#ue4-general

1 messages · Page 820 of 1

scenic fox
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super confused

honest vale
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is the resolution a power of two?

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power of two as in for example 2^8 and so on

scenic fox
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420x420 is the resolution i think

honest vale
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512, 1024, 2048, 4096 etc

scenic fox
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the size sorry

honest vale
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change it to 512 or 256

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resize it however you want

scenic fox
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is 420x420 bad?

honest vale
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yup

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engine can't generate mipmaps for that resolution

scenic fox
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so if i resize it will it lower quality?

honest vale
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without mipmaps you get shimmering like there

plush yew
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noob here, i've created an animation for a sword slash in blender, just the sword. no character. How do I get it into UE4?

scenic fox
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@honest vale ccan i use something like paint.net

honest vale
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resize it however you want

scenic fox
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ok

honest vale
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well do you see any glitching anymore?

scenic fox
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yes

honest vale
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double click the texture and show a screenshot of the texture info/stats or whatever they're called

scenic fox
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ue4 might have not reimported it properly

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@honest vale is everything fine?

honest vale
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seems to be okay

scenic fox
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YAY

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no shimmering any more

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thx

honest vale
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the shimmering basically happens because without mipmaps the rendering engine was trying to render a 420x420 texture into a space of something like 10x10 pixels on screen

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happens always when trying to render a texture into a smaller space on screen

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which is why mipmaps are used

scenic fox
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ok but i didn't know that

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im not that good at unreal engine tbh

honest vale
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In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the mipmap is a power of two smaller ...

scenic fox
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@honest vale by the way how do i make my third person character go slower?

icy egret
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Hi someone I have a question
If I use "Play Montage" node while playing other montage, it will be broken?

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or will be replaced by new montage?

native marten
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Hey Guys. is there a website that gives you questions for practice or something like that? For Unreal Engine Blueprints

plush yew
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i've created an animation for a sword slash in blender, just the sword. no character. How do I get it into UE4?

ebon marlin
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Is there any way to make the content browser's folders show the icons of their contents rather than just plain folder icons?

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Navigating like this is really hard

dusky crest
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you can change the color

scenic fox
runic fern
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Hello guys goodday
on Steam Do i need to publish the game to use app ID ?

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or devappid

scenic fox
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is my code bad @runic fern

runic fern
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it is

scenic fox
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why?

runic fern
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why the value of intensity too high ?

scenic fox
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idk

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its the value that suited the game

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i can adjust it though

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but can you set the visibility of the spot light through the blueprint?

runic fern
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yes Set Visibility

scenic fox
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ohhhhhhhhhhhhhhhhhhhhhh

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is there anything other than that that is bad in my code?

ebon marlin
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no, there is nothing objectively flawed with the code, even the high intensity setting

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the only thing that determines if a code is bad or not is the desirable functionality, and how well it achieves it, in addition to how readable it is, scalable it is, etc

scenic fox
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what do i do?

sage nest
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Try set hidden in game?

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And make sure the light is moveable / dynamic light

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Or at least stationary

scenic fox
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its movable

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i did "set hidden in game"

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nothing.

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oops

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i set the intesity of the spotlight to 0

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from the previous code

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ahahha

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is cool

plush yew
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i have a moving shader that clips when you look down, any ideas?

prime iron
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the sun @wintry marlin

scenic fox
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guys

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i made a first person character controller

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with the third person bp thing

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how do i make the animations look better?

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i set the mesh's visibility to false so the animations don't play

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but i want good ones

fluid bronze
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I don't know if this is what you meant but i guess make your own animations in blender. @scenic fox

scenic fox
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hm good idea, i guess i can make them in blender?

fluid bronze
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If you learn blender that is insanely rewarding as you can make both models and anims + mats and tex.

scenic fox
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im doing that hahahaha

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still learning though so you gotta wai

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wait

plush yew
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@autumn elbow They are both set to block all atm
@oblique tangle Nah, not spawned like that
Also sorry for my late reply, my kitten was being a bit sick so had to go to the vet

royal crest
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does this happen to anyone else?

scenic fox
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is ur pc bad?

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its probably doing something in the background

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check task manager

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this will def happen if you have a lot of assets in your game

royal crest
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i dont have a lot of assets just a house, rocks and trees also my pc isnt bad too i have ryzen 7 1700

scenic fox
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hmm

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check task manager then

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right click your taskbar

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and then click task manager

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or do ctrl + shift + esc

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and it will pop up

royal crest
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i just waited more now its working again but recompiling all shaders :/ even the skybox

scenic fox
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ahhaha

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lol

slow violet
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@ᛪᚢᚷᛁᛚᛒᚨᚱᚨ#1398 what do you mean by clips? Stops rendering? It's likely that some of the math in the shader depends on the angle of the camera and it bugs out when the angle of the camera is 90 degrees and the shader doesn't handle that scenario. Tangent of 90 degrees results in a div/0

jolly jungle
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if i set up my pro controller with x360, will it work with ue?

cosmic cove
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need help

jolly jungle
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Im trying to get my gamepad to work with ue4. It is a switch pro controller that is compatible with pc. It turns out it doesn't use xinput, so i downloaded x360 controller emulator and bound everything, and it still doesnt work

scenic fox
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guys how do you make a scene look darker creepier?

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please help

jolly jungle
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also guys, how do i make antiviruses not hate my built unreal projects

scenic fox
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idk how to do that

jolly jungle
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ok no idea wtf i did but the controller works now

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also is there a way to make it so u can move the mouse with the controller without almost softlocking your computer?

rocky radish
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editor freezes when i set effects quality to medium or low
@royal crest you have to wait for a while. it happens when its the first time you're doing that on your project

scenic fox
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@rocky radish how do you make tube lights in ue4?

rocky radish
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@rocky radish how do you make tube lights in ue4?
@scenic fox wdym

scenic fox
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like

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i think

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its a part with an emission material i think

rocky radish
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@scenic fox

scenic fox
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no like this

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you see the light there?

rocky radish
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rect lights then?

scenic fox
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uh i guess

rocky radish
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read the docs

scenic fox
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nice

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thanks

rocky radish
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np

scenic fox
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rect lights are point light?

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lights

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i know what types of lights there are but

rocky radish
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did you read the docs page that i sent you?

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read the whole thing first

scenic fox
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no no i found it out

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i don't think its rect light

jolly jungle
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is it possible to make it so steam only gives controller support when in a game but not on desktop?

gusty dune
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Does anyone know what's causing the paint/sculpt tool to disappear on the landscape surface? It looks like the tool shape is sliding under it and disappearing

scenic fox
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@rocky radish ok it is a rect light

hearty walrus
merry canopy
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Hey everyone. I am creating an outdoor scene and using the SkyAtmosphere. But to get more dense fog, I also use AmosphericFog. When rendering, I get the message, that its not good to have em both activated. But how than do I get denser fog with SkyAtmosphere only?

hearty walrus
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nvm didn't fill this in

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I think

grim juniper
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@merry canopy You can use exponential height fog, and there's some setting that lets it use the atmosphere coloring too. I'll find what it is

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At the time linked he talks about how to do it

agile nova
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hi, its possible to use knob in "editor widget " as "live knob" when change value with mouse ? ( value changing only if i release mouse button...)

sleek bronze
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Anyone know how to take a texture that was made for a heightmap (which is already in unreal, no issue) and make it so the texture fits over it without blurring, or complete tiling mess, that would make me the happiest camper

plush yew
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is there a guy who i can pay that knows everything about unreal?

sleek bronze
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thats a pretty expensive guy yo

merry canopy
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@grim juniper thx, gonna try that now. 🙂

plush yew
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ok whatabout like 85% of unreal?

sleek bronze
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You dont have a budget

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Just try and learn and take peices of projects and build

vernal thicket
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Damn anyone know what object to use when casting to an AI character inside the level blueprint?

plush yew
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anyone using the udn?

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i have a budget. maybe fix your crystall ball next time.

merry gazelle
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I'm trying to render in the sequencer but playing in game and in the sequencer doesn't match the viewport. I have volumetric fog and atmosphere visible create the warmer hue, I've only set the process process to auto exposure 1 / 1. Any suggestions?

runic vector
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Is there a way to update navmesh in game? I'm trying to make it so that when a door opens, enemies come out of it but they are just stuck where the door was and can't come out since the navmesh doesn't update. It updates in editor but not in game.

green lake
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Hello, i would like to ask how can i test in Full screen mode not only viewport

clear ivy
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hey guys, how do I make a florating pawn movement use gravity

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i got it to jump up, but it doesn't go back down

runic vector
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@green lake In the dropdown next to play, you can select new editor window to open the game in a new window which you can then maximize to make full screen.

grim ore
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@runic vector you would set the nav mesh to generate at runtime, its in the nav mesh options in the project

green lake
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Thank you, x-killer 👌

runic vector
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@grim ore Thank you.

fierce forge
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hello , why i can't see the steam overlay on standalone on version 4.25 ?

rocky radish
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hello , why i can't see the steam overlay on standalone on version 4.25 ?
@fierce forge you need to launch your game through your .uproject file. standalone doesnt show steam overlay anymore

fierce forge
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i did , nothing

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in 4.24 worked

onyx rivet
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Hey everyone. I recently Found this image of a character sheet 1024 x 2048. I'm wonder how to get this to work properly in UE4.

plush yew
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I created a base class that inherits from Actor. If this base class only contains the DefaultSceneRoot, then you're fine. But if I add some other component to it, then suddenly movement is disabled for all classes derived from it (?, I don't know how to describe it). They do not respond to Set Target Location, if you turn on physics for a component in a derived class, it will simply fall through the floor.
I'm new to UE, what am I doing wrong?
P.S. The screenshot shows an example of components that do not work properly.

fierce forge
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@onyx rivet i need a plugin ?

late verge
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for some reason my ball rolls forward when i hold down W and backwards when i hold down S. i've followed everything in the tutorial and i'm getting the opposite result. anyone know what it could be? i'm not concerned with inefficient code atm, moreso functionality.

grim ore
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@late verge maybe your camera is on the wrong side of the ball so you are seeing it move forward and backwards relative to the ball correctly but the camera is on the other side

late verge
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possibly. i'll check that out.

grim ore
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@plush yew what does the log say when you try and move the actor?

plush yew
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There is nothing in the log, its window does not appear. Or am I looking not there?

late verge
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thanks matt, that's definitely what it was.

grim ore
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well the output log, I ask because maybe your mesh in your base class is set to static or stationary which wont allow it to be moved

midnight bolt
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MapCheck: Warning: SM_foliage is in the same location as SM_foliage2 - is there a quick way to select these actors? i have a ton of them

topaz brook
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So.. Opening a new level, 300+ FPS, adding a Skylight makes it go down to 220, after deleting the Skylight, the FPS does not go back to 300+.. This normal?

vernal thicket
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Am I being dumb? I'm trying to affect the lens settings inside a post process volume but I can't get the lens effects to work. I've just got a simple post process volume inside the level with adjusted settings, it works in editor window but if I hit play they dont show. Am I being a retard and need to set it up with the players camera or something?

rocky radish
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Am I being dumb? I'm trying to affect the lens settings inside a post process volume but I can't get the lens effects to work. I've just got a simple post process volume inside the level with adjusted settings, it works in editor window but if I hit play they dont show. Am I being a retard and need to set it up with the players camera or something?
@vernal thicket do you have infinite extent option set to true?

vernal thicket
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yeah all thats fine

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I mean.. I've got colour grading and that works fine, its just the lens effects I cant get to work

fierce forge
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what plugins i need enabled for write achievement progress for steam ?

vernal thicket
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I've tried to google but can't seem to find anything on the lens side of it?

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Found the issue, i've got 2 cameras on my character and its only showing through 1 of them

modern zenith
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Hi guys! quick question, do you have any tips on how i can rebuild my game a bit faster? ive been doing a big underground map and since i added a lot of rock mesh i think it contributed why my PC is having a hard time rebuilding my map, but i cant remove those rocks, so what are my other options?

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apart from getting a better computer hahahaha im using a gaming build right now

teal tulip
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@plush yew whats the purpose of pay the guy that knows everything ?

plush yew
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whats thew purpose of breathing?

teal tulip
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Well that depends if you're a plant or a human, but as you're void then isn't any of the cases will bet you're asking as don't even know how it feels ?

hybrid light
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anyone can build this project for me in visual studio

magic jewel
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@plush yew Even the engine developers likely don't know "everything" about Unreal. Unreal is such a huge programme with many disciplines that don't always overlap. A jack of all trades that does everything in the engine wouldn't be practical on anything other than small teams

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So.. Opening a new level, 300+ FPS, adding a Skylight makes it go down to 220, after deleting the Skylight, the FPS does not go back to 300+.. This normal?
@topaz brook Framerate in-editor does not accurately reflect framerate of the shipped product. I would say it's not unusual for that sort of thing to happen. Reloading the project will probably bump you back up to 300.

winged robin
magic jewel
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@winged robin Just create a new scene and it will be pitch black. Most 'Sky' effects are created using a combination of a Skylight with Atmospheric Fog, Exponential height Fog, or the newer Sky Atmosphere actor

winged robin
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@magic jewel Yeah, I've seen those in the docs. Thing is, this project literally has items atm, none of them related to the sky afaik.

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I've found "Environment color" in World Settings, but it doesn't seem to affect anything

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!ghelp

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@magic jewel Heh - now I feel stupid. You're ofc spot on. Nothing about sky and it'll be black. Silly me.

jolly jungle
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how do i make antiviruses not hate my built unreal projects

terse shell
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Hello everyone. Using source; the editor is not prompting restore tabs upon editor load. The setting is set to true in the editor. I toggled the bool and also checked ini files, but I cannot for the life of me figure this one out. Any suggestions would be greatly appreciated; please @ me.

hearty walrus
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How do I move something from blender to unreal?

vast pawn
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probably a noob question, but how do you get the PS4 controller to work with UE4?

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trying to test it out in 3rd person layout.

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I'm using 4.25.3 version

magic jewel
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@jolly jungle Disable it or add the executable as an exclusion in the Antivirus/Firewall settings

ebon marlin
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is there a way to break apart the mesh that resulted from this actor merge?

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I accidentally removed all my actors and I need the individual pieces back again

magic jewel
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@hearty walrus Too large/vague of a question, probably better to follow a tutorial e.g. https://www.youtube.com/watch?v=Wr8qJheu69M

In this video I will show you how to export your 3D models from Blender (using Blender 2.8) To the Unreal Engine.

I also go over 3 problems that I face most often when exporting my 3D models to Unreal and how to fix them.

If you have any questions or comments feel free to l...

▶ Play video
jolly jungle
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is there not a way to make it so that antiviruses like it?

hearty walrus
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@magic jewel okay, time to simplify it real quick

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I've created a model using around 40 parts in blender

magic jewel
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@jolly jungle Yes, as above, open your antivirus software and add the executables as exclusions/allowed programs

hearty walrus
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it's got materials set up, using no textures

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using FBX import works, but it imports everything as separate objects

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and Blender to unreal tools just won't work

magic jewel
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@hearty walrus On Import settings, tick the 'Combine Meshes' box to merge them into one object in engine. Alternatively, merge them into a single object in Blender before exporting

sudden bridge
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Hey guys, I've been trying to incorporate multiplayer into my game, but the multiple attempts at steam AdvancedSessions haven't worked. Are there any other ways I can incorporate multiplayer into my game?

hearty walrus
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would I merge all the static parts together first?

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since there's lights, screens and stuff on it

magic jewel
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You can't just drag and drop a Blender scene into Unreal like that. Light actors in Blender, for example, do not work the same in Unreal so you can't simply expect to export them and have them work in UE4

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The only thing you should really be taking out of blender is the object and textures. Everything else will be set up inside of Unreal

hearty walrus
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so, in blender

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there's no textures, but there is materials

vast pawn
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anyone?

hearty walrus
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@vast pawn Settings > Input

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Project Settings*

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you can add in PS4 controls there, iirc

vast pawn
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they only have touch pad options

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I want to be able to use analog which this Engine doesn't allow me atm.

hearty walrus
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try google

vast pawn
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but the user is usihng version UE 4.24

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and under Plugins which is under Project settings there's Raw Input which I don't have.

covert ivy
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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
@grim ore I add this in the end of my function :

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Now it displays 1 when I first push M (Save) then push L (Load)

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If I push L (Load) again, I have +1, so 2

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Pushing again, I have 3, etc.

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but problem is if I push M (Save), it comes back to 1...

celest vigil
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has someone here experience with the substance painter to unreal engine workflow ? im getting weird black shades inside unreal and more visible UV seams and these arent there inside substance painter

covert ivy
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so I can't use this function in my game because it will make Save then Load, Save then Load, Save then Load, so it will not increment... I'll have 1 each time 😦

hearty walrus
teal tulip
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@magic jewel well unreal isn't a program is an application composed of different programs.
And yeah technical artist is a position only at big companies are are Jack's of all trades. To be more technical 😉

celest vigil
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@hearty walrus you should center your pivot inside your 3d modeling program and set your model to 0,0,0 , or you can move your pivot inside unreal with Alt and middle mouse if im not wrong

meager nimbus
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Is it possible to limit CPU usage for the editor?

ruby folio
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You can set it to use less CPU whilst in the background. Or set it in the task manager.

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I wouldnt go the task manager route though

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What are your reasons for wanting to do so?

meager nimbus
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When opening a project my computer is basically stunned, I can't open web pages in the background or do anything really. I have a ryzen 5 1600x.

hard quarry
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Can I set the amount of subdivisions a spline has?

ruby folio
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@meager nimbus Does that happen every time you open the same project, or just the first time?

open wadi
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I have a question: When editing GI variables, should I be casting to the GI itself or casting to the GI class?

ruby folio
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@hard quarry Pretty sure that is down to the mesh you are using.

placid hornet
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Hello guys. I need some help here. Unreal Engine crashes on My system due to missing D3D. I am using an Acer Predator with Nvidia GEForce GTX 1060

ruby folio
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@open wadi Probably better off asking in #graphics

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@placid hornet How did you install the engine? Launcher or source code?

open wadi
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No, this has nothing to do with graphics, this is a general question.

placid hornet
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@placid hornet How did you install the engine? Launcher or source code?
@ruby folio
Source Code

ruby folio
meager nimbus
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@ruby folio Everytime, more specifically I have it opening a level at startup so thats the main issue as opening any large level causes it.

hearty walrus
ruby folio
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@placid hornet May be work installing the prerequisites again

hearty walrus
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I've got the basic system set up, but idk how to have it match the size

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it's not intractable, just a small visual detail

meager nimbus
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Hello guys. I need some help here. Unreal Engine crashes on My system due to missing D3D. I am using an Acer Predator with Nvidia GEForce GTX 1060
@placid hornet I think you do not have DirectX installed.

ruby folio
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@hearty walrus Add a widget to the Blueprint. Scale it

merry canopy
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@grim juniper Thx again, works perfect! 🙂

hearty walrus
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already have

ruby folio
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Then rotate, move and scale it to that position

placid hornet
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@placid hornet May be work installing the prerequisites again
@ruby folio Yea I've done that already.

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@placid hornet I think you do not have DirectX installed.
@meager nimbus I installed DirectX, yesterday, but it still has the same Issue. Is there something else I'm missing?

meager nimbus
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@placid hornet Perhaps do a wipe of your graphics drivers and reinstall. I looked it up and seems to be some driver issue. Perhaps theres an simpler way but I'd just take ten minutes to try a nuke fix.

placid hornet
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Okay, let me try that, thanks

open wadi
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Anyone currently present have experience setting booleans in a GI?

ruby folio
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Yes

open wadi
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lol, Mordy, I've been here for months, it's all good.

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I'm going to ask right here.

ruby folio
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Good job we have different channels for different subjects then!

placid hornet
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Hey @meager nimbus Thanks. It works now without crashing. Just wiped my graphics drivers and reinstalled them.

ebon marlin
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Setting up collision boxes like this accurately is a god damn nightmare

manic pawn
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you got the snapping controls right at the top of the level editor

ebon marlin
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Yeah, scaling snapping is disabled

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I also tried enabling it to very small values, it's still way too sensitive

distant totem
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@ebon marlin in the project settings you are able to change the values of the snapping

ebon marlin
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How will snapping help tho? The GIF I sent already has snapping disabled

celest vigil
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does someone know why i get these black shades on my mesh after baking the light ? the uv isnt overlapping or something like that

ruby folio
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@celest vigil What lightmap res does that mesh use?

celest vigil
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@ruby folio didnt change anything, so the standard settings

ruby folio
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Might be your answer then

celest vigil
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so what resoultion should it be then ? or does i need to try that until i got the right one ?

grim ore
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@placid hornet what is the error you get?

inland pivot
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Yeah you need to experiment a bit with lightmap sizes. It's partially dependent on the size of the meshes is my understanding.

grim ore
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@celest vigil just from glancing at the world material on that, your uv mapping looks sub par which could be causing the issue.

hearty walrus
grim ore
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this being ?

hearty walrus
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the flipped text

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wait hold on

grim ore
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rotate the object the text is on

hearty walrus
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scale was inverted

celest vigil
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@grim ore i dont have a problem inside substance painter with the UV and without baking the light is also dont have a problem. i will take a look into the lightmap size

grim ore
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what does the uv map look like in UE4

hearty walrus
grim ore
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and yes you wont see the issue in substance or in dynamic lighting mode since it doesnt care about the UV's being properly set up for baked lighting

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the UV map for texture mapping is not the same as the UV map for light baking nor is it the same requirements for what you want out of the map

hearty walrus
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okay new thing

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how do I generate a font material?

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for adding text to an object

grim ore
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copy the existing font materials if you need to do something with them

hearty walrus
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[SM5] (Node FontSampleParameter) Font Param> Font 'DINPro-Bold_tr_Font' is runtime cached, but only offline cached fonts can be sampled

celest vigil
grim ore
#
Fonts in Unreal Engine 4 are categorized as a Font asset and use two caching methods, Runtime which is in the form of a Composite Font or Offline which is the older pre-computed Font Atlas method. You can switch between the two methods by opening up a Font asset in the Font Editor (this provides a simple way to convert existing Font assets from Offline to the new composite method without having to replace them).```
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@celest vigil yeah there are a ton of pieces there without much continuing faces, it would definitely cause that issue but I dont know what your UV1 looks like assuming its using UV1 for the lightmap

hearty walrus
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I've set it to offline, and the font material is pure white

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it's a duplicate of the default

coarse veldt
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Hey kind of a starter question and I wasn't sure of the right channel to ask in but where do yall recommend commissioning 3d assets?

celest vigil
meager nimbus
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@placid hornet 🙂

grim ore
#

yes 1 is generated by ue4 for lighting. Besides making a proper lightmap you could try making the lightmap resolution higher for sure but nothing beats a proper lightmap

placid hornet
#

@placid hornet what is the error you get?
@grim ore After clearing my drivers and reinstalling, I dont get the error again. But Previously the Editor crashed with the error that D3d was missing

grim ore
#

d3d was missing or d3d was lost?

#

and yay if drivers fixed it

placid hornet
#

d3d was missing or d3d was lost?
@grim ore yea lost... sorry

grim ore
#

yep drivers would fix that

honest pasture
#

I am trying to import MMD mesh and animation to unreal as fbx but part of the arm always twisted or wonky. Anyone knows how to fix it? Thanks.

hearty walrus
#

How do I replace the gun in the first person template?

#

I'm using the same model as before, it's complicated

#

How do I use it as a 2PMesh

tight prawn
#

anyone here using VSCode with UE4 ?

drifting kayak
#

As someone who already has a project going on my own, I'm wanting to scale up my project to a team, get perforce running and allow members on the team to use UnrealGameSync, but theres just something daunting about setting up UGS that I cant quite comprehend

#

I'm uncertain if its just over my head or if the documentation on setting this stuff up isnt that clear

#

(fwiw: i also have no idea what Wix 3.8 is)

hazy sequoia
#

Hey guys, i have a little problem but i can't find anything on google etc.
I have some greenscreen footage with camera movement, and i want to export the 3D Camera track from after Effects as a fbx to Unreal.
The problem is, if i import my camera into unreal, i see the camera path but the Camera isn't moving and the scale is false.
Does anyone has experience with importing .fbx Cameras?

jolly jungle
#

im getting some pretty bad lod popping on various megascans assets with the included lods. am i doing something wrong or are the megascans lods just bad?

ocean hemlock
#

How do i post on the looking for work tab?

quick plover
#

Part of my mesh it's turning black after light rebuild, I've already tried the lightmap sample and index thing, but nothing happens, It started after I switched to Ray Tracing tho

drifting kayak
#

@quick plover screenshots might help?

quick plover
#

it's the same material as above, gold with reflections and stuff

#

If I open it, it looks good

naive quail
#

how does the paint mode work in the landscape editor? I set up the layered material, but no dice on the layers appearing in my master material

ember star
#

Is there a way to dynamically reference keyboard keys by int/string

#

trying to assign hotbar via keys 1-9

limber mesa
#

is there a way to connect multiple montages to the anim bp

winged crypt
#

Is anyone else unable to adjust a camera's post processing settings in 4.25?

jaunty haven
#

Hey, not sure where should i ask this question, but anyone have problem running pixel streaming for 4.25, everything seems to connect but web page gets stuck on, WebRTC connected, waiting for video ?

late verge
#

i'm having trouble understanding what is happening in this code. anyone able to explain this to me?

pliant rose
#

is there any1 good with product configurator?

late verge
#

aren't both of these doing the same thing? i'm having trouble understanding the difference

gusty dune
#

@late verge I believe The first == node is checking if the overlapped actor is the same as the player pawn, only if they're the same will the true node fire off, if the overlap is triggered by a different actor then it fires the false node, if you want to do something else

late verge
#

wouldn't the false node not fire at all? nothing is connected to false.

gentle crypt
#

I have this empty folder and when i delete it prompts me this force delete window. I moved everything inside that folder to another folder. if i force delete it messes up my assets in the level. what should i do?

#

is there a way to make the engine verify the assets in project or something?

ember star
#

youu probably have 'redirects' in it

#

if you look at the actual folder

#

right click on the folder (or parent) and hit fix up redirects

#

then you shouuld be able to del

#

when you umove things, it leaves behind a file to help old refs track it

gentle crypt
#

oh right. cool thanks @ember star I had this issue in my old projects in the past, I just ignore them but since the project size is pretty big (80GB!😱) I thought I'd try doing some house cleaning and mention it.

late verge
#

is my comment a good summary of the code (i inversed my code so i could try understanding it better)? if so, how does the code know that the other actor is actually in fact equal to the player pawn? @gusty dune

fickle crystal
#

Anybody know if replicated code (meant for multiplayer games) will work fine for single player games too?

#

Basically if I make my game multiplayer, will it also work as a single player game

ember star
#

That depends on your game. Single player pong sounds awful

naive cypress
rocky radish
#

i'm having trouble understanding what is happening in this code. anyone able to explain this to me?
@late verge its making a branch to check if other actor == get player pawn

#

if true do something, if false do something else

late verge
#

@rocky radish ah, so the branch is the one establishing that the other actor and player pawn are indeed equal?

rocky radish
#

the == is there to return true or false and the branch is what defines what each value is going to do

rough knoll
#

how do i change landscape material in a certain area

#

my landscape material is grass and i want a desert area

late verge
#

i think what's throwing me off is that the == returns true if A and B are equal, but i wasn't sure how exactly it finds out if they're equal @rocky radish

grim ore
#

@rough knoll you would have a layered landscape material and paint on the desert where you want it

rocky radish
#

i think what's throwing me off is that the == returns true if A and B are equal, but i wasn't sure how exactly it finds out if they're equal @rocky radish
@late verge if they are the same object then its going to return true, if not they'll return false. The branch is going to tell what to do when its true and when its false

rough knoll
#

how do i do that @grim ore

grim ore
#

@late verge if you want to know how it finds out they are equal you need to look at the C++ code, otherwise know that the node checks to see if the 2 objects are the same and returns back true or false.

late verge
#

right, it just confuses me how the code finds out they are equal. "other actor" could be referring to anything it seems like.

#

how does it know that the "other actor" i'm referring to is the player pawn?

grim ore
#

your question is odd

#

the node == is a comparator, its saying is A the same as B

#

you feed in A and B and it does some stuff and tells you if that is correct

slow violet
#

At runtime Every object is a unique object.

grim ore
#

other actor in this case is whatever overlaps the trigger at that exact moment

#

and get player pawn finds your current player pawn and returns it

#

and yes other actor could be anything, if it was say an enemy then your == (equals) would be false

late verge
#

alright, i believe i've got it. once an actor overlaps, the code checks to see if the "other actor" is the player pawn. if that's the case "True", then the level restarts @grim ore

grim ore
#

for the first example yes, for the 2nd one you are checking if its not equal and then opening the level

late verge
#

^

#

yes

rough knoll
#

how do i go about painting the material on the layer? i have the layer but im not sure what to do with it lmao

grim ore
#

read the docs

#

watch videos

#

how do I do something without learning is what you are asking

#

the direct answer is you add the material to the layers area on the landscape, select it, then paint that material on your landscape

gentle crypt
#

what does audit assets do?

grim ore
#

Built on top of the Asset Management Framework, the Asset Audit window can be used to audit disk size, memory usage, and general asset properties for many assets at once. It is a specialized version of the Content Browser, and can be accessed from the Window->Developer Tools menu, or from the right click menu in the Content Browser or Reference Viewer. Once you have opened the window assets can be added using the buttons, and platform data loaded out of cooked asset registries can be loaded using the platform drop down.

gentle crypt
#

im still confused 😖 is it like defragging but with assets? will it make the project size smaller?

grim ore
#

no its an audit, its a review of stuff

gentle crypt
#

ah ok.

#

i feel so silly. I thought it was something special to improve my project file size. 😆

grim ore
#

not directly but you can use it to see sizes of things that might be able to be removed or trimmed down

merry canopy
#

Hey all. I have a question about highres screenshots. I have that shot and I would like to have a higher resolution of that shot:

grim ore
#

whats the question?

merry canopy
#

When using the console command highresscreenshot 2 for example

#

ig get this

grim ore
#

oh, dont do that. click the drop down arrow in the top left and choose high res screenshot

merry canopy
#

than i tried the highresscreenshot delay...

#

I thought, maybe the screenshot command is quicker than loading the trees or so 🙂

#

@grim ore ah okay, moment - try that.

gentle crypt
#

@merry canopy you might want to make full screen with F11. that way you can get maximum size

stray notch
#

anybody know where these are in the newer versions? cant find them.

merry canopy
#

@grim ore I still get the same - there is no Grass/Trees - only the terrain

stray notch
#

oh nevermind, they are under geometry now.

merry canopy
#

@gentle crypt I would like to have more resolution than my monitor can handle 😄

open wadi
#

Anyone work with writing data to a local file using Blueprints?

#

Such as a local text file?

grim ore
#

@merry canopy what scalability setting is it using for the screenshot, that definitely seems weird

hollow ridge
#

can someone send a screen shot of the standard macro for for each loop I am having trouble finding a complete picture

grim ore
#

it says its fixed but that certainly does not seem fixed lol

hollow ridge
#

thanks

gentle crypt
#

i forgot how to make pure functions how do i convert them again?

grim ore
#

click on the details tab in the function

gentle crypt
#

OH I see it now thanks. I thought it had something to with right click. 😆

grim ore
#

you can right click and convert some built in functions to pure that way yep, mainly getters

merry canopy
#

@grim ore ahh, the "Always Persist Rendering State" did it... thank you!!! 🙂

cedar wave
#

Looking at the component list of BP - why are some of the components separated?

grim ore
#

probably child components

cedar wave
#

Wouldn't a child component be indented a bit?

grim ore
#

actually now that I think about it I bet the top ones are actor components

#

they all are attached to the root

#

i never really thought about it lol

stray notch
#

mathew, would you happen to know about how one would be able to transfer a string out of a blueprint function library?

#

it doesnt let me declare variables that i can read outside of it, and when i cast it to the destination, it doesnt want to pass the variable on either.

covert ivy
#

Hey ! I need to connect the variable "Save Instance" on the 2 outputs just like here : https://cdn.discordapp.com/attachments/293047579288272897/744671970163032204/unknown.png Though I can connect to just one pins. If I make the variable a GameInstance BP type, I can connect it to the target of the SET. If I make the variable a BP_SaveGame type, I can connect to the object of the Save Game to Slot. But I can NOT connect to the 2 outputs at the same time. Sorry to not explain all my code but with this little indications, any idea of how I can connect the variable to the 2 outputs in the same time ??

plush yew
#

hey i need help with something but idk if it has personal info so idk what to do

thin tendon
#

You need to create a save object and check if the slot exists etc there should be a bunch more there from what I can see

plush yew
#

could I dm a mod about it?

hollow ridge
#

what type of info is it

plush yew
#

nvm

#

i dont think it does

hollow ridge
#

k

plush yew
#

ill just post it here

#

what

covert ivy
#

@thin tendon How to create this save object ? I have already a variable "Save Instance" that I created doing "promote to variable" from a Cast to BP_SaveGame but it's in another BP.

plush yew
#

how do get windows sdk

hollow ridge
#

is it a c++ project?

covert ivy
#

I just recreated this variable on my second BP (those with the function I've posted) but like I said, I can't connect in the 2 nodes in the same time 🤔

plush yew
#

is it a c++ project?
@hollow ridge bp

hollow ridge
#

do u have any plugins

#

not default

plush yew
#

just Substance

hollow ridge
#

um

thin tendon
#

@covert ivy I don't have my unreal open right now. Its been a while so I might be a little off. But you get your game instance. Cast to your custom game instance. Create a save object. Add a reference to the owning player index (for multiplayer) then check the slot. You need a custom naming system for the save file. If it exists save. If it doesn't create it then save.

hollow ridge
#

@plush yew I think its an issue with substance but I have no clue

rough knoll
#

how do i make a material darker? the grass i have is a bit too light and i was wondering if i could darken it

thin tendon
#

@covert ivy this is the most basic version I can think of for what you want.

#

@rough knoll You could multiply it by a colour to tint it darker.

plush yew
grim ore
#

@covert ivy based on what you are doing in that screenshot the variable cannot be the same. One is of type Save Game Object and the other is a Game Instance Object

#

technically the 2nd is a BP_GI Object

covert ivy
#

Mh... So you mean that the node called "Save Game to Slot" MUST be a GameInstance object, right ? @grim ore

#

If I understood well so it's very weird. I don't know why my variable matches with only one of the two nodes O_o

#

@thin tendon Yeah but my system is a bit different from the very basic save & load system. I want to save a variable which contains the number of time that the player finished the game. I struggle so hard with that since yesterday ! 😆

thin tendon
#

@covert ivy In the picture above I sent. I'm creating a keybind save object. Then saving it to a slot. All you do for variables. And what I do when I save the key that the button is bound to is; I open my keybind save BP, I create a variable for the button and expose it by clicking on the little eye symbol, then in the BP thats saving (the picture above) in between the two bits of code I showed you, Drag out from the save reference and Set the variable inside the keybind Save BP(before saving to slot).

storm venture
#

is there a way to sort blackboard keys? im going to have a lot of keys and right now it looks like theres zero organization to it

covert ivy
#

@thin tendon I didn't understand so well but... If I do the code that you've just showed to me, I'm near of what I want, do you think ?

prime sandal
#

Man fuck, Im 3 days in and right when I feel like Im getting a grasp KA BOOM some shit slaps me in my face and I have no idea whats going on or why lol, So de motivating, Anyone here know any good tutorials regarding blueprints in ur4?

thin tendon
prime sandal
#

Thank you!

thin tendon
vivid socket
#

Hello has anyone done the RTS tutorial on youtube for Unreal Engine 4? I keep getting an error in my project ""Blueprint Runtime Error "Accessed None trying to read property CameraPawnRef" Blueprint cameraPawnController Function Movement Speed Calculation Graph MovementSpeedCalculation Return none." I have tried a few work arounds and checked to see what my issue was, and I am stumped. I can screen share or send my project. I can't figure out what it is.

covert ivy
#

@thin tendon Indeed my actual code looks a lot like those in your tuto. I have some variable in a BP_SaveGame, anothers in a BP_GameInstance, a BP_TriggerBox with this code :

glad badge
#

Hey everyone

What can I do to make my Blueprint listen server experience smoother? Right now I get a lot of lag when I host my little project about a coop cat game :D I'm learning unreal and I'm wondering how I can add network Smoothing for online listen server gameplay?

#

Like if someone has high ping the experience is a total laggy mess.

covert ivy
#

@thin tendon ( I have already finished the code but I just have this stupid variable in the end that I can not connect to the SET node (those with the ERROR), I don't know why... )

quick plover
#

what would be a clever way to make some small mosquitoes? those who are really small, almost like dots flying randomly

covert ivy
#

@quick plover I'd say Niagara but really I may be wrong

quick plover
#

yep I thought the same, but I'm a complete newbie

covert ivy
#

Same here, sorry 😅

dire frost
#

does anybody know if there is a way to make an RTX switch with blueprint?

#

or c++

smoky palm
#

Hello, guys! I'm just starting out. I have a newbie question. I'm wondering why are the Cast Shadow inaccurate where I placed the Light Source? Thank you!

plush yew
#

Quick question what do you do if you don't want area effects damage to harm team mates

thin tendon
#

You could try having a seperate damage type for area of affect abilities then use a variable to gate its effect on the player

gilded igloo
#

I have a story but nobody wants to turn it into a game and I don’t know how

#

I just write stories

plush yew
regal hawk
#

how to detect whether a specific plugin is enabled or not

plush yew
#

Hello, I wanted to know, I have 3 SSD, one of 500GB (where there is an operating system, steam, games, some software, I have 350 GB left) the second there are 2 software for my tablet, and there is 232 GB left, the last one there is an application and a game which takes a lot of space. I wanted to know where you advise me to install Unreal Engine ?

mossy nymph
#

unreal with debugging symbols is about 60GB, i don't install it on the same HDD where i keep my projects

plush yew
#

So, i can install on my second SSD (230 Go) and if want to start a project, i create a folder on my HDD ?

left citrus
#

anybody got any idea why I can't bind the oculus input events?

golden condor
#

Hi

#

Is there a reason as to why Set Collision Profile Name is not showing Update Overlap for me?

#

First one is mine, second one is from the UE4 documentation?

autumn elbow
#

@golden condor maybe different context? Urs targets primitive component. Try making one without a target.

analog sigil
queen wasp
#

@analog sigil I read on Facebook someone said if setting texture samplers to "shared wrap" you can have 128 textures in one material.

analog sigil
#

They have 209...

#

Not to mention the hundreds of parameters also and this is only for the weapons

timber bay
#

I really wish there were more tutorials on how to create games, with the most recent version of UE4, for beginners. That'd be really helpful

hexed valley
#

Tbf there hasn't been too many changes between engine versions 😮

mystic holly
#

does anyone want to help my friend and I with making a avatar game?

plush yew
#

Let me clarify what we are doing, @mystic holly and I are trying to create a basic game, we are doing this mainly as a way to practice and learn Unreal, we are offering any other beginners to join us if they wish to do the same, i.e. practice building a game along with a team. We would also love it if some of the more experienced Devs and artists joined us to spectate.

mystic holly
#

Thank you

plush yew
#

Anyone interested feel free to DM, either me or TOAD

open gorge
plush yew
#

I did get some bites here XD, but the suggestion is appreciated. I guess I will post it there then, if no-one has a problem with that.

dim arch
#

hope ue5 has better import performance for large models

eternal anvil
#

I imagine it would

#

That tech demo was 😩

plush yew
#

hope ue5 has better import performance for large models
That does seem to be a major focus of UE5, with the Nanite system and all that jazz

smoky palm
#

Guys, I can't see the guidelines when moving or resizing a cube. Where can I re-enable it again?

#

Oh, got it. It's the G key.

golden condor
#

@autumn elbow I tried but there is no way to set it without a target

scenic moon
#

Best approach for calling assets from code? i know that setting them on the blueprint saves me trouble if my artists move the assets but we will handle lots of assets, which might be more time consuming to reference one-by-one on each blueprint

#

i was constructing the path, using a pre-established folder order

#

but i do understand that can be a fragile approach on some scenarios

hearty cosmos
#

Does anyone know about Control Rig and how it compares to Alright Rig? Alright Rig is pretty advanced but is there any reason to use Control Rig over it?

merry canopy
#

Morning everyone. I have a problem with my skysphere. When hit the Play Button, the character model starts rising to heaven and than stucks in space with a message, saying that:

#

I followed the SkyAtmosphere Tutorial and changed the sky sphere to all the right dimensions and transformations.

#

Is there something I am missing?

regal hawk
#

Is there any macro for detecting plugin enabled or not

brave pebble
#

Any idea what word can I use instead of "Faking" shadow. I'm doing thesis and I need a proper word but can't think of

haughty orchid
#

hello guys

open gorge
#

@scenic moon best approach is to not. You can change assets via BP much faster than code. It also lets your designers and artists freely change things without having to mess with the code, which they never should be. At the end of the day, you'll spend more time coding the exact path than just making it a BP Variable and setting it there.

burnt ether
smoky palm
#

Hello again! I am wondering why the shadow of my mesh differs after I build my lightning? Here's the before Building Lightning

#

Aside from my the Lightsource outside the house, the rest has Cast Shadow disabled.

lucid socket
#

It will be your light map resolution.

#

Either up your light map resolution or you can stay with just dynamic lighting

smoky palm
#

Thank you for the response! I have just read that as well. The thing is, I played with the "Overridden Light Map Res" of the SM_Door4, changing it to 1200 then to 4 just to see if there's a difference

#

But everything I build the lighting, it is still the same.

lucid socket
#

Is the floor called SM_Door4?

smoky palm
#

Oooooh, the floor!

#

I thought it's the object. Silly me. I'll try and check it out

lucid socket
#

Light map resolution is the resolution of the light map for a particular mesh.

#

Not how accurate the shadow it casts is going to be baked at

smoky palm
#

I'll be setting up the Lightmap of each tiles since I have split the BSP.

#

Light map resolution is the resolution of the light map for a particular mesh.

I still really don't get what it means but I'll try and learn it. Thank you so much again!

lucid socket
smoky palm
#

I have just read that as well! Thank you for sharing ^^

amber quail
#

@willow quarry One way to do it would be to have a texture with colors you want to use for the cube. Then just map the cube UVs to the color you want.

river mesa
#

Any idea when 4.26 might be coming out?

real thorn
#

I have accidently deleted the Viewport 1 and for some reason, it wont come back on all of my projects, what should I do?

#

nvm, found it

merry canopy
#

@real thorn what was the solution?

real thorn
#

Open Windows -> Go to Viewport and find Viewport 1

plush yew
#

help0

tight prawn
#

hey

#

is there an easy way to move UE4 installation foldeR?

plush yew
#

Good ways to import content? I am trying to use a pack for an older engine version

harsh tiger
#

hello everyone. i have a material that has a background image and then a watermark on top. my question is, how would i make that watermark image smaller and in the bottom right? thank you

river mesa
#

@harsh tiger you can multiply the Texcord with a constant to scale it and add / subtract a constant2 from it to offset it.
your texture would need to be set to clamp instad of tile

harsh tiger
scenic fox
#

guys will a 1024x1024 texture use mimimaps?

#

will it?

rocky radish
#

guys will a 1024x1024 texture use mimimaps?
@scenic fox mimimaps?

scenic fox
#

minimaps

thick herald
#

mipmaps

scenic fox
#

im just wondering

#

yes

#

sorry

#

im in a rush rn

#

will it?

open wadi
#

Anyone here dealt with GIs that don't properly retain variable values?

gentle crypt
#

I have this issue with tranlucent materials whenever I enable ray tracing how do i fix this?

uncut vigil
#

@hearty walrus well what are the errors?????

hearty walrus
#

@uncut vigil none

#

that's the only error that appears, aside from the "Maps need lighting rebuilt"

topaz brook
#

@hearty walrus Can you build in other projects? Tried restarting computer? Ensure that there are no swarm processes running already?

hearty walrus
#

after converting a bunch of stuff to actors, the location and scale get broken

#

how do I fix?

open wadi
#

Question: I've watched multiple tutorials now but none of them seem to explain the process properly - how does one simply create a CPP helper function (to leverage as a node) for a BP-based project? It appears you start by creating a BP function library, but from there, I see no option to edit source. I have Visual Studio ready to go.

topaz brook
#

@open wadi are you saying you want to write a function in CPP and use it in BP?

open wadi
#

I navigate to the new BP function library on my local disk as well, it's just a uasset file.

#

Darkloud - In essence, yes.

#

There's multiple guides on this but it appears either they're missing a step or I did not install something correctly.

hearty walrus
#

nvm one object was fucked

#

thus breaking the entire file for some reason

#

thanks UE4

open wadi
topaz brook
#

If all you want to do is call a CPP function from BP is add the BluePrintCallable property

#

@open wadi

open wadi
#

Right, my issue is I don't even know where to begin adding CPP to my BP-based project, my project's content appears to consist entirely of .uasset files.

#

I'm experienced in coding but new to the UE4 framework, so I'm not entirely sure how this is configured.

topaz brook
#

Ok so youve never done CPP before with UE?

open wadi
#

That's correct, I've coded in C/C++ for decades but so far my entire experience with UE4 has been with Blueprints.

#

How does one integrate the two?

#

Save starting a new C++ based project.

#

The issue I'm trying to tackle is saving a string to a local file on disk, apparently there are no BP-based nodes for this purpose but it's trivial to do via C++.

topaz brook
#

Do you have VS installed

open wadi
#

Yes, I have VS ready to go.

#

So for example, say I simply want to create a new C++ function, but leverage it as a BP node, I presume this is possible based on what I've read.

topaz brook
#

it is

#

just a moment

open wadi
#

No problem, I appreciate the advice.

topaz brook
#

ok

#

so

#

well hmmmmmm....

#

Right click in your content browser and you should se create c++ class correct

open wadi
#

One moment.

#

I can, yes.

#

Which parent class should I select for this purpose?

#

Oh, I see.

#

THIS i s where you select BP function library.

topaz brook
#

err

open wadi
#

lol, I was right clicking and going directly to Blueprints > Blueprint Function Library.

topaz brook
#

no

open wadi
#

Am I incorrect?

topaz brook
#

yes

#

lol

open wadi
#

Ok.

topaz brook
#

one second

open wadi
#

It appears some of these tutorials are worthless.

#

Thank you for knowing what you're doing.

topaz brook
#

NO worries

#

ok so you actually can make a function library that way

#

so you can do it that way if you want

open wadi
#

Ok, yes, so my purpose is, I want to leverage C++'s FFileHelper's SaveStringToFile and LoadFileToString to write to / from files on disk.

#

Is that the best way to do this? BP Function Library as the parent class?

#

To create such a node I can integrate with my otherwise BP-based project?

topaz brook
#

Yeah probably. For your use at least

#

also, tbh, if you have experience with CPP, yoou should think about moving your project to it... It is much faster

prisma seal
#

^I just started working on this 2 days ago and I don't have a lot of c++ experience, more of c# but switching from bp to c++ is so much better and faster and easier than doing everything in bp

plush yew
#

@open wadi you can also inherit from UObject and write a static function

merry canopy
#

Hey. I am just watching a tutorial and the tutor can Hit the play button and start playing from where his mouse is pointed or so. How do I do that?

topaz brook
#

what?

clear isle
#

Hi someone can help to me about this problem, when I import the 3d character to unreal engine, the glove moves to right side, but in 3dsmax is aligned

merry canopy
#

@topaz brook - when I hit the play button in my level, I always start, where I put the ThirdPersonCharacter

merry canopy
#

min 09:15

topaz brook
#

@merry canopy you should jsut need to remove where the thirdpersoncharacter is in the level

scenic fox
#

guys

#

my material isnt looking bumpy

#

i put my normals too

#

wtf

prime iron
#

hello, when i start up my game it will always load a level called untitled, wich is black.. but i can't find a level called untitled..

#

is there a wat to change it?

scenic fox
#

idiot

#

thats because you didn't save it

#

hit file

#

then save level

#

then choose a folder where you want to save it

#

boom!

merry canopy
#

@topaz brook ah, found it - under "Play" you can tick "Current Camera Location"

prime iron
#

boom!
@scenic fox

lmao, i struggled too long for this shit

scenic fox
#

your welcome lol

#

now can you help me

prime iron
#

naaah

scenic fox
#

what

#

it is though

#

i plugged my normal

rocky radish
#

is this rough/ bumpy?
@scenic fox wdym with bumpy? all i can see is a normal map over a reflective surface

scenic fox
#

and my roughness

#

but i put my normal

#

look

prime iron
#

well, if you say it is rough/bumpy than you should change it, but i think it is fine.

open wadi
#

@topaz brook Got one last question for you on this topic - private or public, how should I declare this and what is the difference? Explanations I'm finding online aren't clear beyond the fact that the code is obviously stored in either a /public or /private directory within source within the project.

scenic fox
#

@rocky radish i swear i've used a bumpy normal

open wadi
#

Is this simply in reference to the standard cpp private / public declarations?

rocky radish
#

hello, when i start up my game it will always load a level called untitled, wich is black.. but i can't find a level called untitled..
@prime iron it is a new map that the engine creates when there's no engine default map. you can change it to whatever map you want in your project settings

topaz brook
#

@open wadi afaik it is the same as general CPP, I put things in protected unless it needs to be public

rocky radish
#

@rocky radish i swear i've used a bumpy normal
@scenic fox you're not making sense to me. type everything in a single message as clearly as you can please.

open wadi
#

Right, makes sense. If it's akin to CPP public means the attributes of the methods within can be modified from elsewhere.

#

The attributes and methods can be modified from elsewhere.

scenic fox
#

pretty much i was trying to take a blender node pbr, and use it for unreal, i baked all the textures and used them in unreal. Then i put them in one material

open wadi
#

In this case, I am creating a node that will allow me to pull a variable and write it to a text file.

scenic fox
#

@rocky radish why is not bumpy though

rocky radish
#

@rocky radish why is not bumpy though
@scenic fox because you're using a normal map, normal maps do NOT affect the height of a surface, they only give a illusion of depth by changing how light behaves on each pixel

scenic fox
#

yeah

#

but i don't see tha

#

that

rocky radish
scenic fox
open wadi
#

Since I want this to be a BP node that I can leverage elsewhere, should I make this public so it the methods within can be accessed outside the class?

scenic fox
#

wtf

#

@rocky radish did i do the thing correctly?

rocky radish
#

@rocky radish did i do the thing correctly?
@scenic fox i dont see anything wrong, how did you want that material to look like?

scenic fox
#

hold on

#

what am i doing wrong

#

it doesnt look like that in ue4

#

what do ido

rocky radish
#

wait, did you just apply that mesh texture over a cube or did you put that on your mesh?

prime iron
#

@prime iron it is a new map that the engine creates when there's no engine default map. you can change it to whatever map you want in your project settings
@rocky radish

i might be blind, but i can't find it in the project settings..

scenic fox
#

@rocky radish its from blender nodes

rocky radish
#

@rocky radish

i might be blind, but i can't find it in the project settings..
@prime iron just go on the search bar and look for 'editor startup' and it should show you an option to change it

scenic fox
#

i baked the textures

#

and then used them for ue4

rocky radish
#

and then used them for ue4
@scenic fox but did you use them on the same mesh you used on blender or in a different one?

prime iron
#

found it, thanks..

scenic fox
#

i used the same mesh in ue4 yes

rocky radish
#

found it, thanks..
@prime iron np

scenic fox
#

man what do i do

#

is it bumpy or not?

#

as in the texture

#

@rocky radish is my thing correct or not?

rocky radish
#

i already said that there's nothing wrong with your material

scenic fox
#

hmm

#

so why does it not look bumpy or detailed

#

does it?

rocky radish
#

wait you're asking if it looks bumpy?

#

because you already said that you dont think it is

scenic fox
#

yeah

#

imasking you

rocky radish
#

so why does it not look bumpy or detailed
@scenic fox maybe because of the different roughness values, it could be a lot of things

scenic fox
#

does it look bumpy to you though/

rocky radish
#

because as you can see the less rough areas have more visible normal mapping than rougher areas

#

does it look bumpy to you though/
@scenic fox in the black areas it does

scenic fox
#

so why not in the rough areas?

#

btw

#

is roughness suppose to be in sRBG

rocky radish
#

is roughness suppose to be in sRBG
@scenic fox thats optional, either you want it to be sRGB or you dont. it depends on which one looks best for you

dim swan
#

Do someone know how to make a stand , from jojo bizarre adventure in unreal engine XD ?

robust acorn
#

Is there any way to make a customizable character section like many games such as skyrim have?

scenic fox
rocky radish
#

@rocky radish i think it is working just not very very rough
@scenic fox if you REALLY want it to be more bumpy you should check Parallax Occlusion Mapping or Displacement Tessellation

scenic fox
#

in the material?

#

where?

#

where is that @rocky radish

rocky radish
#

stop doing the @ thing. i'm looking for the docs page to send you

#

you should look for some tutorials on this

#

or on POM (parallax occlusion mapping)

scenic fox
#

also

#

my collison for the object is off

covert coral
#

anyone in here that has experience with point cloud?

scenic fox
#

i cant go through the thing

rocky radish
#

i cant go through the thing
@scenic fox try using complex collision as simple inside the static mesh editor for your mesh

scenic fox
#

ok let me try

#

oops unreal crashed

#

@rocky radish i checked the complex collision its still not working

rocky radish
#

@rocky radish i checked the complex collision its still not working
@scenic fox show me a screenshot of where you changed it

scenic fox
#

here

naive quail
#

how would I go about making my grass not shiny

rocky radish
#

how would I go about making my grass not shiny
@naive quail increasing the roughness

#

here
@scenic fox and what is happening in game when you try to get inside of it?

scenic fox
#

its blocks sme

#

me

#

i can go through the little gap

naive quail
scenic fox
#

i cant go through the gap

rocky radish
#

its blocks sme
@scenic fox maybe your player's capsule collision is too big for the mesh and its blocking it from getting through

scenic fox
#

yeah

#

i then

#

scaled the thing

#

its still not working

#

what do i do?

#

@rocky radish it still blocks me even when i increase the size

#

the size of the object

#

what do i do?

#

mannnn

#

no one is telling anything ):

naive quail
#

everyone is just gone

scenic fox
#

ikr

runic vector
#

How can I make it so that a certain thing happens only 10% of the time in blueprints? I want enemies to drop health when they die but it drops only 10 percent of the time. Thank you.

naive quail
#

use a Random Integer node and then check the value it returns!

#

then, run your code for dropping the health

#

@runic vector

rocky radish
#

How can I make it so that a certain thing happens only 10% of the time in blueprints? I want enemies to drop health when they die but it drops only 10 percent of the time. Thank you.
@runic vector maybe use a 'random boolean with weight' node to check if its going to drop the health or not

#

because that allows you to choose a specific percentage

naive quail
#

^ that works too

grim ore
#

open the mesh, go into the options at the top for collision, remove the collision that is on it. Make sure your settings in the details panel for it are set to "project default" or "simple and complex" is chosen for the collision complexity @scenic fox

scenic fox
#

i did that

#

same old same old

#

its not changing

rough knoll
#

can i round the edges of a part of a landscape grid? i don't want the edges of the map to be square and pointy but rather rounded.

soft wedge
#

What is the best approach on moving unreal engine 4.25 from C drive to a different drive without losing all of my project links.

scenic fox
rocky radish
#

i did that
@scenic fox you're using simple collision as complex, you did the inverse of what we said

#

its complex collision as simple

scenic fox
#

thx

#

sorry

#

):

grim ore
#

lol here is no way you did that since it literally says you have 1 collision object on there as well...

#

you probably have a simple box collision around the entire thing

rough knoll
#

@soft wedge you can really just move the projects to a different drive and locate them again when you launch the engine

hearty walrus
#

I fix*

rough knoll
#

if you want to move the program itself you can uninstall it and reinstall it on the new drive

rocky radish
#

thx
@scenic fox np

rough knoll
#

it won't delete your projects when you uninstall the launcher

rocky radish
#

sorry
@scenic fox why are you saying sorry lol

soft wedge
#

thx guys

grim ore
#

@hearty walrus you wait. make sure that the process is running in task manager more than 0 %

scenic fox
#

its still doing the same thing when i play

hearty walrus
#

@grim ore it's using up 2GB of my ram

grim ore
#

but is the cpu usage doing stuff?

hearty walrus
#

there's no skeleton, I'm just doing this for compatibility

grim ore
#

if there is no skeleton why is it a skeletal mesh?

hearty walrus
#

custom gun w/ first person template

#

don't think there's any way to do it otherwise, or I'm wrogn

#

wrong*

grim ore
#

10-4 but it has to have some bone or it wont be a skeletal mesh, even if you really dont use it

hearty walrus
#

actually, probably gonna end up rigging it to save me some headaches later

grim ore
#

yeah if you arent going to rig it just remove the skeleton and bring it in as a STM

hearty walrus
#

what

#

Skeletal Mesh?

prime iron
#

does someone know how to make a good underground, not just like flat? i know there is a program like maya, but that is expensive as hell.. xD

hearty walrus
#

@prime iron what do you mean, "Underground"?

grim ore
#

sorry Static Mesh

river mesa
#

@prime iron blender is free

#

or you can use brushes

prime iron
#

@prime iron what do you mean, "Underground"?
@hearty walrus

ground

#

like in a forest, you have a ground to walk on.

hearty walrus
#

try blender

prime iron
#

i'll have a look

hearty walrus
#

you can do a lot of stuff procedural, too

river mesa
#

I got some wired error in my packaged build if anoyone has some seconds to spare
#packaging message

hearty walrus
#

see y'all when I've lost my sanity trying to rig this

scenic fox
#

guys

#

guys

#

where should i put my ui

#

where should i add it to the viewport

#

in the level blueprint?

rough knoll
#

how do i stop textures from stretching on places i've raised with the sculpt tool

#

you can see the difference here

#

or just in general stop textures from changing based on landscape changes

keen birch
#

@naive quail Whatever you did there sure doesn't look like roughness. Look like you're fiddling with metalness

hearty walrus
keen birch
modern zenith
#

Hi guys! Quick question, how do i reduce my polycount in unreal engine?

amber quail
#

@hearty walrus if you haven't imported it yet, then yes, leave it blank and it will create one for you.

hearty walrus
#

it's imported, but only the rigged bits

#

how do I import everything at once, or is it also an act of lining everything up

modern zenith
#

I created a level, and it is quite massive but i am planning to add more since it is a an open world game but being the noob that i am, i didn't considered that it may lag if i continue adding stuff specially foliage. i tried to package my current level and as expected it is laging when i turn the camera from left to right. is there a way to reduce the polycount all at once or do i have to manually change the LOD of every mesh that i used? beacause to be honest, it is quite massive 🤣

#

by the way, this is my level

rich reef
#

How do I enable snapping to the floor when just moving existing actors around?

#

Just like when you drag in a new actor it will automatically snap to anything already in the level

#

(Please ping on reply ❤️ )

midnight flame
#

I attached my phone to my forehead then recorded myself getting up. Now I want to replicate my video into a first-person cinematic. How can I do this? Please send me a dm if you have any idea

idle moat
#

@midnight flame facial capture?

midnight flame
#

no

#

I want to make a first person cinematic

livid flax
#

Hi everyone, just wanna know does anyone use Gameplay ability system?

midnight flame
#

I dont

livid flax
#

ok I'm just new and I found it on unreal document so I'm wondering that should I use or not

hearty walrus
#

I can't build lighting, help

midnight flame
#

what do you mean?

hearty walrus
#

it shows an error saying "Unable to kick off Swarm, recompile Unreal Lightmass"

#

I'm using 4.25, running off Epic's launcher

#

windows 10

midnight flame
#

sorry I cant help you I run 4.24 cause Im too lazy to download the new eidtor

#

I attached my phone to my forehead then recorded myself getting up. Now I want to replicate my video into a first-person cinematic. How can I do this?

mystic holly
#

Can anyone help me with setting up a post for looking-for-talent?

midnight flame
#

to post it or help you?

mystic holly
#

to post it

#

I don't how to do it

midnight flame
#

Make a website of html5 or google sites

#

Then Just Make it public

#

Then you can post the link on industry chat

robust acorn
#

Looking good @modern zenith

#

I wish I could create that

#

mine fucking suucks

modern zenith
#

@robust acorn eyyy thanks! its laggy though haha

#

I bet you can do that too, i just started last July haha

robust acorn
#

last july

hearty walrus
#

okay still having the samei ssue

#

same issue*

#

I've deleted SwarmCache and it still shows the error

prime sandal
#

Would it be better to follow along with a tutorial series or try little small things by urself by googling and reaching out for help, So problem solving with trial and error etc, What do yall think is the most effective way to learn blueprints for a newb? (I have the bare basics of how to get around the engine and have a somewhat understanding of what classes/actors are)

ruby folio
#

@rough knoll You either need to smooth the terrain or use triplanar mapping

sweet trout
#

would it be possible on ue4 to make a game for the wii (ik it sounds like a stupid question but still)

#

cause ik you can make it for like pc xbox ps4 switch vr but i really wanted to make a game for the wii

prime sandal
#

Simple google search will help ya

sweet trout
#

thats wii u

#

and its not officially supported either

#

would their be a way to load it in though

#

?

#

(cause the wii's hardware is s***)

prime sandal
#

If the wii u you dont have it, Im sure the wii dosent have it could be wrong

#

but just google it tbh

sweet trout
#

ok

rocky radish
#

there's no support for the wii in ue4 @sweet trout

sweet trout
#

@rocky radish So its impossible to make it?

rocky radish
#

exactly. there is NO support for either the wii or the wii u in ue4 and at best you could make a game for the nintendo switch (IF you have the sdk for the switch and permission from nintendo)

sweet trout
#

what about another engine?

#

just for like dev though

#

not official launch

rocky radish
#

what about another engine?
@sweet trout i doubt many recent engines have support for the wii. but i guess you could try looking for it

sweet trout
#

@rocky radish ya will do

rocky radish
#

i'm pretty sure unity has support for the wii (but i think only on older versions) @sweet trout

sweet trout
#

@rocky radish ok

#

do you know if i will still have to pay for a dev kit

rocky radish
#

i dont think you will but i know that you will need the sdk from nintendo

#

just like in any other console

sweet trout
#

ok

#

well might as well not do it then cause i dont think that nintendo would give me an sdk (and its the wii so...)

#

the wii is not worth that

rocky radish
#

well might as well not do it then cause i dont think that nintendo would give me an sdk (and its the wii so...)
@sweet trout i think all you have to do is to register in their developer portal

sweet trout
#

ok

#

@rocky radish i might do it if i have time : (. but thanks for helping!

rocky radish
#

np

slate sierra
#

Isn't the starter pack supposed to include like a mannequin skeletal mesh or something?

rocky radish
#

Isn't the starter pack supposed to include like a mannequin skeletal mesh or something?
@slate sierra no. only the third person example content

slate sierra
#

ah

#

Do you know if that mannequin let's you move the arms and legs and stuff with addforce and what not

#

or is that a diff type of asset?

rocky radish
#

Do you know if that mannequin let's you move the arms and legs and stuff with addforce and what not
@slate sierra wdym? like a ragdoll that can be moved with addforce?

slate sierra
#

yeah

#

Like if I wanted to make it so that it flails it's arms about randomly with physics

rocky radish
#

for that you just have to drag and drop the physics asset from the mannequin

slate sierra
#

would I just do add physics asset to it and set up constraints? I'm brand new at this

rocky radish
#

OR check the 'simulate physics' box in the skeletal mesh details panel

slate sierra
#

thank u

rocky radish
#

np

slate sierra
#

ok how the heck do I get unreal to stop launching steamvr when I open a project

#

I've disabled the steamvr plugin it still happens

rocky radish
slate sierra
#

yeah i've tried it, still happens 😦

#

I think it's bugged for me or somethin

#

I'm just gonna uninstall steamvr for now since I don't use it on this pc anyhoo

grim ore
#

its possible you enabled it by default for the engine on accident

pseudo sapphire
#

hi im trying to make a FPS using third person character everything was going well till i added the idle gun poses to the anim graph now my characters legs dont move he kinda floats around what am i doing wrong

digital rover
#

is there anything to reduce html5 build package size?

#

or can we cache data files using web browser?

hearty walrus
#

okay there's still NOTHJING

#

I've verified UE4

#

cleared SwarmCache

#

gave everything a material

#

and it's failing

#

and it shows the "Lighting build failed. Swarm unable to kick off. Rebuild Unreal Lightmass." error

open wadi
#

Got a slightly unique question here. Right now, I have 3 levels - a Primary Persistent level and 2 sublevels that are stream-loaded, my Login level (which simply contains my login form) and my Main Menu Navigation level. Right now, the user experience path is Primary Persistent > Login Level > Main Menu Level. When my user logs in, it creates a session cookie on my node.js interface and the code is working to periodically check the validity of the session cookie.

Right now, I have a BP function library function, "Session Cookie Fail", that is called if the session cookie check fails. This BP function library function is simply this screenshot.

#

The issue is, this doesn't work - it does successfully remove all widgets, but when it stream loads the Login level again, and I log back in again, it doesn't load the Main Menu Nav level like it is supposed to after successful login (which it does correctly initially)

#

So in this example, the level loading path is Primary Persistent level > Login level > Main Menu Nav level > Login Level (loaded again because session cookie check fails)

#

And all widgets are removed with that BP function library function (the one in the screenshot), but after re-logging in, the Main Menu Nav level doesn't appear (as it does initially)

#

First off, is this an OK way to behave? Going Primary Level > Stream Level 1 > Stream Level 2 > Stream Level 1? Will that cause memory / garbage collection issues, or can you stream load levels back and forth like that?

#

Oh wait, I take that back - it DOES load the Login level again (the login form), but upon re-logging back in it does NOT load the Main Menu Nav level.

#

So this is the path: Primary Level> Stream Level 1 > Stream Level 2 > Stream Level 1 > Stream Level 2

#

AKA: Primary Level > Login Level > Main Menu Nav Level > Login Level > Main Menu Nav Level (this is where it fails)

#

My logs display the following, that would indicate it should be re-creating the Main Menu Nav level: [2020.08.17-15.29.51:603][569]LogLevel: ActivateLevel /Game/VLevels/L_VMainMenu 1 1 0

frozen pond
#

i wonder, how to make my camera move when i hover my mouse over screen end ?

hearty walrus
#

can anyone help? I can't build the lighting with this error!

open wadi
#

Therefore, 2 questions:

  1. Is it OK to bounce back and forth between Stream Loading Levels in this manner as-needed, or will this cause RAM / garbage collection issues, and
  2. Might there be anything wrong with that workflow?
#

@rocky radish I have the same issue, SteamVR fires off every time.

#

One post I read indicates the only way to truly disable this is to go into the UE4 install dir and hose the SteamVR content manually.

#

Seems a bit much, I'll probably just deal with it for now.

somber quail
#

@hearty walrus Check project for duplicate material names

hearty walrus
#

how?

somber quail
#

Filter by material & material instances and look?

hearty walrus
#

I SWEAR TO FUCKING GOD IF IT WAS THAT ONE FOLDER-

#

let's find out

#

update: it was

#

@somber quail THANK YOU

somber quail
#

No problem

#

Not something a lot of people are aware of

dusty zinc
#

Hey Slackers! Rookie question here. The default mannequin has this shape to it. I'm trying to apply a holographic material with translucency, but I think there's some unnecessary overlap happening. I have two questions: 1) where is that data from the mesh shapes coming from? Is that the skeleton? 2) How might I adjust my material to work with translucency sorting? I was told maybe to look into scene depth node-- but wanted some additional direction!

grim ore
somber quail
#

You have 2 options here. Check the "Culling Inner Triangles" section of this blog post (the same as what MatthewW just posted (you ninja)): https://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/

Or set your material to masked and multiply your opacity by DitherTemporallAA and plug into Opacity mask

Unreal Engine 4 introduced a new depth buffer along with their PBR rendering system. It's called "Custom Depth" and can be used for effects like the selection outline that is built-in the Editor, rendering of occluded meshes or custom culling of transparency. I will discuss so...

grim ore
#

@open wadi as a general question, are you unloading the levels when you don't need them anymore. for example I see you loading the login screen again but did you unload the main level that you were in as well?