here, i just converted an old 4.22 project to 4.25. Suddenly all my depth of field settings are gone ? Anybody knowing why ?
it couldn't find the path to the .uproject file
has there been a change in depth of field somewhere from 4.22 to 4.25
@rancid flame yes, check out the .23 release notes
thx will have a look
Hello, i get the messasge: texure streaming pool over: ... how to fix this?
ignore it, disable it, increase the texture streaming pool, use lower resolution textures
can someone help me with a game?
i am trying to run hello neighbor 2 but it keeps saying fatal error
i am using a Radeon RX 5700
@rancid flame yes, check out the .23 release notes
@grim ore Sorry must be blind ! Cannot find anything about it. Is there a way to get the old depth of field settings back
@rancid flame search for Bokeh and there is an entire section on the changes
@elder pond this is not tech support for games, you will have to visit the developers support.
ok thank you anyways
thx again mathewW !!
thats sad. all my cameras in game work with normal cameras, not cinematic ones .... so i will have to to them all again ?
if you upgraded and need to re enable dof then yes
so there is only cinematic dof if i understand right, all others are gone or for mobile only, right ?
there is just the 1 dof setting now basically
one for use for mobile, one for use for non mobile
so yes the "cinematic" or "diaphragm" method is all that is left for non mobile
how do i import my characters hair
Skinning/ Rigging Question -
Say you have 2 moving panels [A and B] on a single hard surface mesh item - each weighted to a single bone:
A has every vert 100percent weighted
B has some 100percent weighted the rest 0 percent weighted
... Each bone is then moved [rotate or move or scale]
Q1- Is there a performance difference and if so does it accumulate to significant levels or is it negligible
Q2 - How does different weighting affect performance?
Q3 - Where can i read up on this / watch videos explaining it?
How to find something about how it works? Is that baking animation or short cut scenes or something else?
how are you trying to run it?
not using a branch?
then you use a branch
why not? or are you just armchair optimizing without testing
no like
i have input keys
which do separate function with a branch
would it slow down preformance ?
in practice no, a branch/if node is a normal programming function and the only reason to avoid it is if you are doing something silly like branch > branch > branch > branch
@haughty ledge how did you package it?
launch doesnt package a project... why.... why does everyone use launch lol
is there something somewhere that told you to use launch?
@grim ore im doing a flip flop function which executes a function with a branch, this is for each input key
file -> package project -> pick your platform
@scenic fox welp again its your project you can test it. If it works and is performant you are fine. Branches are normal in code and the compiler will optimize it as it can
Hm ill show my code later
if your code is duplicated after the branch, then your branch might be better optimized another way. IF the code is different then your branch is probably correct
@grim ore wait a minute you're the guy on youtube
holy smokes its you i watch your tutorials a lotttt
π
I read that we need to set the Transform settings correctly, in the Export windows of blender, when importing a fbx from Blender to UE4. I'm talking about this :
Though, I see if I change this settings, UE4 doesn't care at all. The mesh is always imported the right way. All the better ! But I find this a bit weird. What does it happen ? Epic Games has made some changing and now it doesn't need no more to set this export settings ? Or what ?
( I'm talking about the axes settings : Forward and Up )
@grim ore what's the difference between a cinematic camera and a normal camera?
stuff, more options on the cinematic
@plush yew #graphics might know for sure but I beleive there is a default option to fix that in the FBX import in UE4 if you look at the import options when importing (fixes the forward direction)
plus i think it mainly is an issue with skeletal and animations and not static meshes
Events fire and are processed exactly when triggered right? Thereβs not some weird pooling going in the background? When my Tick fires, any event that fired before the tick will have been fully processed?
@grim ore @plush yew Ok thanks guys
Use case here: Iβm building a Stamina system where I want stamina to regen on tick only if no stamina was spent since the last tick.
you could use a float named time since last fire or something
in theory yes but doing it on tick is bad as low frame rate will regen different than a higher frame rate
and have a boolean when they fire
Can anyone help me find the source of this exception in UE on map load:
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: FMath::IsFinite(TexelFactor) [File:D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Classes\Engine/TextureStreamingTypes.h] [Line: 96]
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffc70cf6278 UE4Editor-Engine.dll!DispatchCheckVerify<bool,<lambda_4008628eec66942de0268e89ec7b1946> >() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:161]
LogOutputDevice: Error: [Callstack] 0x00007ffc6f878af4 UE4Editor-Engine.dll!UPrimitiveComponent::GetStreamingRenderAssetInfoWithNULLRemoval() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:487]
LogOutputDevice: Error: [Callstack] 0x00007ffc704cafc6 UE4Editor-Engine.dll!FRenderAssetInstanceState::AddComponent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Streaming\TextureInstanceState.cpp:300]
LogOutputDevice: Error: [Callstack] 0x00007ffc70472f11 UE4Editor-Engine.dll!FLevelRenderAssetManager::IncrementalBuild() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Streaming\LevelTextureManager.cpp:180]
?
Yeah Iβm correcting with WorlDdeltaTime to ensure the regen is stable no matter the frame rate
I have defined a βregen per secondβ and am multiplying that by the WorldDelta. Not sure what thatβs going to do to framerate down the line π
I get this weird message trying to open my project
both answers lead to no response or an error
yes ticks should be separate with all previous frame rate events finished, some go over if they are async but what you are asking should be fine. Doing this on a timer or some other more stable tick might be something to consider tho
bro i legit thought that was on my pc
Thanks, Iβll give that a shot. I havenβt played around much with timers yet and this looks like a good case to start with.
@sudden bridge error log, without it we can't even guess. We don't know what you changed or what you started with.
Ok let me work on finding that
its basically saying that module needs to be compiled and we have no idea why or what changed recently
so did you change something, add something, move something, etc?
I just added Advanced Sessions and configured it
that might cause it yep
aw damn don't tell me I have to start over
well did you follow the instructions?
defintely weird then, when you created the C++ file in the project it should have compiled it and updated the project
yeah
you can go into your .uproject and remove the modules section and start over if needed
What's the issue
its bp
ok
when you press a key it blend your camera with another one. And to look at the front again you have to press the key again. Pretty simple
The thing is
You can press one of the other keys twice and it will look at the front again
which im trying to fix
i don't want chunks of code
or too mainly variables
but would i have to do that?
i don't want to keep branching functions
well what I'd do is when the key is pressed once you set a Boolean to true, and in that line of code it gets the Boolean and makes sure it's not true in order to proceed. The Boolean is set to false when the camera is reverted to the original state. Honestly that's what I would do.
i can share my code tomorrow but yeah if anyone can help me please
Feel free to DM me if you'd like, I'm no expert but I feel like I understand the issue
im going to need to make a lottttt of variables
lool
i added you
yessir
is more branches going to result in bad optimization ?
Iβm not sure I understand what you mean by βblendβ one camera with another
Set View Target with Blend
and you need code, you need branches, you need loops. this is how programming works.
never really got an answer, how do i make this constantly check for updates but only run something if something changes
i cant use event tick because its constantly one or the other
i only want it to fire when something has changed, aiming being on or off
what is changing that variable?
@grim ore understood. but i want optimization as well
whether the player is aiming down sights or not
yes but what is doing it
RMB?
if this is something you want to do once, why check every frame
its not really once
you have something causing it to happen once, do the code then
i want it to destroy the actor in the current socket and respawn it in a different socket
the ads socket
@grim ore is more branches going to slow down the game?
and when they are no longer aiming despawn it from the ads socket and put it in the idle socket
Does UE auto-rig a skeleton asset if it does not have one? I ask because last night I was trying to do some anim retargeting and on the one that I wanted the animations on, I had to open the skeletal asset and change the type to humanoid. When I initially opened it up, it prompted me saying that it has no skeleton and asked if I wanted to create one. So I did.
I'm only asking because if this is the case, couldn't you import into UE, let it rig it, then export it out to do animations without worrying about if the rig is UE friendly? (I've only seen threads on how people have trouble getting the custom rig to work in UE - I'm not an artist)
how would i hook this up straight to the RMB action though
are you setting the boolean when they start aiming?
you would still have to gain xp to unlock the weapon so it cant be spawned right away
yes
should i use event tick for checking variables?
so after you set the variable call the code that is after the true
like conditions ?
i can't though because you aim with other weapons
after you unset the variable (release RMB i assume) you call the code that you have after the false
there is more than one weapon and this special socket spawning/despawning is exclusive to this one
could i run a branch checking if the equipped weapon is my target weapon?
yep
if this is just a one off case a branch is fine for that
or you customize the code inside the weapon to handle 1 off events (rmb -> tell weapon "hey if you have to do something special when I aim, do it now) and let the weapon handle it
@scenic fox I try to avoid using the Tick as much as I can. Just to develop the habit of not relying on it. Thereβs usually another way to do whatever I thought I needed the Tick for.
i don't use tick at all
for my level blueprint code i don't use it
i just use inputs thats it
ahahha lol
Question: If we hire a subcontracted artist, and it's a small project, what exactly do I give him access to to allow him to do his job?
I doubt I give him the entire codebase of the project
Compile DLLs and give him access to those?
Say for example, I have some widgets that need designing.
Compile DLLs
?
You're saying, for widgets that need art designed, I compile DLLs and give him those?
Widgets aren't code though
if he is just an artist will he need access to UE4 at all?
Right
you can start a project with content, cofig and fresh binaries
If he needs access to the project's source code, then he needs access to the source code
without the source
you put in your requirements, he gives you samples, back and forth till you get your art assets then your designed in the engine implements what you need with them
If he'll only be doing stuff in UE4, not in an IDE, he doesn't need source, so you can get him the compiled binaries
or do an NDA, its standard
WE already have an NDA.
He's signed it.
Still, no need to throw the source control overseas.
Ok.
Thank you, I appreciate the input.
I know that when I did contract work as a programmer the contract artist never touched the project as he just supplied finished art for me to implement in engine
Sounds good.
Yeah it depends on the context
If he's just making the actual artwork, he doesn't need the project
Wanted to ask here
Do you guys think there's 'room' or 'need' for a well-taught generalist UE4 course which properly explains the technical side of the engine for beginners?
I see a lot of questions still about it on here and on reddit. Many times people ask for recommendations for beginners.
I'm often frustrated with the utter lack of understanding in tutorials being put out for UE4, but since I'm not really my own target audience here, I'm wondering if other people feel that way as wel
I just picked up Tom Looman's course and learned what I needed to from there. Then just google things as the arise. At least for the most part.
But different teaching styles could appeal to different people.
@keen birch define technical side? this for example is a fantastic look at the rendering technical side of the engine https://learn.unrealengine.com/?C=2436622
and I find most of the time when people ask questions its because they dont take the time to learn so having more learning material, no matter the quality, really wouldn't help them lol
Yeah I think that one's good
I'd like to do essentially that but from a more generalist point of view
in theory it's all out there somewhere but one more focused on the architecture of the engine itself seems to always be asked about. The info is out there just people want it to be spoon fed to them with answers.
I mean in the end more content is usually not a bad thing π
just dont be surprised if you make it and people ignore it lol
at the worst you get something to link people to when they ask heh
I tend to do learning material for myself so I don't run into that issue, the end result is just a side effect of my learning
Hi! I'm currently using 4.24 and i'm utilising the HDRI packdrop plgu-in, is there any way when I rendner out my sequence to hide the mesh the hdri effect is on but still gain the effects?
I've tried making the mesh hidden ingame, and not visible but both these options cancel out the lighting of the HDRI backdrop.
i want to turn motion blur off it looks ugly
don't like how it's automatically on
how do it turn it off?
explain with pictures too please
i still need to get used to the engine
i want to turn motion blur off it looks ugly
@stark marsh in the project settings you can search for motion blur and turn it off if you dont want it to ever enable
i turned it off for the camera at least
i went onto the camera and turned them all off
if you change it in project settings it will affect every camera in every level in your project
hey how would i display the amount of kills a player got above their heads. the picture is my system of detecting whop killed the player and how many kills he has, how would i use this to display it above his head
Is it able to edit a existing animation with control rig?
Hello, i am trying to make a save game and load progress.. but i can't figure out how it works.. this is what i need:
You completed level 1 ( jumps in trigger box )
Triggerbox: Loaded in level 2 ( second map )
Saving progress..
You completed level 2 ( jumps in trigger box )
Triggerbox: Loaded in level 3 ( thirth map )
Saving progress..
ect..