#ue4-general

1 messages Β· Page 819 of 1

exotic thicket
glass dirge
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okay thank you. Sorry if Im a bit snappy. People keep speaking in words that don't make sense and this issue has been tormenting me for days

exotic thicket
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but just instead of using set texture parameter value, use set scalar parameter value

glass dirge
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there's 2 scalar paramters? does it matter?

exotic thicket
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no

glass dirge
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Where do I plug the DMI return value into?

exotic thicket
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into the set parameter and set material nodes as in the picture

glass dirge
exotic thicket
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oh I think you're using a different node on those

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if you drag from the material instance return value pin, it should give you the correct node

glass dirge
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okay what do I do with name and value

exotic thicket
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they are the name and value of the parameter you want to set

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so you'd use Emissive_Value as name, and whatever you want as its value

open wadi
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I have a question - I have created the VaRest BP code to interact with my API and set a GameInstanc variable based on the result, but I want it to be a function I can call from other blueprints. Unfortunately, I can't created a function in, for example, the GameInstance, because VaRest requires a custom event to handle the callback and custom events can't be used in functions.

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As such, how can I simply have a blueprint that I can call, as needed, from another BP, to set a GI variable?

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Just like you'd do with a function in normal C / Pascal / Ruby / BASIC / any standard language?

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so I can call interactWithAPI() or what have you, get the result, and react accordingly?

exotic thicket
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If you need it to be a function, you could have parts of it in a custom event that gets called from the function

glass dirge
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@exotic thicket PMing you

exotic thicket
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that way you could put the bits that need to be in an event graph into that and it'd still work as a function

open wadi
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Well, to be clear, it doesn't have to be in what UE4 refers to as a function, I just need it to be "an isolated piece of code that I can then call from other blueprints as needed"

exotic thicket
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right, if you don't need it to return a value (which is why it would need to be a function), then you could just make it a custom event in your game mode or whatever

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or game instance

open wadi
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Oh interesting, so can custom events (required by VaRest for handling API callbacks) be used within custom events?

exotic thicket
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I'm not familiar with VaRest but I don't see why not

open wadi
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Ok, so I could create a custom event in my GI, then within another BP, perform maybe a cast operation and call the new custom event?

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So like "My VaRest code" is sitting within a GI custom event, then when writing code for another BP, I could maybe do Cast as Game instance, call the GI custom event, then continue on accordingly?

exotic thicket
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yep

open wadi
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Nice.

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Thank you @exotic thicket, I'm going to give that a shot.

exotic thicket
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it seems kind of pointless to create an interface for a function/event in your game instance :P

plush yew
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I'm following a YT tutorial and saw this... But I can't find it...

exotic thicket
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it's Switch on E_AiType :P

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(if your enum is called something else, then it's also called something else)

plush yew
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I don't see it when I type "switch" in the action menu

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What enum do you mean ?

exotic thicket
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I mean do you have an enum called E_AIType?

plush yew
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mh nope

exotic thicket
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that's why you don't have it :)

plush yew
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Indeed it's a kind of extra step in the tuto so he don't show how he has made this

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yeah, I understand now :]

exotic thicket
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the "switch on enum" nodes are automatically available for any enums you create, so if you wanted to do something like this, you'd need to create an enum first

plush yew
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Is it easy to create ? If not, I'm gonna skip this step. I guess it's not so important

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( the guy can switch between 2 BehaviorTree but if I have only alone, no pb )

exotic thicket
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you can create it pretty easily by making a new asset, it's in the blueprints category

plush yew
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( indeed, I have the 2 BT but I just don't know how to switch between their with the switch πŸ˜† )

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oh I see

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SwitchActor ?

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good !

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Now I got it ! Thanks ! @exotic thicket

exotic thicket
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πŸ‘

royal pewter
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Is it a "natural" behaviour?

open wadi
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Question - I'm trying to wrap my head around custom events and the "replicate on client" setting. If I want all clients to be able to execute the custom event on their end, should I enable this setting?

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Seems obvious, but is there something I'm missing?

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This would entirely be a client-side operation.

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In my use-case, clients are going to be hitting my API endpoint (coded in node.js) and checking to see if their session cookie (which is stored in a GI variable) is still valid.

plush yew
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@exotic thicket Sorry but I think I talked too hastily ! 😦 I don't think it is a SwitchActor. I can't still find it in the context menu. What do I have to create ?

exotic thicket
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Oh uhm

plush yew
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okay ! πŸ˜† Thanks again bro =]

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Ok now it works but it still miss 2 outputs + the AI Type variable and I don't know how to create this...

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( Indeed I've just got it for the outputs, in the enum )

open wadi
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If a variable is set as global (you the eye icon is open), can you then get the value of it from another BP without using Cast to?

exotic thicket
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I don't think the eye makes it global πŸ€”

open wadi
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It doesn't, ok.

exotic thicket
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either way, you'd always need a cast

open wadi
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Ok, so let me repharse that - is there a way to set a variable in your GI, for instance, and be able to pull the value from other BPs without using Cast to every time?

exotic thicket
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if you have a parent type, eg. GameInstance, the game doesn't know what kind of specific gameinstance it is

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so it doesn't let you just get random things from it

open wadi
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Hmm

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But in traditional C++ there are ways to set variables and methods so that child objects can access them

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Is there a way to do that in this use-case?

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It was just recommended I use the GI for networking functions because the GI is persistent throughout the life of the game

exotic thicket
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well sure, child objects can access values from their parents because they inherit all of the data

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I mean if you just want to access a random value from your specific GameInstance from some other BP, you could create a blueprint function library and make a custom function for it

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like.. Get My Game Instance

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and make it cast it for you and return the casted type

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alternatively, have a variable in your BP and assign the game instance into that, this way you'd have a ref to it

open wadi
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For example, I have a login form that successfully hits my node.js API and logs a user in, and once they're logged in I store the session cookie in a GI variable and I have a boolean bSessionCookieIsValid, and I want the game to periodically hit the API and check to ensure the session cookie is still valid, and I now have a custom event to do that in the GI.

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so in various other BPs, I want to periodically A) run that "Check to make sure session cookie is still valid" custom event I've created in the GI, and B) Check the value of the bSessionCookieIsValid boolean var

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Is there a way to have true global or otherwise inherited variables that I can access from various BPs throughout my game so I don't have to cast to every time just to do these things, or is there no way around that?

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I can stick the code and variables in something other than my GI of course

exotic thicket
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I just use this :P

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this is in a blueprint function library, it can be called from anywhere like a static function

open wadi
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Awesome @exotic thicket, could you explain that? Seems pretty simple

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Ok, no shit.

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Ok, well the only issue I had with creating functions is I learned from documentation that I cannot have a custom event in a function, and Varest requires custom events to handle the callbacks.

plush yew
exotic thicket
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@open wadi I mean you would use this like you'd use Get Game Instance, so you don't need to put any of this logic into the VaRest stuff

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so it would save from having to always keep casting it manually

open wadi
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Interesting, ok.

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I don't quite understand how to do what you're referencing here.

exotic thicket
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@plush yew does the tutorial really not explain that stuff? Basically you'd have a variable of the E_AI enum in your BP, then you'd have to add some values into the enum type itself by editing it

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@open wadi I mean I don't really understand the problem to begin with tbh :) If you need a value from your GameInstance, you could always Get GameInstance -> Cast to MyGameInstance -> Get WhateverValue

open wadi
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Well, I suppose there isn't a problem

exotic thicket
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the thing I showed above would basically just allow you to do Get MyGameInstance -> Get WhateverValue

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so you don't need the extra nodes to cast it

open wadi
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Ok, I'll try to understand exactly what you're referring to.

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Thank you for the help @exotic thicket

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I get what you mean in your description

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I don't understand how to configure the nodes in the manner you're describing.

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You're saying put them in a BP function library?

exotic thicket
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Yeah

open wadi
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Ok

exotic thicket
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BP function libs (and macro libs) can be used to create these kinds of "helpers"

open wadi
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Right

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Oh I see.

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So I could maybe do this for custom events in my GI as well?

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Basically create a little shortcut for it?

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I've created custom events to run this API code

exotic thicket
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Yeah you could do that

open wadi
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Every example I'm finding on the web is written in cpp which is fine, is that the case with yours as well?

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Every example of BP custom libraries.

exotic thicket
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Nah the lib I have is plain BP

open wadi
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Looks to me like you have event graph BP nodes.

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Right, the first 10 articles online about leveraging the BP function library is raw cpp.

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So say I wanted to create my first BP function library edition, is that as simple as creating a new BP and there's atype for that?

exotic thicket
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all you need to do is create a new asset blueprints -> blueprint function library

open wadi
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Right

plush yew
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@exotic thicket No he doesn't explain this step cause it's not really the purpose of his tuto but I'm curious about how he did this. I'm almost there ! Just don't know how to link the last pins :

exotic thicket
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yeah so you'd create a variable in your AnimMan_CharacterBP blueprint, make it of type "E_AI"

plush yew
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@exotic thicket Et voilΓ  ! πŸ˜† This time, it's good ! Thanks again ! =]

blissful trail
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this produces errors when i hook it up to a event begin play, or event construct. if i hook it up to a key it does not

scarlet birch
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What class is it in?

marsh swallow
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Is that what is throwing the error? Or something inside the widget is?

scarlet birch
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It's probably in a player controller? move it to OnPossess

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Does the Blender to Unreal tool work with shaders?

modern zenith
blissful trail
midnight bolt
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i'm looking for toxic-waste-like water material, does anyone know where i could find one?

burnt gust
naive cypress
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has anyone dealt with small holes being punched out of their geo when importing into unreal? I've tried triangulating the mesh before importing, but still run into issues and haven't been able to troubleshoot/isolate the problem.

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Geo looks clean in both zBrush, Maya, and Painter.

hollow ridge
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I found an asset pack from an old version is there a way I can get them into a project in a newer version

dense hatch
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@hollow ridge try: import into a dummy project for that version, then right click in the content browser and migrate

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has anyone dealt with small holes being punched out of their geo when importing into unreal? I've tried triangulating the mesh before importing, but still run into issues and haven't been able to troubleshoot/isolate the problem.
@naive cypress does it also do this with a two-sided material? if fixed then it's the following issue. it's probably to do with your model normals. https://all3dp.com/2/blender-recalculate-normals-simply-explained

white ice
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does UE4 have a Save Selection shortcut, to select objects in the scene view easily, like Unity does

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kinda like camera view bookmarking but for objects

dense hatch
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to my knowledge no

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but you can attach related actors to an another actor

burnt gust
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how can i solve this problem ?
@burnt gust ...

naive cypress
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@dense hatch Looking into it now.

dense hatch
naive cypress
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@dense hatch Sadly, two sided enabled made no change. Great idea though. I don't see any normal issues back in my 3d application, but I'll try unlocking/conforming again

dense hatch
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@blissful trail does this also happen when you change the class?

naive cypress
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Reducing with the overall decimation polyCount seems to help. But, in my head this should just work

dense hatch
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@naive cypress when importing what is your import normals setting

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try switching to Import Normals and Tangents if its not already

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@dense hatch @grim ore something like the game "Lurking" or this youtube video https://youtu.be/w-Zol2gX5so
@modern zenith he has it in his description πŸ€”

blissful trail
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@dense hatch yes it happens when i change class

naive cypress
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@dense hatch Tried, no luck unfortunately. Is there anything in particular that would cause unreal to just not displace a face?

dense hatch
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i can't think of anything else right now sorry :(

naive cypress
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I appreciate it

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I'm losing my hair over it

modern zenith
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@dense hatch i already saw it πŸ˜‚ it doesn't explain that much haha i asked a question in reddit and they told me to use a burst of particle emission that will mark something as target if the 2 sound waves from the predator and the prey collides. If the prey didnt make a sound, even if the sound waves touches the prey, they will just simply blend in the surroundings therefore making them invisible.

autumn elbow
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@white ice python is your friend for that. It's on my list of scripts to write, but maybe search the forums. Someone may have written it already.

modern sinew
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How do you make a variable that's a reference to a Widget blueprint?

autumn elbow
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Same way to you make any other variable.

modern sinew
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Ok I think I found it

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I think I searched the wrong thing last time

autumn elbow
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Make your widget, make a variable, and select the type to be of the widget you just made

modern sinew
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yea no I did that

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I just said that

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Ok I think I found it

autumn elbow
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@naive cypress that's a weird issue. Something's to look at are, in your 3D Appliction, are all the normals pointing the same way, make sure all the verts are welded, make sure there's no non-manifold geo, In Unreal, does it work without any materials, how does it look in the Mesh Editor, how does it look without auto LOD, what about different zoom levels?.. maybe a graphic card zero plane issue. Hopefully these help you track it down.

modern sinew
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I want to set the other Border to fill too, but it's not giving me that option

autumn elbow
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Depends on your parent container. If the border can be arranged in the patent, then you'll get anchors and fill type attributes.

modern sinew
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@autumn elbow The parent is a Scroll Box (right now, I can swap them if needed I think)

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I swapped them and it worked

plush yew
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i dont know why but my character just goes up in the air usless i press space to jump anyone know a fix

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and my character bp uses the third person templete just stuck a camera into the head

maiden tartan
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Quick question for you guys, how do you recommend I go about searching for a partner for a project I am working on. I have been developing an idea for a while now, and I'm going to need to find someone who is quite skilled in c++ in order to be able to pull it off. I want to find someone who actually shares a similar vision and is just as excited about it as I am. Any ideas on where to start looking?

modern sinew
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heya, how can my widget get a reference to itself? I need it for another function

autumn elbow
modern sinew
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wait nvm I just got rid of the need for it

autumn elbow
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@modern sinew self node

modern sinew
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I already set a reference to the widget in my player

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so I just grabbed it from my player

maiden tartan
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Yeah I am aware of the looking for talent channels, From previous experience I find them to just be beginners and younger people who aren't very serious about a project. I haven't looked into game jams and I reckon they could be a good way to meet new devs. So I will certainly check that out, thanks @autumn elbow

plush yew
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me chilling with my 20 blueprint errors😎

modern sinew
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Following someone's tutorial, and is there any reason you can't just use the Return Value on the Division (whole and remainder) for In Row?

plush yew
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u talking about my blueprints or u talking about someone else?

modern sinew
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who? me?

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not talking about you

plush yew
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oh k

modern sinew
plush yew
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ya

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that would

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at least from my knowladge

autumn elbow
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Try the modulus node

open wadi
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So here's one.

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I've written a custom event in my GI, and I'm attempting to call it from a different BP.

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When I attempt to do so, it has a "target" pin, and if I compile it errors out "the blueprint self is not a valid <name of my GameInstance>"

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But I can't simply leverage "Get Game Instance", because a "Game Instance reference" is not compatible with a <insert name of my GameInstance> reference"

autumn elbow
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Print GetGameInstance on a tick. What is the type?

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Generic GI, then you have to cast to yours

open wadi
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No, it's a custom GI.

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The point is, I've written a Custom Event in my GI

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And I'm trying to call this custom event from another BP

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I need a reference to my GI BP.

autumn elbow
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Ya

open wadi
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Oh, looks like I need to cast to.

autumn elbow
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Ya

open wadi
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No, that didn't work either.

autumn elbow
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did you set your gi in maps and modes?

open wadi
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Yes, I set my GI in maps and modes

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The name of my custom GI is "VBP_GI_PM"

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The "Check Session Cookie Status" is a custom event in that GI

autumn elbow
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The objet needs to be get game inst

open wadi
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That isn't compatible

autumn elbow
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From the cast

open wadi
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That's where I get the error "Game Instance reference is not compatible with a VBP_GI_PM" instance

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Oh

autumn elbow
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Also right click ur cast node and select Pure

open wadi
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Ok, I'll try the right click on cast node, one moment.

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it says it's pruned already because the exec pin isn't connected.

autumn elbow
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Huh?

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Screenshot plz

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You can right click and select pure, or you can hook up the pins

open wadi
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Ok I connected the exec pins and now it's compiling

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Thank you @autumn elbow

autumn elbow
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Coolz

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Try the Pure... just so you know it's there

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I use it a lot when I'm not changing anything in the source cast

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@willow quarry in the material, try UnLit

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Oh... no idea πŸ˜‚

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what's ur material look like for the bg sphere?

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Maybe you have ambient occlusion on in ur post?

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maybe exposure ?

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Oh.. sorry no idea

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In ur project settings

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Search exposure

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Well.. it's called exposure, but vignette is also something πŸ˜‚

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I mean to say, they are 2 different things.

errant arrow
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Hi there! I'm new to game development so i want to try unreal to start my own new game, but i'm really really on a tight budget right now so... Does any of you know how big is the download size of unreal? Yes download size, not total size.

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Oh thank God, 2gb is my limit:)

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Thanks Btw

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@errant arrow Each time of using the UE4 the size will be increased, so I consider that 15Gb is normal space reserved for the engine
@willow quarry disk space is not my problem, just the download size, hehe

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I got plenty of disk Space

glad loom
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Hello, is there some way to detect touching a ceiling?

icy egret
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I think you should use capsule collision

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@glad loom

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crouch which is in character blue print will help you maybe

glad loom
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Alright thanks!

quick shell
icy egret
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Someone please help me
I want to copy the animation morph curves to the other animation
like eye blinking, I want to copy exactly same animation morph curve...

modern sinew
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It gets to that point, I just made a copy out of the code for clarity

fluid stag
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i guess its not finding a valid item

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you could debug it by printing off the empty bool return

modern sinew
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I tried that and it said that it was full

fluid stag
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if the item info is complete and it's not got an empty name variable then it should work eh

modern sinew
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But it's not

modern sinew
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@fluid stag I figured out why it is. It's getting the default info, not specifically the info for each item

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not sure why tho

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When you Get Display Name from the Assigned Item node, it gives you the correct name for that specific item. But when you get Class Defaults, it for some reason gets the defaults for the base class, not for the specific item

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(same problem for all my items, just using the grenade as an example)

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anyone know why?

calm sentinel
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Hello, i'd like to know if it's possible to stream player screen, to a .avi

strong schooner
#

where can i find the product viewer template in the new updated unreal engine version? Thank you

scenic fox
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big brain

harsh tiger
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would someone mind taking a quick look at my issue in #fab please?

grave flame
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Does anyone know whether Blueprints can do the exact same as C++ in terms of the functionality? I’m trying to recreate an old game that has very specific movement and physics (it was originally made in UE2)

serene birch
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they cannot do EVERYTHING

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but they can sure do a lot

grave flame
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@serene birch So if I already know C++, would you say it's better/more worth going that route instead of Blueprints? Maybe even mix/match Blueprints/C++ if that's a good practice?

serene birch
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mix and match I'd say

grave flame
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Got ya! Thanks ^_^

serene birch
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working as much as possible in C++ is more "version control" friendly anyway

tame lintel
#

Hello, why Perk_helath appears on scene only once, if it's been properly added to hierarchy multiple times?

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Debug info shows that it spawns in place where character stays on the screenshot, but it isn't

steep cedar
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Anyone here familiar with Niagara that could help me? =)

somber quail
icy egret
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Someone please help me
I want to copy the animation morph curves to the other animation
like eye blinking, I want to copy exactly same animation morph curve...

hearty walrus
little oyster
#

So what are the exact requirements for multi-user over LAN? I have 2 PC's, both build from the 4.25.3 GitHub Source and exact same plugins (I literally copied the UE source folder across the LAN), a git status on both reveals identical results. Both versions say "4.25.3-0+++UE4+Release-4.25" in their about page. However, when I open a project that was built on PC1 on PC2, it tells me the engine is different and needs to convert the project.... possibly due to CPU Architecture differences, so that means multi-user won't work also or would it work as both are the same UE4 version technically

hearty walrus
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How do I set an interface output variable?

fading python
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guys i wanna know how to use unreal engine using c++ i already know c++ but does anyone know any good tutorials?

coral shoal
#

silly question, can you add the launch option -nohmd to a .ini? or otherwise make that launch option or any launch option default behavior?
I feel like most .ini options are command line but launch arguments are something different, so im not sure how to get those to default.

lethal herald
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I was wondering what is the system specifications need to make a small game (with 2 villas and a 2 floor apartment with high quality photorealistic assets) as a third person game in unreal. I have 32gb ram 2400mhz, i5 9th gen 2.90ghz , 2gb graphic card is this enough?

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I am asking this because the moment i import even one floor of the apartment the ram usage is at 9gb out of 32gb. Will it comsume more eventually?

pale verge
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Im trying to toggle my inventory but it just pops open and doesnt close unless I close the whole game, thoughts?

scenic fox
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guys is using level bp bad???

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i use it for my inputs

rocky radish
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guys is using level bp bad???
@scenic fox level bp should only be used for things that are specific for that level (e.g. making a cinematic play that is specific for that level), remember that you cant reference anything that is inside a level bp in another bp

scenic fox
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i use it for inputs

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is there any other way to make it better?

rocky radish
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i use it for inputs
@scenic fox wdym? you should make your inputs on your character or controller class.

scenic fox
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@rocky radish but the thing is i make it so that it blends with camera's that actually may not be a bad idea.

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plus

rocky radish
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unless you only have that one level in your entire game (which is still not good to do that) you shouldnt do that for inputs

scenic fox
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so how am i going to move my code?

rocky radish
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there are people telling you that in #blueprint btw

icy egret
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Someone please help me
I want to copy the animation morph curves to the other animation
like eye blinking, I want to copy exactly same animation morph curve

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is there way to do it?

obsidian wasp
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How should I be using the OpenLevel node in blueprints?

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I have a map called Level_SeaBattle in a folder called Levels.
I've tried to open the map with the OpenLevel node, with Level Name set to both 'Level_SeaBattle' and 'Levels/Level_SeaBattle', but it doesn't work. Sometimes the engine even crashes.

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When the engine doesn't crash, I get this error:
TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/TopDownBP/Maps/TopDownExampleMap'. Shutting down PIE.

terse shell
#

Good Morning everyone. Using source, I cannot figure out why the editor is not prompting me to restore tabs when editor loads up. The setting is set to true to prompt, but nothing pops. I unchecked, rechecked, and I also checked ini files, but I cannot for the life of me figure this one out. Any suggestions would be greatly appreciated; please @ me.

scenic fox
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guys how do i reference something in a non level blueprint, a object that is in he level

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im so cofused man

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confused man

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btw

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im just duplicating the level

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since my game is a fnaf game

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i need nights

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which i just can copy and paste

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but yeah

vernal thicket
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@scenic fox What is it you're trying to do? what are you trying to communicate with?

obsidian wasp
#

Depending on the situation, you'd want to use colliders to get objects to interact.

scenic fox
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im not communicating with anything

vernal thicket
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The blueprint you want to read the object in

obsidian wasp
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You can use a collider that doesn't block movement, but instead adds whatever enters the collider into an array

scenic fox
#

im trying to get a reference to a camera specfically

vernal thicket
#

what's the purpose tho

scenic fox
#

which is something i can do in lvl blueprint

#

"Set view target with blend"

#

is the function i use

#

i think

vernal thicket
#

Sometimes it's better to explain what you're trying to achieve than stating what you're trying to do

obsidian wasp
#

In a level you could do something like Get all Actors Of Class on beginplay. If you only have one camera, you can set a variable to the 0th element of the array.

rocky radish
#

make a variable for the camera that you can change inside your level (remember to make it instance editable btw)

scenic fox
#

in lvl bp you can just select something in the viewport, and in your lvl bp right click and get a reference to that object

#

@rocky radish how would i do that?

vernal thicket
#

That would probably be more confusing

scenic fox
#

yeah

#

also

#

its not that big of a deal if i cant access the code in lvl bp

vernal thicket
#

but you'd just drag off begin play, get all actors of class and choose camera, then do a for each loop and set the array in de

#

x

#

array element sorry

scenic fox
#

since im duplicating the level it uses the same code

vernal thicket
#

What is it you're trying to do though?

scenic fox
#

basically

#

you press a ke

#

key

#

and it does a function

#

which changes your cameras view

#

to another camera\

#

"Set view target with blend"

#

is the function

#

i don't need to access the code later since i can just copy and paste the level which takes the code

#

so there isn't really a point to put it in the player controller

rocky radish
#

why are you copy pasting your level btw? cant you just use a single level for that? @scenic fox

vernal thicket
#

I've not done that before tbf but i'd imagine as danielll said it's probably best to set it up under the players blueprint, just drag off the button pressed do get all actors of class and choose camera, drag off that and do for each loop, set the array element to 0 or 1 and then you should be able to access that camera

#

You may have to debug through the array elements until you get the right camera tho depending on how many you've got lol

fierce forge
#

what's the easiest source control option ?

vernal thicket
#

Saying that though you could probably do it under the level blueprint by casting to the players character or something

scenic fox
#

@rocky radish no because technically if you think about it each night is going to be different, they're could be something different

vernal thicket
#

if you do that you should be able to call the function inside the level blueprint tho

#

@fierce forge I use github, works flawlessly unless you're uploading large single files (over 100mb) then it gets a bit more confusing

rocky radish
#

@rocky radish no because technically if you think about it each night is going to be different, they're could be something different
@scenic fox just asking if its necessary to make a level for each night you have on your game, doesnt seem like a very simple option

#

because depending on what you change on each night its not really needed to do that at all

scenic fox
#

yeah but that's how my system goes. in the main menu screen it opens a night corresponding to a variable

fierce forge
#

@vernal thicket i want to make a game with some friends , and they can't connect their ue4 to my project , but they have access , what i can do ?

vernal thicket
#

You need to watch a youtube tutorial, but you basically hook the project up to the github location on your pc

fierce forge
#

i watched

scenic fox
#

so if the variable's value is 1 it opens night 1, if its 2 it opens night 2, so i need separate levels

fierce forge
#

and they show just for the server

rocky radish
#

and what im saying is that you can just change what you need on a single level depending on the variable value. Just a suggestion btw

scenic fox
#

but i feel like making more than 1 level is necessary, because i can change how the night looks for an example on like night 5 it looks much darker and has a different aesthetic

#

btw

#

do levels take up more space on the game project file?

vernal thicket
#

New levels are more for if you're changing lots of environments with lots of actors etc, if it's the same environment with small changes like light intensities and stuff then it'd be more appropriate to use the same level

#

Yes

scenic fox
#

how much?

vernal thicket
#

Well

scenic fox
#

also

vernal thicket
#

If you go into your project location and look at the map files

scenic fox
#

some of them are the same some of them are different

vernal thicket
#

Every new level is multiplying your map size

#

If you've got the same number of actors etc

#

It's not a big deal if the level is relatively small tho tbh

dreamy perch
#

You can create entirely different effects, in the same level. For example, a bright sunny day, becomes a dark stormy night, becomes a tornado, etc.

scenic fox
#

hold on

vernal thicket
#

What i've discovered using UE4 is, even though something works doesn't mean it's good practice

dreamy perch
#

When you create a new level, think of it more like you're creating a new slice of the world to exist in. No so much a variable weather pattern.

scenic fox
#

mine is @vernal thicket 9000 kb

#

is that low?

#

or too high?

rocky radish
#

9mb is really low. i dont think size of each level is much of a concern if the maps are that small

scenic fox
#

ya

#

so i can do what i said rightt?

vernal thicket
#

Ye

#

That's fine lol

rocky radish
#

yes

scenic fox
#

im still adding to the map though

#

bt

#

btw

#

ppl pls help me

dreamy perch
#

I tried.

scenic fox
#

how do you make thunder

#

in ue4

vernal thicket
rocky radish
#

how do you make thunder
@scenic fox you can use cascade or niagara for visual fx such as these

vernal thicket
#

Unreal marketplace has some great assets also, don't forget about that

scenic fox
#

no not like seeable thunder

#

like flashing light thunder sort of thing

vernal thicket
#

You could adjust the directional light intensity using a timeline

#

And add sound

#

ez

dreamy perch
#

Oi, this is kinda painful. Take care all!

rocky radish
#

like flashing light thunder sort of thing
@scenic fox then you can just make a light that changes intensity after a certain period of time

scenic fox
#

also

#

is my idea a bad idea?

rocky radish
#

is my idea a bad idea?
@scenic fox what idea?

scenic fox
#

copy paste

#

levels

#

?

dreamy perch
#

Yes.

vernal thicket
#

the only thing i'll say on that one is if you're gonna add things later on that need to be in all levels, you're gonna waste a LOT of time lol

rocky radish
#

yeah, you can do all of that in a single level

dreamy perch
#

^^^Easily

scenic fox
#

i mean stuff like aesthetics, i can use a variable for

#

like for example ai i can use a variable's value

#

that is public

rocky radish
#

if the level is pretty much the same then i see no reason to make it multiple levels

scenic fox
#

hm

#

how would i make it as one level?

rocky radish
#

if you're just going to change AI you can get that variable for the night and use it to set how the AI is going to behave

dreamy perch
#

"This one has rain, and clouds.... New level!" "this one has an event on day three.... New level!"

scenic fox
#

sigh

rocky radish
#

if you're just making some effects play its also extremely unnecessary to do that

dreamy perch
#

You'll have to iterate each change, in each level, to taste.

scenic fox
#

but how would i make it as one level?

dreamy perch
#

You want each night/day to do different things?

#

Like something specific on day 5?

scenic fox
#

not all of them just some of them

dreamy perch
#

Put a time tracking system in there. Day/night cycle that keeps data on when it is.

#

And then you can create events to correlate to that.

scenic fox
#

i don't want a time system though

#

like how would i tweak the difficulty of each night?

#

that's the question there

dreamy perch
#

You wouldn't have to make it a viewable thing

scenic fox
#

like i could use one level

dreamy perch
#

What happens behind the curtain is for you alone. You choose what the player sees

scenic fox
#

but

native tendon
#

so, does anyone know how to make it actually generate chunks in 4.25? I've been using primaryassetlabels forever, and one project we upgraded to 4.25; but didn't change any settings, generatechunks is enabeld, all the assetlabels are still the same as 4.22 and 4.24, but, it only generates chunk0, and everything always goes there.

scenic fox
#

for an example

rocky radish
#

you can get that variable for the night and use it to set how the AI is going to behave
@scenic fox you can use this for example to change the difficulty

scenic fox
#

good idea

#

but then again

#

new animatronics move each night

#

new character be alive so i don't know

#

maybe it is possible

#

i feel like doing the one level thing, i think i tweak ai in other levels. For an example i can tweak ai in the menu screen, and have a corresponding function to do "switch on int" specifically.

0 = animatronic won't move
1 = animatronic will move come to your office slowly
2 = animatronic will come near your office easily

#

@rocky radish bad idea?

#

i have no clue about ai by the way. so sorry

dreamy perch
#

Anyway, does anyone know if there's a way to use UE for Artstation input, similar to something like Marmoset? Or if it's in the works, or if this is a new idea?

scenic fox
#

wow you ignored my idea lmao

dreamy perch
#

I did, yeah.

scenic fox
#

sure thing

dreamy perch
#

If you're going to ask a question, it's courteous to let someone answer. Otherwise, they lose interest in answering.

scenic fox
#

well i didn't ask you so there's no point

proper drift
#

hey

scenic fox
#

hey

plush yew
proper drift
#

i need help

dreamy perch
#

What's up?

scenic fox
#

by the way

#

@dreamy perch is the level blueprint thing i did bad?

proper drift
#

i got materials frome megascann and ther like 2d but i waht them to be 3d you know

dreamy perch
#

Not inherently, no. Switch on int is a good decision, resource wise, so long as your system behind it is optimized.

plush yew
#

assign the material to 3d objects, setting uv s if necessary. blender is a good option for making effective UVs

dreamy perch
#

It gets more complicated as you create more "scripts" to add to the switch on int, but a basic system would be fine.

scenic fox
#

meaning i shouldn't put it in the level blueprint?

#

im talking about my movement system sort of thing in my level bp by the way

dreamy perch
#

@proper drift You need to create the material by right clicking in the folder browser option and selecting create new material. From there, you can import the texture into that new material, as base color (or a wide variety of others) and then once you've done that, assign the material to the object, and you should be rock'n'rolling!

#

I wouldn't put it in the level blueprint specifically, @scenic fox

scenic fox
#

where would u put it?

dreamy perch
#

I would attach it to the actor itself, and use the level blueprint to determine what the int value is

scenic fox
#

but im not talking about my ai

dreamy perch
#

But you're talking about systems that will affect ai behavior?

#

Your enemy can hold a wide variety of information, not just the ai.

scenic fox
#

but ai is it's own blueprint

#

whatt im confused now

dreamy perch
#

Things like health, speed, damage value, inventory, scripts, etc. can all be stored on that character.

#

The same is true for state selections.

scenic fox
#

on the level bp i have the player movement and looking system

dreamy perch
#

On the level bp?

#

Why?

scenic fox
#

because\

#

it was easier for me there

dreamy perch
#

That's a terrible idea, sorry.

scenic fox
#

its like not WASD to move around

#

its WASD to change your camera's view

elder escarp
#

After you people help out @scenic fox can any AI knowledgeable people come check my question under #gameplay-ai ? πŸ˜„

dreamy perch
#

Are your player character and camera(s) separate entities?

scenic fox
#

yes

#

my camera is an object in the viewport

#

i can show you my code if you want

dreamy perch
#

Not particularly, no. I don't have a lot of time to evaluate what you have in place against what it is you're asking.

#

How long have you been working in Unreal?

scenic fox
#

more than half a year

dreamy perch
#

I feel like your time may be better spent watching/reading a few tutorials. That way, if nothing else... You'll be able to ask more precise, and better informed questions, as well as provide an easier to digest overview of what your specific situation is.

#

Unfortunately, "but this..." at every turn makes it difficult to find solutions for you, because your system sounds... Unique.

scenic fox
#

But in my lvl bp it just does functions, which are using an enum.

#

should i show the code?

native tendon
#

so if you make a new level, you have to copy and paste everything?

scenic fox
#

as i said im not using the copy and paste hthingy

#

thingy

dreamy perch
#

Showing the code is normally preferred, yeah. But it sounds like we would need to see your entire project to figure it out πŸ˜›

native tendon
#

yeah nevermind im not going to get involved int his one lol.

dreamy perch
#

@native tendon Mistakes were made.

scenic fox
#

hold on

dreamy perch
#

I would personally take the time to first create distinctions between where your code belongs, and what was easier for you at the time. Sometimes, the best thing isn't the easiest. Migrating some of these systems out of your level bp would make a huge difference in the way everything is presented.

#

But, to give the short answer on the initial question I saw...

#

You would be best suited creating a time system, with a day/night cycle. REMEMBER: Your player only sees what you let them see. And time in engine is arbitrary. You control it, and how it works. You control when day is, when night is, what day it is, etc. So if you wanted your ai to do thing x, on day y, you would use that system to determine when it is in fact day y. From there, you have control over how day y responds to the world. It could change the weather, it could make your ai blood thirsty... whatever your heart desires.

dreamy perch
#

The day/night cycle, again, is at your control. It doesn't have to be rolling/real-time.

#

It could easily just be "Player touched trigger. Change to night"

scenic fox
#

can u just look

#

god damn

dreamy perch
#

And just set an int to increment each time your day/night passes and you're golden.

scenic fox
dreamy perch
#

I can look, yes. You've got keyboard commands in your level bp, noodles everywhere with no sign to where they go, and names "a", "s", which give us no idea what they do.

vernal thicket
#

^^ ahahaha

#

I was thinking that

dreamy perch
#

I'm trying to help you, but you're not hearing me, nor does it seem you're wanting to learn.

elder escarp
#

@dreamy perch maybe help me out instead over at #gameplay-ai ? πŸ˜„

dreamy perch
#

If it takes 15 screenshots to understand what a system is doing, it's likely too complicated/complex/convoluted/amateur.

scenic fox
dreamy perch
#

No offense, but you would definitely benefit from more tutorial time.

scenic fox
#

ok im listening

dreamy perch
#

No offense, but you would definitely benefit from more tutorial time.
@dreamy perch

This is your solution.

vernal thicket
#

@elder escarp can you not create a variable pointed to the other blackboard?

scenic fox
#

what can you give me other than that to help me?

dreamy perch
#

@elder escarp I'll take a look now, sure thing

#

@scenic fox Hope, and prayer, my friend.

#

And that's about it.

scenic fox
#

just give me some little advice other than that please

elder escarp
#

@vernal thicket I can't, because I won't be able to associate it with the behavior tree (or I don't know how to). I posted my problem over at #gameplay-ai .

dreamy perch
#

@scenic fox If you read upward, there was plenty of advice given between your interruptions.

scenic fox
#

uh ok

pale verge
#

I'm trying to toggle my inventory widget in my game but it isnt going away, thoughts?

scenic fox
#

"the new view target" is a camera referencer

#

reference*

vernal thicket
#

@pale verge you've not added to viewport from what i can see

scenic fox
#

is anyone going to help?

vernal thicket
#

@scenic fox You're trying to switch the players camera out for what purpose? like a cinematic? an inspection system?

scenic fox
#

inspection system of course

#

to look around

pale verge
#

@vernal thicket where would I put the added viewport? Im newer to UR4 and the tutorial I was using has this BP and it works for him so im lost

scenic fox
#

then it sets the string variable to specific string letter, which is used for "switch on string"

vernal thicket
#

@pale verge On not valid, after the create widget, drag off the return node and type Add to viewport, and then continue your set etc

#

Ah I have no idea sorry lol

scenic fox
#

wdym

grave siren
scenic fox
#

@vernal thicket what do you mean you have no idea

vernal thicket
#

What you're trying to acheive tbh

elder escarp
#

@vernal thicket but @pale verge says its not going away. isn't that a bit weird if he didn't add it to viewport

scenic fox
#

like its an inspection system i got it off a tutorial sorry

vernal thicket
#

oh sorry

scenic fox
#

its a system to just look around

#

@vernal thicket so you going to help or
?

pale verge
#

@elder escarp @vernal thicket yeah the inventory appears when I first press tab but it isnt going away when I press tab the second time

vernal thicket
#

@pale verge try typing is valid and choosing the option with the question mark icon

scenic fox
#

@vernal thicket are you going to help or just ignore me

vernal thicket
#

plug the wildcard into the widget

scenic fox
#

im just getting ignored lol

vernal thicket
#

I'm just struggling to think of a way to do this for ya lol

#

I've not really done that before tbh

scenic fox
#

uh @dreamy perch i've summoned you

vernal thicket
#

@scenic fox what target have you used for the set view with blend?

scenic fox
#

its a "camera reference"

elder escarp
#

@pale verge is it possible that you are adding the widget more than once?

scenic fox
#

variable

vernal thicket
#

what's the target tho

scenic fox
#

here...

vernal thicket
#

you need to hook the set view with blend target as player controller

pale verge
scenic fox
dreamy perch
#

@scenic fox Tell you what, I -do- work on projects freelance. I have shining recommendations, as well. If you'd like, we can go to Dm, and discuss rates. Otherwise, please.. I've told you the best I can offer you.

scenic fox
#

its set in the functions @vernal thicket

vernal thicket
#

@pale verge If the is valid returns false it will continuously create a new widget reference, set a print string after the Remove from Parent after is valid to see if it's returning valid once opened and toggled again

scenic fox
#

also yes the player controller is set in the lvl bp

#

@vernal thicket are you going to help me more?

vernal thicket
#

I get that you're frustrated with things not working we've all been there, but you can't be so pushy here or people will just ignore you lol

pale verge
#

@elder escarp the print string would appear in the compiler correct?

scenic fox
#

ok sorry ): @vernal thicket

elder escarp
#

@pale verge Sorry I've never used Add Child To Canvas. I usually use Add to Viewport and it works when I call Remove from Parent

vernal thicket
#

@scenic fox I'm uncertain of how to fix what's there but my advice would be to try to recreate it in a much simpler format so you can learn to understand how it works

elder escarp
#

@pale verge I think I got it

#

It says in order to remove a child widget you have to get a hold of the parent. I think Remove from Parent only works if you add your widget as a new window.

pale verge
#

@elder escarp ok lemme change something and see if I understand what you mean

#

@elder escarp I have it set to Remove from Parent but its not going away on the second tab press

elder escarp
#

I think you should get the HUDCanvas from your PlayerController and call Remove Child on it.

#

What did you try?

pale verge
#

resetting the inventory window variable

#

lemme try what you put

plush yew
#

reduce amount of foliage instances in the distance how?

ebon marlin
#

@charred portal did you also experience the same stutters you talked about on the 10th of August in-editor, or just while playing?

charred portal
#

@ebon marlin in editor and while playing

ebon marlin
#

Did you manage to solve it?

charred portal
#

yes

ebon marlin
#

Oh, but not when you weren't playing?

charred portal
#

yes also when i was playing

ebon marlin
#

Because I'm getting stutters while I'm using the editor, not playing

#

How did you solve it?

#

This is driving me insane

glad loom
#

Hello, how to get a reference for an actor I have only once? Like how you have only one player and when you cast to it, you can use "Get Player Character", how can I cast to something I have only once in world? What do I connect to the "Object" in the cast to?

scenic fox
#

hey guys

#

i wanna

#

i accidentely deleted everything in the thirdpersoncharacter controller bp

#

what do ido

#

i need the controls for it

#

please help

charred portal
#

@ebon marlin i solved it by updating a windows, exactly "Windows 10, version 2004 update

scenic fox
#

what do ido guys

charred portal
#

but if it isn't your case you can try find where is a problem with profiling

ebon marlin
#

I'll try it, any idea where I should be looking to activate profiling?

elder escarp
#

@scenic fox just create another project then copy and paste from that

scenic fox
#

how

#

i cant

quick forge
#

Has anybody implemented Vivox completely ??

gusty dune
#

With a weapon pack from the marketplace, is it possible to adjust it so that it's compatible with a newer version? Currently it indicates it won't work with versions newer than 4.21

scenic fox
#

i cant control the character though

#

what do i do?

#

alright im making a new map

charred portal
#

@ebon marlin open console with "`" under ESC while playing the game then type "stat startfile" wait for some stutters and then type "stat stopfile" Step 2: go Window>Developer Tools>Session Frontend, a window should appear. Click on profiler and then click load>UnrealStats.... until you load it

ebon marlin
#

You're brilliant dude, thank you!

charred portal
#

@ebon marlin let me know for next steps

#

πŸ™‚

rocky radish
#

i accidentely deleted everything in the thirdpersoncharacter controller bp
@scenic fox you can go on the content browser->add new-> feature or content pack->third person -> add to project then close the window

scenic fox
#

Hey btw

ebon marlin
scenic fox
#

I cant

#

Use the character

charred portal
#

@ebon marlin yep

scenic fox
#

I copied it from another level

#

It's not working

ebon marlin
#

Where do I find the unreal stats? It just opens an empty folder

charred portal
#

did you did the "stat startfile" and "stat stopfile"?

ebon marlin
#

Aye

charred portal
#

try it again

scenic fox
#

Guys my player controler ain't working

#

Do I have to make a new map now

#

It's totally fine though

ebon marlin
#

Oh! Now it shows!

scenic fox
#

Help please

#

Please guys

ebon marlin
#

@charred portal Did you also notice it was the CPU stalling because it was sleeping?

manic pawn
#

use unreal insights instead of this

ebon marlin
#

Oh, what does unreal insights give me over this tool? And where do I open it?

charred portal
#

@ebon marlin when i was finding my problem i googled what can cause cpu stall and i find that in my case it was windows update

ebon marlin
#

Oh, it was CPU stalls for you as well then, this gives me some of my sanity back

#

I'm downloading the update as we speak :D

charred portal
#

windows update? πŸ˜„

ebon marlin
#

Yes^

charred portal
#

it may take a while i think... before 2004 update you need to install next 5 of them.. πŸ˜„

ebon marlin
#

I'm noticing it's slow... πŸ‘€ Hopefully windows will do most of the job for me!

charred portal
#

yea i learned a lesson: if something didn't work just check if isn't there a new windows update.

ebon marlin
#

lol, yep

fiery lagoon
#

this is gonna be a silly question but how on earth do i get the target camera when connecting to a world transform from a pawn? every time i connect directly to my getworldtransform node it does the root component and ive forgotten how to make it the camera component.

proper stump
#

Hey, where do you put game logic? lets say there's a level with several characters in it, you want to give every player to play in it's turn, and keep score... where would you handle that logic?

ebon marlin
#

@proper stump in the gamemode class

#

Read the documentation about GameMode and GameState

proper stump
#

Thanks, will do

#

Is that also apply for C++

#

?

ebon marlin
#

Yessir

safe rose
#

Yo, who's got Ryzen 9, or 3900X specifically, and have had issues with UE4 stalling on them randomly, especially so if you're idle and come back later to it. (so it's open in background)

magic jewel
#

I have a Ryzen 7 3700X, but I've not experienced any issues. Are you using the Windows drivers that were automatically assigned to the processor?

#

Or are you using drivers installed from the motherboard CD, or from the AMD website?

safe rose
#

Shoot, that's a good question, I built this rig months ago, I would have to double check, but I'm pretty sure I would have done the mobo drivers

#

But it's only UE4 that's an issue

#

All other programs I've never had issues

#

I was just wondering if maybe UE4 didn't know what to do with the 3900X+ cores and burned itself out thinking

magic jewel
#

I'd just try a driver update tbh and see how it goes from there

#

If you're running an overclock, maybe reset CMOS and try it without for a couple days

safe rose
#

Yeah, I think I already tried this, but 3rd time can be charm

#

Thanks!

magic jewel
#

I pushed my 3700x a bit far and noticed that playing games like Apex it would sometimes stutter, dialed it back a bit and it was fine

#

How have you determined it's the CPU btw?

#

Typically with things like stalling I'd suspect the GPU

#

If you were going AFK for 20 mins then coming back and it was stalling I'd suspect it's a power saving setting gimping you

#

But sounds like you've just got it in the background whilst in another program

frozen pond
#

i'm trying to convert current enum to name but i'm getting only werid stuff like name::NewEnumeratorX, how to proper convert enum name to text ?

safe rose
#

@frozen pond enum to string to text

midnight bolt
#

i'm using simple snow particle system. is there some sort of a volume that can 'kill' the particles? i'm trying to block off the snow coming through the ceiling/roof

safe rose
#

@midnight bolt use collision?

#

they have options for collision on particles

midnight bolt
#

55 minutes long πŸ˜‚ thanks

mint sequoia
#

All the live training videos Epic does are pointlessly long

#

They tend to figure things out as they go and have lots of fluff

#

But the content is generally good

#

If you can bring yourself to sit through it

frozen pond
#

@safe rose thanks

burnt gust
distant totem
#

Has anyone ever played with the robo recall mod kit? I downloaded it because on the last inside unreal stream Victor mentioned that there is a really cool material that spins a desk fan so you can learn more about the transformvector node, but it appears your not allowed to open up any of the materials?

midnight bolt
#

i installed it months ago, its like every single thing was locked

distant totem
#

I can open blueprints but not materials

magic jewel
#

you can't open anything that was produced by an outsourcing company because epic doesn't have the rights to distribute the asset

#

only the rights to use it in their game

#

i.e. they have no right to give you the source file, only use the final product in their production -- the source file here is equivilent to the material graph, blueprint code, etc

#

IIRC, anyway

midnight bolt
#

well, in comparision, Insurgency modkit has like everything openable; im not really getting into licensing

magic jewel
#

Pretty sure that fan was just a customRotator anyway wasn't it ?

distant totem
#

Ah thats lame, just wanted to see the implementation, Victor mentioned it was something about the transform vector node, they were talking about it while they were making a flag wave with only a material, can definitely find other resources but was hoping that was viewable

#

But also I don't mean that in a bad way, as I completely understand the legalities that are behind it, thank you for clearing that up by the way, I would have thought that epic didn't want to share their proprietary magic lol

hearty walrus
#

Why is my Interface Variable showing itself as 0?

#

It's set to 100

prime iron
#

@hearty rose

grim ore
#

@plush yew it is just another level inside another level

magic jewel
#

A Sublevel is just a level contained inside a master level

#

You use it to break up large worlds into chunks for optimisation purposes, or if you're on a large team using version control to allow multiple people to work in different sections of a level

#

e.g. you might have a long linear level set in a huge corridor - you could have a single level called Level_Corridor_MASTER which holds things like scene management blueprints, or global postprocess volumes

then you could break the corridor up into sections/Sublevels and only stream them in when the player reaches those points

echo dawn
#

yo

jolly jungle
#

before i was asking about using my switch pro controller and people wer telling me to use xinput. Where do I get that?

ebon marlin
#

@charred portal I cant thank you enough, your help was tremendous and my workflow is significantly improved now 😍 😍 😍

#

The windows update did wonders

charred portal
#

@ebon marlin no problem, i was sick solving it too

floral knoll
#

ah yes

open wadi
#

Question: If I have a boolean variable in a BP, can I simply attach it to the condition of a branch to use True / False?

#

"Session Cookie is Valid" is a boolean var.

slow violet
#

Hi everyone, I'm new here, looks like a really active community, looking to get some insight on Editor deployment for team members working remotely. In my current setup I'm not building the engine from source, but I have a plug-in that triggers rebuilds of the editor and itself, and without these binaries devs won't be able to open the project (the content generated by the plug-in depends on it).

So I need to deploy these new binaries for the team. And I can foresee the problems, content being out of sync with code, people not checking in generated binaries,

UGS doesn't seem like a solution for me because I'm not building from source.

Anyone has has a similar experience?

open wadi
#

@slow violet - Not a true expert in what you're referring to but not, what you're sounding like in general certainly sounds like the point of source control, to allow for various team members to work on the same project simultaneously without issue.

#

Hopefully someone else has a solution for your particular use-case.

slow violet
#

@open wadi to answer your question about the boolean. The answer is yes, you can just attach it to the branch

#

@droptone I have a perforce repository, and if I was working with pure UE4 without any need for the editor to be recompiled, people could just sync the project files and that would be it. But because the editor is recompiled for the project I need to submit the binaries to perforce. And that's not an ideal workflow.

#

But it should work. Just wondering if there is a better solution out there.

open wadi
#

Appreciate the boolean branch help @slow violet.

#

Sounds good.

gaunt tide
#

So say I want to make a mobile app for scheduling appointments which category do I choose for my new project, would I just go with the game category?

supple pasture
#

Stuck!
Using ue4 4.25.1, steam engine 1.1
(Error Message) 
TravelFailure: PendingNetGameCreateFailure, Reason for Failure: β€˜Error creating network driver.’. Shutting down PIE.
Copied and pasted your supplied code into defaultengine.
Help!!
(When i use PIE offline, it works, only on the server am I getting issues)

rancid lynx
#

can I LINE TRACE for a specific custom collision channel? i dont want the line trace to hit anything, except for 1 specific collision type. is that possible ? i cant figure out how

#

oh. in project settings, custom TRACE channel, this may do it. thanks Robue5

wispy pasture
#

I just brought in a model and its substance textures into UE4. I was expecting there to be a bit of a difference between Substance and Unreal, but my textures are super shiny and have a lot of height on them, while in Substance they're rough and don't have much height. I don't think it's just the lighting, so, is this normal or have I done something wrong?

wispy pasture
#

Oh, I'd forgotten to make the ORM texture linear and not sRGB

quick shell
#

whats the best and free software for sounds

#

most compatible with ue4

sudden bridge
#

Nevermind I didn't have class defaults selected

supple pasture
#

Stuck!
Using ue4 4.25.1, steam engine 1.1
(Error Message) 
TravelFailure: PendingNetGameCreateFailure, Reason for Failure: β€˜Error creating network driver.’. Shutting down PIE.
Copied and pasted your supplied code into defaultengine.
Help!!
(When i use PIE offline, it works, only on the server am I getting issues)

elder crest
#

hey so i just baught and paid for the CCG Developer kit. any place anyone know of for royalty free cards stuff? like backs or images?

plush yew
#

stopping me from creating a new c== project, bp works fine, but don't want that

minor grove
#

I am getting 11ms draw and gpu times on a blank level in VR PIE. I have a 1080. Anyone know what may be the cause? Cheers πŸ™‚

grim ore
#

profile, run the profiler and look at a frame @minor grove

plush yew
#

it's stopping me from creating anything c++

grim ore
#

this is when creating a new project or adding a C++ class?

plush yew
#

both

minor grove
#

thanks for the reply @grim ore. Is that in the "GPU Visualizer"?

grim ore
#

did you look at the json file? perhaps it got corrupted

minor grove
#

Thank you! Tomatoes

plush yew
#

i deleted it as it was empty and tried creating something, it re added it and put a load of shit in it, and the json formatting looks fine

open wadi
#

I have a question - I'm using this branch to set a GameInstance boolean variable (bSessionCookieIsValid) to true or false. If I print string instead of "set", I can confirm the branch is working. However, if I later go to access this boolean variable from my BP function library (by casting to the GameInstance and referencing bSessionCookieIsValid), print string in my BP function library shows that bSessionCookieIsValid is returning false, when it should be returning true.

grim ore
#

well it should not be empty

open wadi
#

First off, is this not the proper way to set a boolean variable? Will this not work?

plush yew
#

that's what i thought

#

so

grim ore
#

this is the content of mine, change your directory appropriately { "SourceFiles": [ "C:\\Epic Games\\UE_4.25\\Engine\\Source\\Programs\\UnrealHeaderTool\\UnrealHeaderTool.Build.cs", "C:\\Epic Games\\UE_4.25\\Engine\\Source\\Programs\\UnrealHeaderTool\\UnrealHeaderTool.Target.cs", "C:\\Epic Games\\UE_4.25\\Engine\\Source\\UE4Editor.Target.cs", "C:\\Epic Games\\UE_4.25\\Engine\\Source\\UE4Game.Target.cs" ], "EngineVersion": "4.25.3" }

#

@open wadi thats the correct way to set a boolean yes

#

is this code inside of the game instance?

open wadi
#

Here is my code attempting to access the bSessionCookieIsValid GI variable within a BP function library.

#

Yes, that code to set the variable is within the Game Instance itself

#

Within a custom event in it.

plush yew
open wadi
#

Despite me confirming the bSessionCookieIsValid is true after that branch statement, it's returning false when I try to access it within my BP function library shown there.

minor grove
#

maybe thats contributing towards low performance

grim ore
#

@open wadi debugging is all I could suggest. At the worst do something stupid like every tick inside the game instance print the value of that boolean. see if its working as expected

open wadi
#

Thank you MathewW.

#

Does it matter that I'm setting the Boolean within a custom event within the GI?

#

I was told to use the GI for setting such variables since it should remain persistent throughout the game.

grim ore
#

@plush yew I see an issue, each of those errors are trying to find a different .json file. I dont have a rulesmanifest, mine is programrulesmanifest

open wadi
#

I have set this GI as the default via maps and modes.

grim ore
#

@open wadi it shouldnt matter what sets it if you are setting it

plush yew
#

any idea on what i can do?

grim ore
#

@plush yew run the repair option in the launcher, arrow drop down next to the version number

#

maybe delete the .json(s) before you repair

#

and then see what shows up

open wadi
#

Wonder if it could be a race condition.

grim ore
#

it could be yes thats why I suggest doing something stupid like printing out the boolean every tick

#

then watch what happens

#

otherwise a ton of debugging with breakpoints and see what happens

open wadi
#

Alright, thank you @grim ore

#

Helpful as always.

grim ore
#

also your branch seems useless btw

open wadi
#

It is?

grim ore
#

all you are doing is asking if a boolean is true or false and setting a variable to that value of true or false

open wadi
#

No, previous to the branch is an API call that checks the validity of the session cookie.

grim ore
#

so if its true you do the true branch and set the value to true

#

and if its false you do the opposite

open wadi
grim ore
#

which means the end result is the same as plugging the set node into the result from your check

open wadi
#

Is the branch still useless in that context?

grim ore
#

equal -> set boolean

open wadi
#

OH, right.

#

I see.

#

Thank you.

#

Duh.

#

πŸ™‚

grim ore
#

not really an issue I bet it would get optimized out but just noticed it

#

and useful if you needed to do more stuff based on the value

open wadi
#

So just initialize the boolean as false and then only set to true if true.

grim ore
#

probably yes, the default should be false, assuming that is what you want the default to be

open wadi
#

Right, I do.

#

I had the branch because it's an API call that's checking the return of the API session validity checker, and if false (such as if the session has been manually deleted by the admin, in case of a user we're no longer granting access to or the like)

#

set the bool to false, so forth.

grim ore
#

yep

open wadi
#

Thank you.

#

But I am correct in understanding that GI variables will remain persistent no matter what sublevels are loaded, etc?

#

Or should remain persistent provided I not perform such action that will destroy them, so forth.

#

And booleans are initialized as false by default, that's interesting.

grim ore
#

yep. the game instance is created when the project starts and is destroyed when it ends

open wadi
#

Terrific.

plush yew
#

but this comes up

#

vs2019 is installed

grim ore
#

creating a new project or opening an older one?

plush yew
#

new project

grim ore
#

ok so 2019 is installed but is VC installed?

#

the C++ toolchain parts

plush yew
grim ore
#

ok go to the individual components parts

plush yew
#

ok, what am i looking for

grim ore
#

what version of the build tools did it install, I am guessing 14.26

#

I would check 14.22 and try again

plush yew
#

14.27

grim ore
#

yeah try adding in .22

plush yew
#

ok

grim ore
#

its weird tho normally it would see what version you have and use it but that one wants .22

storm venture
#

can i quickly hjijack the c++ convo and ask:
i made a c++ actor that crashed the engine, and the engine loads into a map that has that actor so it crashes on load now, i found the .cpp file for the actor but deleting the offending code doesnt work, i assume theres a compiled version of this class somewhere i need to delete?

grim ore
#

can you fix the code error?

#

open the .sln, fix the code error, and recompile the project from in VS

#

otherwise you can disable the module in your .uproject for your C++ stuff and load the project back in

#

or uh.. deleting binaries would delete your module file but then it would want to recompile

plush yew
#

it's installed, what now?

grim ore
#

try again

#

see if it finds .22 now that it is installed

plush yew
#

still getting same error

grim ore
#

creating a new project right?

storm venture
#

ahhh opening the sln works, i couldnt hit "build" when i opened the actor class individually but it works with the sln file, thanks πŸ™‚

plush yew
#

yes

grim ore
#

😦 my next thought is removing UE4 and reinstalling it, something seems weird but it should have worked

plush yew
#

what about deleting the build config?

#

like the xml file

grim ore
#

did you change your build configuration file?

prime sandal
#

What are some good tutorials regarding ur4 blueprints that dont just show you what there doing but also explain why, Like why there using a intenger rather then a integer 64 for example, So when Im left on my own I might have a chance to problem solve myself, Hopefully this makes sense! Please @me if you have any suggestions : )

plush yew
#

i've not changed it

gusty dune
#

Hey folks, what causes the paint/sculpt tool to disappear on the landscape surface? It looks like the tool shape is sliding under it and disappearing

plush yew
#

i removed the build config and created a project

#

and it works

#

thank you @grim ore

grim ore
#

yay

#

@prime sandal thats more of a programming question in general and not specific to UE4. For something like that learning what each variable type would answer the reason why

covert ivy
#

Hi, maybe a noob question but I need to increment by 1 a variable which is stored on the disk : GamesWonNumber. This variable is incremented each time the player finish the game (triggered by a events on the last cinematic). I need to do a function with the load and another with the save. I'm starting with the loading function. Now, I have this :

#

I am not sure about the end of the function : I increment the "GamesWonNumber" by 1 but... Is it good like this ? Maybe I need another variable in the last output to store the incremented value or I dunno ? Some lights would be appreciated... πŸ™‚

grim ore
#

using the ++ node changes the input node to the new value

#

so in your save game object the number of games won will be 1 higher after the ++ node runs

#

about the biggest issue I can see is no where do you re save it or keep track of the object once you load it

covert ivy
#

yeah... it is exactly this which bothers me, indeed 😁

grim ore
#

after you load then cast you can take the return from the cast and then that should be saved to a variable in that blueprint so you can then use it if you need to save it out

#

the basics out there is fine, the docs has a tutorial on save/load and there are a few tutorials out in general on it on YT

covert ivy
#

Yes I'm following a tuto currently but it's a very classic save/load which get the PV and the number of coins, + a widget with 2 buttons to activate the save and load options

#

My idea is a bit different but as I'm kinda noob, unfortunetaly I'm already loose :/

grim ore
#

the basics of save and load should work

covert ivy
#

The thing is I don't need to get the PV and all these things

#

I want to get the won games number

#

and depending on this number

grim ore
#

same concept. save and load. saving stuff into the save game object, and loading stuff from it when you need it,

covert ivy
#

I load or not load some things to the player, as gifts or bonus

ripe dust
#

Does anyone have any experience using custom movement modes within blueprint? I have set up a test where I just add velocity to the character on EventTick and it works with normal movement modes but not custom ones. I'm aware that I have to do the movement from scratch but I'm not able to find documentation or examples for how to set this up.

covert ivy
#

I redid the beginning but in the end, it's not what I want

grim ore
#

yes its loading the game, then getting the values it needs out of it and setting them where it needs to set them

#

you would do whatever you want with the save game bkect, like check the number of games won and do something with that information

covert ivy
#

Mh.. I'm not sure but, well... So I can keep my first function like it is ? And I'll try to do the saving function...

#

And I'll tell you if it works or not ^^

grim ore
#

the first is close but after you set it , you still need to save it if you want the new value to be saved

covert ivy
#

And if I simply add a second variable like "GamesWonNumberIndex", just after the ++ node ?

grim ore
#

and do what with the variable?

covert ivy
#

I don't know lmao πŸ˜†

sudden bridge
#

how do I post in the looking for talent channel? I posted on the forums but it didn't post it there

grim ore
#

read the pinned message

sudden bridge
#

k

supple pasture
#

Stuck!
Using ue4 4.25.1, steam engine 1.1
(Error Message) 
TravelFailure: PendingNetGameCreateFailure, Reason for Failure: β€˜Error creating network driver.’. Shutting down PIE.
Copied and pasted a supplied steam servercode into defaultengine.
Help!!

covert ivy
#

@grim ore I continued with the saving function. Now I have this... What do you think about it Sir ?

#

( I didn't put the custom event for the loading part but nevermind... )

covert ivy
#

It works but just as I feared, it doesn't increment the variable. It is always "1". 😦

#

After many savings, it still returns "1". It does not increment...

grim ore
#

when in there do you save it?

#

you make a new one when it starts, then saves it

#

when you press L you ask for the values and then print it. at no point do you ever save it after you add 1

#

and every time begin play starts you make a new one that defaults back to 0

marsh swallow
#

Also is there any way to view ONLY the VTs in content browser. We apparently have one that might not be set to a power of 2 and its causing a crash

covert coral
#

why if i start a new project bp skybox sphere is missing?

#

I cant seem to find it anymore

#

can somebody help me out????

#

stayed all night working just for this bs to give me a mental breakdown

marsh swallow
#

General reminder, no one is required to help you man. No need getting perturbed about it. lol. However, for your issue, did you start a blank project or a ThirdPersonTemplate?

#

Blank Project will not have anything in it, you will have to make your own sky system. Otherwise you need to use a template or load in the BeginnerContent.

#

Personally we use UltraDynamicSky, its cheap and works hella well.

covert coral
#

I start my project as a blank project

marsh swallow
#

thats why

covert coral
#

I added bp skybox sphere on to it

#

and I did have it

marsh swallow
#

oh okay.

covert coral
#

and now im beginning a new project and i cant seem to find it anymore

#

1st pic is the my first project 2nd pic is the 2nd project

#

im literally

marsh swallow
#

With or without starter content?

covert coral
#

without

marsh swallow
#

yeah thats what i thought

covert coral
#

i probably deleted bp skybox of my files or something

#

by accident

#

i got no idea

marsh swallow
#

if its not there, repair your engine

covert coral
#

nothing comes up

#

not a list, nothing at all when i press on show engine content

marsh swallow
#

yeah repair your engin

covert coral
#

how exactly do i do that?

#

just reinstall the engine?

marsh swallow
#

go into the launcher

#

Library > click the arrow on your engine version and click Verify

#

Google is your best friend. πŸ˜„

covert coral
#

kk its doing it right now

covert coral
#

@marsh swallow it's still missing.. even after i repaired the engine

marsh swallow
#

that was a fast repair

covert coral
#

the show engine content list isnt even showing

marsh swallow
#

idk what to tell you then man. if your clicking the right places, they should be there.

covert coral
#

just made a new project and it's finally there

#

im going have to do everything again.. but atleast its there i guess

plush yew
#

@covert ivy your L function is missing the save game name in "does save exist"

icy egret
#

someone please help me
like eye blinking, I want to copy exactly same animation curve to the other animation

#

how can I do?

plush yew
#

anyone have any ideas on where i could start in ue4?

#

Take a beginner tutorial

#

There are several on the net

#

yeah im trying to find a good one

#

like im planning on using c++ for unreal

#

and not blueprint

#

You can check this out, I learned a lot from this

#

alright thanks

#

Although @plush yew I would advise you to not ignore blueprints they are extremely useful as well, and in appropriate moments you will save development time by using blueprints

#

hmm alright i mean isnt the blueprint compile time like 5x slower than c++?

#

thats what i heard

#

but it was from a friend

#

Blueprints also have an advantage when it comes to the visual and 3D aspects of game mechanics. It’s much easier to create a collision box and set the proper size inside of a blueprint than it is guessing through trial and error in C++. For this reason, almost all collision-based mechanics should likely be created inside Blueprints.```
#

Both c++ and Blueprints have their pros and cons

#

A thing I have seen is- people make stuff in blueprints and then convert it to C++ to optimize and gain better control over the code

mystic holly
#

does anyone want to make a avatar game together?

plush yew
#

oh

#

alright

plush yew
autumn elbow
#

@plush yew check the collision settings on both components

oblique tangle
#

@plush yew Are you spawning the character in that position?

scenic fox
#

hello guys

#

need to learn ai

#

can anyone give me a tut?

#

that's like very basic

#

pls

scenic fox
honest vale
#

glitching how?

scenic fox
#

no like

#

it looks weird from a distance

honest vale
#

have you disabled mipmaps on the texture?

scenic fox
#

why is it doing that

#

uh the texture looks like this

honest vale
#

is the texture resolution a power of two?

scenic fox