#ue4-general
1 messages Β· Page 819 of 1
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
but just instead of using set texture parameter value, use set scalar parameter value
there's 2 scalar paramters? does it matter?
no
Where do I plug the DMI return value into?
into the set parameter and set material nodes as in the picture
oh I think you're using a different node on those
if you drag from the material instance return value pin, it should give you the correct node
okay what do I do with name and value
they are the name and value of the parameter you want to set
so you'd use Emissive_Value as name, and whatever you want as its value
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.
As such, how can I simply have a blueprint that I can call, as needed, from another BP, to set a GI variable?
Just like you'd do with a function in normal C / Pascal / Ruby / BASIC / any standard language?
so I can call interactWithAPI() or what have you, get the result, and react accordingly?
If you need it to be a function, you could have parts of it in a custom event that gets called from the function
@exotic thicket PMing you
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
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"
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
or game instance
Oh interesting, so can custom events (required by VaRest for handling API callbacks) be used within custom events?
I'm not familiar with VaRest but I don't see why not
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?
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?
yep
it seems kind of pointless to create an interface for a function/event in your game instance :P
Anyone knows what is this node ?
I'm following a YT tutorial and saw this... But I can't find it...
it's Switch on E_AiType :P
(if your enum is called something else, then it's also called something else)
I mean do you have an enum called E_AIType?
mh nope
that's why you don't have it :)
Indeed it's a kind of extra step in the tuto so he don't show how he has made this
yeah, I understand now :]
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
Is it easy to create ? If not, I'm gonna skip this step. I guess it's not so important
( the guy can switch between 2 BehaviorTree but if I have only alone, no pb )
you can create it pretty easily by making a new asset, it's in the blueprints category
( indeed, I have the 2 BT but I just don't know how to switch between their with the switch π )
oh I see
SwitchActor ?
good !
Now I got it ! Thanks ! @exotic thicket
π
Hey, does anyone have an idea about my problem?
https://discordapp.com/channels/187217643009212416/225448446956404738/743893450109354074
Is it a "natural" behaviour?
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?
Seems obvious, but is there something I'm missing?
This would entirely be a client-side operation.
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.
@exotic thicket Sorry but I think I talked too hastily ! π¦ I don't think it is a SwitchActor. I can't still find it in the context menu. What do I have to create ?
okay ! π Thanks again bro =]
Ok now it works but it still miss 2 outputs + the AI Type variable and I don't know how to create this...
( Indeed I've just got it for the outputs, in the enum )
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?
I don't think the eye makes it global π€
It doesn't, ok.
either way, you'd always need a cast
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?
if you have a parent type, eg. GameInstance, the game doesn't know what kind of specific gameinstance it is
so it doesn't let you just get random things from it
Hmm
But in traditional C++ there are ways to set variables and methods so that child objects can access them
Is there a way to do that in this use-case?
It was just recommended I use the GI for networking functions because the GI is persistent throughout the life of the game
well sure, child objects can access values from their parents because they inherit all of the data
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
like.. Get My Game Instance
and make it cast it for you and return the casted type
alternatively, have a variable in your BP and assign the game instance into that, this way you'd have a ref to it
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.
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
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?
I can stick the code and variables in something other than my GI of course
I just use this :P
this is in a blueprint function library, it can be called from anywhere like a static function
Awesome @exotic thicket, could you explain that? Seems pretty simple
Ok, no shit.
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.
It lacks only this and I'm done :
@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
so it would save from having to always keep casting it manually
@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
@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
Well, I suppose there isn't a problem
the thing I showed above would basically just allow you to do Get MyGameInstance -> Get WhateverValue
so you don't need the extra nodes to cast it
Ok, I'll try to understand exactly what you're referring to.
Thank you for the help @exotic thicket
I get what you mean in your description
I don't understand how to configure the nodes in the manner you're describing.
You're saying put them in a BP function library?
Yeah
Ok
BP function libs (and macro libs) can be used to create these kinds of "helpers"
Right
Oh I see.
So I could maybe do this for custom events in my GI as well?
Basically create a little shortcut for it?
I've created custom events to run this API code
Yeah you could do that
Every example I'm finding on the web is written in cpp which is fine, is that the case with yours as well?
Every example of BP custom libraries.
Nah the lib I have is plain BP
Looks to me like you have event graph BP nodes.
Right, the first 10 articles online about leveraging the BP function library is raw cpp.
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?
all you need to do is create a new asset blueprints -> blueprint function library
Right
@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 :
yeah so you'd create a variable in your AnimMan_CharacterBP blueprint, make it of type "E_AI"
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
What class is it in?
Is that what is throwing the error? Or something inside the widget is?
It's probably in a player controller? move it to OnPossess
Does the Blender to Unreal tool work with shaders?
@dense hatch @grim ore something like the game "Lurking" or this youtube video https://youtu.be/w-Zol2gX5so
Available for purchase on:
-- Gumroad (Accept credit cards): https://gumroad.com/l/aidXT
DESCRIPTION
Echolocation effect from my upcoming game "Recursive Pain" - https://store.steamp...
this is the error it produces
i'm looking for toxic-waste-like water material, does anyone know where i could find one?
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.
Geo looks clean in both zBrush, Maya, and Painter.
I found an asset pack from an old version is there a way I can get them into a project in a newer version
@hollow ridge try: import into a dummy project for that version, then right click in the content browser and migrate
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
does UE4 have a Save Selection shortcut, to select objects in the scene view easily, like Unity does
kinda like camera view bookmarking but for objects
@dense hatch Looking into it now.
@burnt gust https://lmgtfy.com/?q=no+32-bit+compiler+toolchain+found π
@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
@blissful trail does this also happen when you change the class?
Reducing with the overall decimation polyCount seems to help. But, in my head this should just work
@naive cypress when importing what is your import normals setting
try switching to Import Normals and Tangents if its not already
@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 π€
@dense hatch yes it happens when i change class
@dense hatch Tried, no luck unfortunately. Is there anything in particular that would cause unreal to just not displace a face?
i can't think of anything else right now sorry :(
@dense hatch i already saw it π 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.
@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.
How do you make a variable that's a reference to a Widget blueprint?
Same way to you make any other variable.
Make your widget, make a variable, and select the type to be of the widget you just made
@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.
Why is this showing up for one of my Borders, but not for another?
I want to set the other Border to fill too, but it's not giving me that option
Depends on your parent container. If the border can be arranged in the patent, then you'll get anchors and fill type attributes.
@autumn elbow The parent is a Scroll Box (right now, I can swap them if needed I think)
I swapped them and it worked
i dont know why but my character just goes up in the air usless i press space to jump anyone know a fix
also here my code
and my character bp uses the third person templete just stuck a camera into the head
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?
heya, how can my widget get a reference to itself? I need it for another function
@maiden tartan #looking-for-talent #game-jam-chat
wait nvm I just got rid of the need for it
@modern sinew self node
I already set a reference to the widget in my player
so I just grabbed it from my player
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
me chilling with my 20 blueprint errorsπ
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?
u talking about my blueprints or u talking about someone else?
oh k
Anyway, this should work better, right?
Try the modulus node
So here's one.
I've written a custom event in my GI, and I'm attempting to call it from a different BP.
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>"
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"
Print GetGameInstance on a tick. What is the type?
Generic GI, then you have to cast to yours
No, it's a custom GI.
The point is, I've written a Custom Event in my GI
And I'm trying to call this custom event from another BP
I need a reference to my GI BP.
Ya
Oh, looks like I need to cast to.
Ya
No, that didn't work either.
did you set your gi in maps and modes?
Example:
Yes, I set my GI in maps and modes
The name of my custom GI is "VBP_GI_PM"
The "Check Session Cookie Status" is a custom event in that GI
The objet needs to be get game inst
That isn't compatible
From the cast
That's where I get the error "Game Instance reference is not compatible with a VBP_GI_PM" instance
Oh
Also right click ur cast node and select Pure
This is failing too.
Ok, I'll try the right click on cast node, one moment.
it says it's pruned already because the exec pin isn't connected.
Huh?
Screenshot plz
You can right click and select pure, or you can hook up the pins
Coolz
Try the Pure... just so you know it's there
I use it a lot when I'm not changing anything in the source cast
@willow quarry in the material, try UnLit
Oh... no idea π
what's ur material look like for the bg sphere?
Maybe you have ambient occlusion on in ur post?
maybe exposure ?
Oh.. sorry no idea
In ur project settings
Search exposure
Well.. it's called exposure, but vignette is also something π
I mean to say, they are 2 different things.
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.
Oh thank God, 2gb is my limit:)
Thanks Btw
@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
I got plenty of disk Space
Hello, is there some way to detect touching a ceiling?
I think you should use capsule collision
@glad loom
crouch which is in character blue print will help you maybe
Alright thanks!
are sounds played on the widget or main menu world?
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...
Anyone have an idea for why this is just outputting Name: '
It gets to that point, I just made a copy out of the code for clarity
i guess its not finding a valid item
you could debug it by printing off the empty bool return
I tried that and it said that it was full
if the item info is complete and it's not got an empty name variable then it should work eh
But it's not
@fluid stag I figured out why it is. It's getting the default info, not specifically the info for each item
not sure why tho
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
getting ItemInfo from that Get Class Defaults node, it gives you this
instead of what it should be giving you, this:
(same problem for all my items, just using the grenade as an example)
anyone know why?
Hello, i'd like to know if it's possible to stream player screen, to a .avi
where can i find the product viewer template in the new updated unreal engine version? Thank you
big brain
Does anyone know whether Blueprints can do the exact same as C++ in terms of the functionality? Iβm trying to recreate an old game that has very specific movement and physics (it was originally made in UE2)
@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?
mix and match I'd say
Got ya! Thanks ^_^
working as much as possible in C++ is more "version control" friendly anyway
Hello, why Perk_helath appears on scene only once, if it's been properly added to hierarchy multiple times?
This function set on timer
It spawn out of trigger collider
Debug info shows that it spawns in place where character stays on the screenshot, but it isn't
Anyone here familiar with Niagara that could help me? =)
@fierce forge
https://stackoverflow.com/questions/22844806/how-to-change-my-git-username-in-terminal
I was pushing and pulling from git in Terminal then I changed my username on github.com. I went to push some changes and it couldn't push because it was still recognizing my old username.. How do I
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...
How do I decrease a variable in an interface? Here's the code so far
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
How do I set an interface output variable?
guys i wanna know how to use unreal engine using c++ i already know c++ but does anyone know any good tutorials?
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.
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?
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?
Im trying to toggle my inventory but it just pops open and doesnt close unless I close the whole game, thoughts?
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
i use it for inputs
@scenic fox wdym? you should make your inputs on your character or controller class.
@rocky radish but the thing is i make it so that it blends with camera's that actually may not be a bad idea.
plus
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
so how am i going to move my code?
there are people telling you that in #blueprint btw
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
is there way to do it?
How should I be using the OpenLevel node in blueprints?
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.
When the engine doesn't crash, I get this error:
TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/TopDownBP/Maps/TopDownExampleMap'. Shutting down PIE.
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.
guys how do i reference something in a non level blueprint, a object that is in he level
im so cofused man
confused man
btw
im just duplicating the level
since my game is a fnaf game
i need nights
which i just can copy and paste
but yeah
@scenic fox What is it you're trying to do? what are you trying to communicate with?
Depending on the situation, you'd want to use colliders to get objects to interact.
im not communicating with anything
The blueprint you want to read the object in
You can use a collider that doesn't block movement, but instead adds whatever enters the collider into an array
im trying to get a reference to a camera specfically
what's the purpose tho
which is something i can do in lvl blueprint
"Set view target with blend"
is the function i use
i think
Sometimes it's better to explain what you're trying to achieve than stating what you're trying to do
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.
make a variable for the camera that you can change inside your level (remember to make it instance editable btw)
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?
That would probably be more confusing
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
since im duplicating the level it uses the same code
What is it you're trying to do though?
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
why are you copy pasting your level btw? cant you just use a single level for that? @scenic fox
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
what's the easiest source control option ?
Saying that though you could probably do it under the level blueprint by casting to the players character or something
@rocky radish no because technically if you think about it each night is going to be different, they're could be something different
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 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
yeah but that's how my system goes. in the main menu screen it opens a night corresponding to a variable
@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 ?
You need to watch a youtube tutorial, but you basically hook the project up to the github location on your pc
i watched
so if the variable's value is 1 it opens night 1, if its 2 it opens night 2, so i need separate levels
and they show just for the server
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
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?
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
how much?
Well
also
If you go into your project location and look at the map files
some of them are the same some of them are different
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
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.
hold on
What i've discovered using UE4 is, even though something works doesn't mean it's good practice
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.
9mb is really low. i dont think size of each level is much of a concern if the maps are that small
yes
I tried.
how do you make thunder
@scenic fox you can use cascade or niagara for visual fx such as these
Unreal marketplace has some great assets also, don't forget about that
You could adjust the directional light intensity using a timeline
And add sound
ez
Oi, this is kinda painful. Take care all!
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
is my idea a bad idea?
@scenic fox what idea?
Yes.
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
yeah, you can do all of that in a single level
^^^Easily
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
if the level is pretty much the same then i see no reason to make it multiple levels
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
"This one has rain, and clouds.... New level!" "this one has an event on day three.... New level!"
sigh
if you're just making some effects play its also extremely unnecessary to do that
You'll have to iterate each change, in each level, to taste.
but how would i make it as one level?
not all of them just some of them
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.
i don't want a time system though
like how would i tweak the difficulty of each night?
that's the question there
You wouldn't have to make it a viewable thing
like i could use one level
What happens behind the curtain is for you alone. You choose what the player sees
but
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.
for an example
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
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
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?
wow you ignored my idea lmao
I did, yeah.
If you're going to ask a question, it's courteous to let someone answer. Otherwise, they lose interest in answering.
well i didn't ask you so there's no point
hey
hey

i need help
What's up?
i got materials frome megascann and ther like 2d but i waht them to be 3d you know
Not inherently, no. Switch on int is a good decision, resource wise, so long as your system behind it is optimized.
assign the material to 3d objects, setting uv s if necessary. blender is a good option for making effective UVs
It gets more complicated as you create more "scripts" to add to the switch on int, but a basic system would be fine.
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
@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
where would u put it?
I would attach it to the actor itself, and use the level blueprint to determine what the int value is
but im not talking about my ai
But you're talking about systems that will affect ai behavior?
Your enemy can hold a wide variety of information, not just the ai.
Things like health, speed, damage value, inventory, scripts, etc. can all be stored on that character.
The same is true for state selections.
on the level bp i have the player movement and looking system
That's a terrible idea, sorry.
After you people help out @scenic fox can any AI knowledgeable people come check my question under #gameplay-ai ? π
Are your player character and camera(s) separate entities?
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?
more than half a year
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.
But in my lvl bp it just does functions, which are using an enum.
should i show the code?
so if you make a new level, you have to copy and paste everything?
Showing the code is normally preferred, yeah. But it sounds like we would need to see your entire project to figure it out π
yeah nevermind im not going to get involved int his one lol.
@native tendon Mistakes were made.
hold on
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.
lvl bp
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"
And just set an int to increment each time your day/night passes and you're golden.
"S" function
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.
I'm trying to help you, but you're not hearing me, nor does it seem you're wanting to learn.
@dreamy perch maybe help me out instead over at #gameplay-ai ? π
If it takes 15 screenshots to understand what a system is doing, it's likely too complicated/complex/convoluted/amateur.
"D" function
No offense, but you would definitely benefit from more tutorial time.
ok im listening
No offense, but you would definitely benefit from more tutorial time.
@dreamy perch
This is your solution.
@elder escarp can you not create a variable pointed to the other blackboard?
what can you give me other than that to help me?
@elder escarp I'll take a look now, sure thing
@scenic fox Hope, and prayer, my friend.
And that's about it.
just give me some little advice other than that please
@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 .
@scenic fox If you read upward, there was plenty of advice given between your interruptions.
uh ok
I'm trying to toggle my inventory widget in my game but it isnt going away, thoughts?
@dreamy perch this is what my functions lead to sorry i understood what you were trying to say later haha
"the new view target" is a camera referencer
reference*
@pale verge you've not added to viewport from what i can see
is anyone going to help?
@scenic fox You're trying to switch the players camera out for what purpose? like a cinematic? an inspection system?
@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
then it sets the string variable to specific string letter, which is used for "switch on string"
@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
wdym
heey, someone knows how to make this variable merged?
@vernal thicket what do you mean you have no idea
What you're trying to acheive tbh
@vernal thicket but @pale verge says its not going away. isn't that a bit weird if he didn't add it to viewport
like its an inspection system i got it off a tutorial sorry
oh sorry
@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
@pale verge try typing is valid and choosing the option with the question mark icon
@vernal thicket are you going to help or just ignore me
plug the wildcard into the widget
im just getting ignored lol
I'm just struggling to think of a way to do this for ya lol
I've not really done that before tbh
uh @dreamy perch i've summoned you
@scenic fox what target have you used for the set view with blend?
its a "camera reference"
@pale verge is it possible that you are adding the widget more than once?
variable
what's the target tho
here...
you need to hook the set view with blend target as player controller
@elder escarp ill send the entire blueprint but youll have to zoom in
@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.
its set in the functions @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
also yes the player controller is set in the lvl bp
@vernal thicket are you going to help me more?
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
@elder escarp the print string would appear in the compiler correct?
ok sorry ): @vernal thicket
@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
@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
@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.
@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
I think you should get the HUDCanvas from your PlayerController and call Remove Child on it.
What did you try?
reduce amount of foliage instances in the distance how?
@charred portal did you also experience the same stutters you talked about on the 10th of August in-editor, or just while playing?
@ebon marlin in editor and while playing
Did you manage to solve it?
yes
Oh, but not when you weren't playing?
yes also when i was playing
Because I'm getting stutters while I'm using the editor, not playing
How did you solve it?
This is driving me insane
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?
hey guys
i wanna
i accidentely deleted everything in the thirdpersoncharacter controller bp
what do ido
i need the controls for it
please help
@ebon marlin i solved it by updating a windows, exactly "Windows 10, version 2004 update
what do ido guys
but if it isn't your case you can try find where is a problem with profiling
I'll try it, any idea where I should be looking to activate profiling?
@scenic fox just create another project then copy and paste from that
Has anybody implemented Vivox completely ??
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
@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 it should look like this
You're brilliant dude, thank you!
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
Hey btw
@charred portal Is it this button?
@ebon marlin yep
Where do I find the unreal stats? It just opens an empty folder
did you did the "stat startfile" and "stat stopfile"?
Aye
Guys my player controler ain't working
Do I have to make a new map now
It's totally fine though
Oh! Now it shows!
@charred portal Did you also notice it was the CPU stalling because it was sleeping?
use unreal insights instead of this
Oh, what does unreal insights give me over this tool? And where do I open it?
@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
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
windows update? π
Yes^
it may take a while i think... before 2004 update you need to install next 5 of them.. π
I'm noticing it's slow... π Hopefully windows will do most of the job for me!
yea i learned a lesson: if something didn't work just check if isn't there a new windows update.
lol, yep
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.
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?
@proper stump in the gamemode class
Read the documentation about GameMode and GameState
Yessir
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)
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?
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
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
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
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 ?
@frozen pond enum to string to text
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
@midnight bolt use collision?
they have options for collision on particles
Announce Post: https://forums.unrealengine.com/showthread.php?121092
Sr. Dev Relations Tech Artist Alan Willard is back in action with more VFX training. This time he's tackling how to create and use particle collisions and distance field collisions in games. How do you build...
55 minutes long π thanks
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
@safe rose thanks
how can i fix it ?
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?
i installed it months ago, its like every single thing was locked
I can open blueprints but not materials
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
well, in comparision, Insurgency modkit has like everything openable; im not really getting into licensing
Pretty sure that fan was just a customRotator anyway wasn't it ?
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 rose
@plush yew it is just another level inside another level
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
yo
before i was asking about using my switch pro controller and people wer telling me to use xinput. Where do I get that?
@charred portal I cant thank you enough, your help was tremendous and my workflow is significantly improved now π π π
The windows update did wonders
@ebon marlin no problem, i was sick solving it too
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?
Like this?
"Session Cookie is Valid" is a boolean var.
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?
@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.
@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.
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?
Stuck!β¨Using ue4 4.25.1, steam engine 1.1β¨(Error Message) β¨TravelFailure: PendingNetGameCreateFailure, Reason for Failure: βError creating network driver.β. Shutting down PIE.β¨Copied and pasted your supplied code into defaultengine.β¨Help!!
(When i use PIE offline, it works, only on the server am I getting issues)
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 Rob
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?
Oh, I'd forgotten to make the ORM texture linear and not sRGB
I open up firstpersongamemode in EU4 and there's no options. It's just blank
Nevermind I didn't have class defaults selected
Stuck!β¨Using ue4 4.25.1, steam engine 1.1β¨(Error Message) β¨TravelFailure: PendingNetGameCreateFailure, Reason for Failure: βError creating network driver.β. Shutting down PIE.β¨Copied and pasted your supplied code into defaultengine.β¨Help!!
(When i use PIE offline, it works, only on the server am I getting issues)
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?
any ideas?
The json file is empty
stopping me from creating a new c== project, bp works fine, but don't want that
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 π
profile, run the profiler and look at a frame @minor grove
this is when creating a new project or adding a C++ class?
both
thanks for the reply @grim ore. Is that in the "GPU Visualizer"?
Thank you! Tomatoes
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
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.
well it should not be empty
First off, is this not the proper way to set a boolean variable? Will this not work?
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?
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.
@grim ore that's what mine contains
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.
Appears PIE isn't fully utilizing my GPU
maybe thats contributing towards low performance
@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
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.
@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
I have set this GI as the default via maps and modes.
@open wadi it shouldnt matter what sets it if you are setting it
any idea on what i can do?
@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
Wonder if it could be a race condition.
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
also your branch seems useless btw
It is?
all you are doing is asking if a boolean is true or false and setting a variable to that value of true or false
No, previous to the branch is an API call that checks the validity of the session cookie.
so if its true you do the true branch and set the value to true
and if its false you do the opposite
which means the end result is the same as plugging the set node into the result from your check
Is the branch still useless in that context?
equal -> set boolean
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
So just initialize the boolean as false and then only set to true if true.
probably yes, the default should be false, assuming that is what you want the default to be
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.
yep
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.
yep. the game instance is created when the project starts and is destroyed when it ends
Terrific.
creating a new project or opening an older one?
new project
ok go to the individual components parts
ok, what am i looking for
what version of the build tools did it install, I am guessing 14.26
I would check 14.22 and try again
14.27
yeah try adding in .22
ok
its weird tho normally it would see what version you have and use it but that one wants .22
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?
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
it's installed, what now?
still getting same error
creating a new project right?
ahhh opening the sln works, i couldnt hit "build" when i opened the actor class individually but it works with the sln file, thanks π
yes
π¦ my next thought is removing UE4 and reinstalling it, something seems weird but it should have worked
did you change your build configuration file?
I was going to suggest you can force an installed version using that https://forums.unrealengine.com/development-discussion/engine-source-github/1696274-4-24-generateprojectfiles-error-with-visual-studio-2019 but if you changed it that could be an issue
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 : )
i've not changed it
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
Like this
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
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... π
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
yeah... it is exactly this which bothers me, indeed π
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
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 :/
the basics of save and load should work
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
same concept. save and load. saving stuff into the save game object, and loading stuff from it when you need it,
I load or not load some things to the player, as gifts or bonus
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.
@grim ore On the tut' I'm following, the load function looks like this :
I redid the beginning but in the end, it's not what I want
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
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 ^^
the first is close but after you set it , you still need to save it if you want the new value to be saved
And if I simply add a second variable like "GamesWonNumberIndex", just after the ++ node ?
and do what with the variable?
I don't know lmao π
how do I post in the looking for talent channel? I posted on the forums but it didn't post it there
read the pinned message
k
Stuck!β¨Using ue4 4.25.1, steam engine 1.1β¨(Error Message) β¨TravelFailure: PendingNetGameCreateFailure, Reason for Failure: βError creating network driver.β. Shutting down PIE.β¨Copied and pasted a supplied steam servercode into defaultengine.β¨Help!!
@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... )
It works but just as I feared, it doesn't increment the variable. It is always "1". π¦
I've setup the thing like this, for the test :
After many savings, it still returns "1". It does not increment...
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
We do not have baked lighting and use dynamic lighting. Any idea why this happens?
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
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
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.
I start my project as a blank project
thats why
oh okay.
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
With or without starter content?
without
yeah thats what i thought
yeah repair your engin
go into the launcher
Library > click the arrow on your engine version and click Verify
Google is your best friend. π
kk its doing it right now
@marsh swallow it's still missing.. even after i repaired the engine
that was a fast repair
the show engine content list isnt even showing
idk what to tell you then man. if your clicking the right places, they should be there.
just made a new project and it's finally there
im going have to do everything again.. but atleast its there i guess
@covert ivy your L function is missing the save game name in "does save exist"
someone please help me
like eye blinking, I want to copy exactly same animation curve to the other animation
how can I do?
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. Itβs 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
does anyone want to make a avatar game together?
Any Idea why the sword and the cube do not trigger a hit event
@plush yew check the collision settings on both components
@plush yew Are you spawning the character in that position?
hello guys
need to learn ai
can anyone give me a tut?
that's like very basic
pls
why is my texturing like glitching wtf?
glitching how?
have you disabled mipmaps on the texture?
is the texture resolution a power of two?
