#ue4-general

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lofty wave
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Event BeginGame?

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Then Create Widget

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Anyways... I'll try to do it now

hearty walrus
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I am the dumbest person on earth

grim ore
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yep create widget -> add to viewport but where you do it is important lol

hearty walrus
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somehow forgot the add to viewport

lofty wave
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I'm wondering, due to the conflict between Epic Games and Apple and Google, there will be no problems with developing games for mobile platforms?
@willow quarry
Depends on the device

grim ore
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@willow quarry no one knows until Epic makes official statements on it. as of now there is no statement.

lofty wave
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I was told that some ue games got removed from the app store

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yay adb works!

grim ore
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yeah UE4 uses ADB to connect to the device in editor so having that working is helpful lol

golden light
lofty wave
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yep

golden light
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I just want everyone to know it, bc i love Unreal

lofty wave
golden light
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Where can i post this?

robust acorn
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Hello guys I just did a quick line of code is it ok if I use customevent because the tutorial im watching says event beginplay but but I need to add a sequence

lofty wave
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If the custom Event gets called at Event BeginPlay it should be fine

robust acorn
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or is there like some sort of duplicator that has 2 pins

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oh ok

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so I rename it Even BeginPlay?

lofty wave
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You dont need to

robust acorn
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so this is fine?

lofty wave
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Just make sure to add a node at Event BeginPlay that calls the Custom Event

robust acorn
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which node?

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sorry im quite new

lofty wave
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Right click and search for the Custom Event you created

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Then plug it into the Event BeginPlay

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Otherwise it wont be used

robust acorn
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I click add event begin play

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and it goes to the even beginplay

lofty wave
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You could do that

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Or simply use a Sequence instead of the custom event

robust acorn
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like this?

lofty wave
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That would cause it to loop infinitely

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If you want the Event to be used as soon as the game begins, you have to plug into BeginPlay

robust acorn
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its for stamina and stamina bar

hearty walrus
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how do I keep a button locked in one style if an integer is set to a certain number?

robust acorn
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just created sprint and am creating stamina

lofty wave
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An UI for it?

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@hearty walrus What exactly do you mean?

robust acorn
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yes but im following 2 different tutorials so ill find a different one

hearty walrus
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so the "Selected" option has a nothing but a line underneath the button

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basically, keep the button selected until another is pressed

lofty wave
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@robust acorn If your bp currently looks like this (Of course with actual nodes)
You could just do this

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(Ignore the functions, they are just for visualisation)

cyan hatch
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I have a beginenr question :
I'm using a mesh on a Vfx, but every time i play it i got an error : ".FBX_SlashPlane : StaticMeshComponent0 has to be 'Movable' if you'd like to move. ". how can i set it to movable ? i dont find answer on the internut

lofty wave
cyan hatch
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i dont have the "transform" thing on my detail window

lofty wave
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Its not in the mesh details

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What do mean with VFX?

cyan hatch
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particle emitter

lofty wave
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A particle system?

cyan hatch
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yes

lofty wave
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Ok

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Hm...

cyan hatch
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if i select my mesh (static) i have no details

hearty walrus
grim ore
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@lofty wave yep that sounds like your device is not being found by ADB or windows. might need to make sure it shows up in device manager or turn on debugging mode if your phone has it (might be one of those options when you plug it in)

lofty wave
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Ok it shows up now

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I didnt do anything

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It just appeared

grim ore
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@cyan hatch what particle system are you using this in?

lofty wave
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Might be because I dont have "pure" Android and instead an OS that uses Android as a base...

grim ore
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@hearty walrus if you mean UI, then yes whatever is on the screen is up to you so just dont show more than one

hearty walrus
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how?

grim ore
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well how are you showing more than one?

hearty walrus
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spam clicking the button

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I need to add a way to stop extra clicks from drawing extra menus

grim ore
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so you are creating the widget every time you click the button?

cyan hatch
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@grim ore cascade. i just ise my static mesh as a mesh emiter

grim ore
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are you moving the particle?

cyan hatch
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yes, rotation

grim ore
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and how are you moving it, just setting the mesh as typedata would not give that error

hearty walrus
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yes, I am creating the widget on button click

grim ore
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how are you destroying it when you are done with it?

hearty walrus
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not programmed in yet

cyan hatch
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i'm not destroying it yet (i'm looking how to destroy it at the moment)

hearty walrus
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anyway, the goal is to destroy the widget that was open last, and then load in the new one

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problem 2: how the fuck do I do that

grim ore
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that was meant for hawk on the destroying, maybe show your particle in #visual-fx and see if they can help but it should not have an issue when you add it

cyan hatch
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Thx, i'll do it :)

grim ore
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@hearty walrus once you figure that out you would figure out the first part. After you create the widget store a reference to it so you know its created and you can remove it later.

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now that you have it stored and its valid, you can use it whenever you press the button to check and see if its valid. If its not, create it and go on with your day like normal. If it is valid, then do nothing since its already created.

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or disable the button to prevent it from being pushed again is another option

prime iron
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does someone know how to make a easy wall running blueprint? i can only find things with animations and stuff.. ;/

hearty walrus
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oh wait that just also solved problem 3

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okay new problem

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I've set up the new system, but the text goes grey after clicking

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how can I stop this?

grim ore
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which text where

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if you mean disabling a button? change the disabled state

hearty walrus
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the button is disabled

grim ore
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yes click on the button and look at the states

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if you dont want it going grey then how would they know it's disabled also

hearty walrus
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it should be obvious, because pressing anything else loads a new menu

grim ore
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it might be best to just keep it enabled then and ignore the input if that widget exists already

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if you want to not do that, you can change the text color and opacity to Inherit so it will stay black when you press on it

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if you copy the style from normal and paste it into disabled on the button as well clicking on it will make it disable but not change the look

errant blade
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How could i make it so primitive components can simulate physics but not fall off of the object? like weld them to their parent? I have no idea how to do it

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i googled but found nothing

grim ore
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look at physics handles and constraints

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I beleive the content examples project has some examples of them

errant blade
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thanks!

ember star
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this feels like a dumb question. I have an NPC class (AActor), and a Character class (ACharacter), and I want to make both of them inherit from a parent (call it ProjectEntity). what's the right way to do it?

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I was thinking make an AActor called AProjectEntity, make NPC use that as a parent

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then do I need to make an EntityCharacter and EntityPawn that uses AProjectEntity as actory parent?

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just to get the original character class to share same parent?

pale verge
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So going off of defeating all enemies in a level how do I spawn 3 different objects into the world at specific locations and once one is consumed it moves them into another level?

frozen shell
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@ember star that would break the existing character behavior from ACharacter, unless you wouldn't mind fixing it and stop using the controllers, character behavior that Ue has on default, it wouldn't be a very good choice

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a bette choice might be make a subclass from ACharacter as ProjectEntity and move NPC class there

hearty walrus
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can you make a plus icon in the material editor?

ember star
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It's not overkill to have an acharacter thats never possessed, etc?

frozen shell
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what's your purpose of making character and NPC inherit from the same class?

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If you want them to have some similar behavior, you could use interface

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I'm not sure if it's exactly an overkill, I don't imagine it would effect performance too much. But I could be wrong. To be safe, if there are just a few functions to be shared, then Interface is a pretty good practie

marsh osprey
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what is the appropriate chanel for help?

ember star
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Right now I want them both to be targettable and have target data

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interface better?

frozen shell
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Are you achieving targeting with collision? then it could be a collision preset. The functions to implement the target behaviors could be done with interfacing

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@hearty walrus yes, though the texture is probably done outside of UE. you could pretentially procedurally make one, but it's kinda hard and inflexible.

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@pale verge it could be achieved with Level blueprint and something like "spawn at transform"

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The 3 different objects probably carry the functions that move them to another level or give the level blueprint a greenlight to transport the character to another level

errant blade
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@grim ore sorry to bother, i made consttraints for my object and locked everything i saw but they just rotate around instead of having a solid connection... what am i doing wrong?

ember star
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Ill try with interfaces, thanks Esurielt

marsh osprey
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im not doing anything monumental in my project. but i get a recuring issue. seemingly randomly my open level breaks. works fine in editor but if i build the game it just freezes the whole thing. i have restarted the project several times due to not seeing the issue. then at some point randomly it does this. i have to build the game frequently to check on this issue so i dont waste more time with creation. any guidance as to what is causing this?

pale verge
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@pale verge it could be achieved with Level blueprint and something like "spawn at transform"
@frozen shell How do I set the spawn transform? I'm pretty new to unreal so bear with me

hybrid light
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can some one help me out

topaz brook
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@hybrid light whats up

hybrid light
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so i followed this and its all working great
except that when i press D or A my character walk left or right in circle
this the code btw so you can take a quick look

grim ore
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show what is happening to you? is the camera locked behind the player basically?

hybrid light
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yeah

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when i press D for walk left or A for right

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my walks in circle

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i can post a video

grim ore
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if its locked behind the player its a setting on the spring arm to have it follow the characters rotation automatically, look for the use controller XXX settings

hybrid light
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am using orient rotation for my control

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no 2D blendspace

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@topaz brook

frozen shell
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@pale verge it's a blueprint function called SpawnActor I think. you can create objects called "Target point" in the world, and use their transforms

plush yew
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or is there even a way

pale verge
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@frozen shell Thanks

grim ore
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click the progress bar and change it....

frozen shell
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https://www.youtube.com/watch?v=IjFUqverTio Just looked up this tutorial that teach you how to spawn at one of the random locations in 3. You can make that with an for loop to spawn all of them

We go through the process of quickly setting a way to spawn an object in a random defined location

This is a very watered down version of the Unreal tutorial series, and it is more of a way for myself how to do this, then for anyone else. If however you would love to see mor...

โ–ถ Play video
errant blade
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how can i make an actor's physics-enabled primitive components have a solid connection between them? i tried constraints but they just spin all over the place and bug out

plush yew
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@grim ore I dont see an option for that

grim ore
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which part is the white part for you? the background behind the yellow and green?

plush yew
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Yep

grim ore
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how did you change it to green and yellow?

plush yew
hybrid light
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am still looking for help on this one

grim ore
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of yeah that is why, look above that under style

plush yew
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what do you mean?

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oh nvm

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I see

grim ore
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scroll up on the right in the details panel and look for the style section, one of them is background image

plush yew
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oh ok thank you

grim ore
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you could also in the future search for what you want, like color, in the top of the details panel in the search bar

hybrid light
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anyone

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โ“

grim ore
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@hybrid light do you have the camera moving every time you move? if so thats going to happen

hybrid light
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yeah i have event thick for this

grim ore
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if you are moving left of camera and you move the camera to behind the player then hold left will always make them rotate left of camera which is always behind the player

hybrid light
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is there a way to keep the setup but ignore this when walking left or right

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i seen someone comment the same thing

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when following this tutorial

pseudo star
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is it only possible to use chaos with 4.23

grim ore
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key pressed -> set boolean to true. event tick -> check if boolean is true or false, do whatever. key released -> set boolean to false.

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chaos works with .23 or later

pseudo star
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oh really

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i though it was only source build? doesn't that mean only .23

hybrid light
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@grim ore will give it a try

grim ore
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there are source builds for every version of the engine so no it does not mean .23 only

teal moth
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Hey all, I don't really ask questions here because every time they do they take a while to solve, does anyone want to help me solve a problem? I'll explain it anyway

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https://giphy.com/gifs/KEYg7UGCThBPOtTtBg
So I've got an electricity system set up, where once a conductor touches a power source, a beam of electricity will go from the source, to the conductor.
If another conductor overlaps a conductor which is electrified, there should be one beam of electricity between them. But the problem here is that there are two beams per connection, which is undesired.
This stems from the fact that each conductor is the same class, and so they'll be checking for eachother, and creating beams between themselves. I don't know how to solve this though.
I've added a gif that should show the problem:

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this is how it should look like (the painted on blue lines also represent a beam of electricity)

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here is the BP ^

vernal arrow
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What resources did you guys use when you were starting learning UE4?

marsh osprey
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i use youtube ๐Ÿ˜„

grim ore
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the docs and source code

marsh osprey
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some will make a series of tutorials

vernal arrow
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Ooo? Any specific channels in mind?

marsh osprey
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EvilDoUsHarm and WazzaTuts have the more complete paper2d series i have found yet

grim ore
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there is a pinned message here in the channel with links to learning materials

marsh osprey
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i'm workign on a paper2d for a friend for her birthday

pliant rose
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@vernal arrow Unreal Learning on their website

marsh osprey
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i have a recquring problem with my projects though. eventualy the build will break the Open Level and wil only freeze the game

vernal arrow
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there is a pinned message here in the channel with links to learning materials
@grim ore Thanks, man

grim ore
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@marsh osprey read the logs, see why it is failing

marsh osprey
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i am hopeing someone can help

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where do i find the logs?

grim ore
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its possible its an issue with packaging or trying to load a PIE soft refererence or something similar

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in the saved folder

marsh osprey
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in the poject saved folder?

grim ore
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yes if you are playing in editor. or if you are playing in editor the output log in the editor.

marsh osprey
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oh it does not crash in editor

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only in build

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and this problem seems to begin randomly

grim ore
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then turn on logging and check the saved folder in the build

marsh osprey
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everything works then at some point it breaks

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thanks ill give it a try

clever bone
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where could I ask for help regarding nDisplay?

marsh osprey
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if i can find it

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im sorry @grim ore but i just cant find where to do that. could you guide me along?

grim ore
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you can also turn on the console to watch the logs in real time

marsh osprey
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yeah. thats how i have been building it. and console shows no text when the problem happens

grim ore
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maybe start adding in debugging then. print strings before the open level node to make sure its being called. Print out the level name that is being fed into the open level node. Maybe print string after the open level to see if it failed. stuff like that

errant blade
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I still need help, i have an actor made out of multiple primitive component spheres that i want to use for buoyancy, but if i activate the physics (needed for the buoyancy to affect them) they each go their own way, how can i make them all stick together like one object but still have their own physics? (so each sphere can have a different force applied to them)

marsh osprey
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im not sure how to implement this print string you refere to

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you mean the one that will echo values to your screen in game?

grim ore
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yes it also echos to the log

hearty walrus
heady fractal
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wts "dll linkage error"????

teal moth
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@errant blade have you tried looking into physics constraints?

grim ore
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@hearty walrus its a random bug, when it happens save the current level

hearty walrus
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yeah, found that out

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thanks

errant blade
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@teal moth yes, yes i have, i have tried a into exhaustion but i couldnt find a way to make the constraint not swing and be solid, couldnt find anything in google either, if you know how to fix that please do let me know

teal moth
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ah, well i don't really know then, sorry

grim ore
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@errant blade you might need to use the post physics tick and manually set their distances if that is what you want

errant blade
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so like just make them teleport to a relative position from each other every tick?

grim ore
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well I dont think we know what you are trying to really do

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physics doesnt seem to work for you but its what you want is why its confusing

errant blade
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ok i'll try to explain in more detail, maybe im facing the issue wrong even
so i have this game i'm modding which has no water, i can make levels for the game and add new stuff into it, but i can't directly edit the game's code or blueprints, i want the game's vehicles (which are made out of building bricks) to have buoyancy, that's the goal

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so far i made a script that pushes them up at a certain z axis height to simulate floatiness, but it only affects the center of the vehicle, so they rotate freely, i'm trying to improve that aspect so they can float upright

grim ore
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restrict the rotation of the mesh then so it doesnt rotate?

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or limit its rotational values to a certain range if you want rotation

errant blade
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well i can't edit the vehicle's mesh directly, they're in-game objects, i'd have to do it by editing the level blueprint or other actors that i add, could i limit the rotation in any of those ways?

grim ore
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if you can access the mesh you can lock it, if not then I cant think of any way besides setting it on tick

errant blade
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would there be any way to make all actors in the water want to get back to their original orientation? that'd fix the problem

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i could do something like getting all actors in the water surface layer then applying that to them

radiant pilot
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Is there a way (perhaps material? or material instance definition) to only show colored vertices of a RuntimeMeshComponent (or just any node)? Assume all color data is loaded, valid. It's been suggested that I use some kind of mask and the Vertex Color node. Can you give me an idea of what to add in the Material Editor? I can display any material just fine on a node - that works.

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Second question: Is there a good way to display mesh surface normals in grayscale (VertexNormalWS hasn't been helpful for my needs)? I'm using Lerp on Fresnal Alpha... Not really sure about BW shade colors, I have the Material def:

fluid lance
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Hey, does anyone have some good references/tutorials/courses I could follow on top-down level design? It looks like for top-down games, rules are somewhat different than 3rd or first-person. I'd like to know general rules on virtually anything/everything regarding the topic but I so far I only found tiny bits and pieces. Thanks!

barren flume
frozen shell
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@barren flume TexCoord is a 2-Float array, meaning it's (x,y), but the color is a 3-float array, meaning it's (x,y,z)

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the error message is saying that multiplying (x,y) to (x,y,z) is not a valid move

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so what you need to do, is to append a 0 at the end of the texcoord using the append function

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or mask the last channel from color using Mask, and tick R and G in the setting panel on the left

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@fluid lance I also would love to know more on that topic, but I think you might get better luck in the #design-chat

fluid lance
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@frozen shell Yea, thanks, but design chat is one of those ghost-channels, there's rarely anyone there...

pale verge
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I'm having issues with a component in the game that is intended to increase max ammo when walked over. Right now it currently disappears when I go through it but it is not triggering the ammo increase

zenith flower
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I have to say, I'm glad they do add things over time. I just found a node I had to create myself in c++ two years ago:

plush yew
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Thoughts on what we got so far guys?

zenith flower
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Tick tack toe (Just kidding)

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Dota

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I'd recognize that pattern of dots anywhere xD

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Well, I hope its dota not LOL

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@plush yew

plush yew
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We're creating a moba

rough knoll
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i get this error when importing a character mesh & skeleton Assertion failed: VertexShader.IsValid() && PixelShader.IsValid()

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ue4 will crash

pale verge
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How do I transfer from level to level while keeping my characters health, and ammo variables?

open wadi
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Question: Does anyone have any recommended software for flowcharting or otherwise documenting a game to allow for a birds-eye view when it's getting complex?

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I see many options online, wondering what the UE4 braintrust tend to use.

weary basalt
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Free and easy to use.

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Great for UMLs etc etc

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Has many templates.

frozen shell
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@pale verge Please look into the structures of UE Gameplay framework, so you would have a good idea of how and when things get destroyed. usually, you could use a GameState to store that information, and retrieve it whenever you start a new level. Youtube GameState would give you some good tutorials on this, I think the WTF series has one

open wadi
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Thank you @weary basalt, much appreciated.

weary basalt
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It also has a desktop app version

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Which is basically just a shortcut to the website lol

open wadi
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lol

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Helpful.

frozen shell
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@pale verge on the matter of ammo, how are you setting it up? Could you give a screenshot of the relative blueprints?

pale verge
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@pale verge on the matter of ammo, how are you setting it up? Could you give a screenshot of the relative blueprints?
@frozen shell

plush yew
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anyone know if theres a way to import images with a transparent backround into ue4?

frozen shell
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@pale verge how is the increasing ammo setted up?

plush yew
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I want to import a image that I can put on the UI of the game but its gonna like kinda dumb if theres a black border around it

rough knoll
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i get this error when importing a character mesh & skeleton Assertion failed: VertexShader.IsValid() && PixelShader.IsValid()

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^ it works after migrating the project but still wondering why it happened

frozen shell
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@plush yew I'm kinda sure that it's a option in texture to change the texture to have alpha as transparency

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after you imported the png, click it open and on the right there would be one of the top import settings for that

pale verge
frozen shell
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๐Ÿ˜‚ well, what about how this increase is triggered

pale verge
plush yew
frozen shell
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check the compression, if not, try open up the advance settings for compression and texture

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it says has alpha channel false, so there is certainlly some setting needs to be changed, or the image is not a png

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@pale verge does it not work without the open level?

plush yew
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hmm, maybe the render is messed up? I rendered the image in blender, though It was rendered with a transparent backround

pale verge
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@frozen shell correct, it doesnt restore ammo but consumes the item in game

frozen shell
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@plush yew It could be! I have done it before, blender has a setting to render transparency or not!

plush yew
frozen shell
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and... I don't exactly remember where that setting is, sorry you have to google that one

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try open the image outside of ue, if there is no transparency there then that's probably not the setting

plush yew
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when i open it it should be checker backround right?

frozen shell
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in windows default photo app it's just a deep grey

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nope

plush yew
frozen shell
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oh yeah this is transparent

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@pale verge "EnterPickup" is set to be triggered on actor begin overlap right? try not destroy the actor and print the ammo at the end of the enter pickup function

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btw the logic in add to max ammo is a bit incorrect

plush yew
frozen shell
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hmm strange, it's actually the opposite of what it's seen in blender

pale verge
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@frozen shell the string doesnt print after enter pickup : /

plush yew
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i think the next best option is just to chroma key

frozen shell
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The add to max ammo function should take amount to Add and drag the current max ammo from the side (or aka get current max ammo) and add them together

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if you know what I mean

pale verge
frozen shell
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@pale verge well the old fashion way is to change the print string to different places lol I'm guessing the cast failed

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yes

pale verge
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yeah so now when i run into the pickup the pickup stays but prints the string

plush yew
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oh lol

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I was rendering in rgb instead of rgba

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i think that might be why

frozen shell
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print what string? try set it to get the max ammo from the character, if adds correctly, then it should work and just add the destroy actor back

pale verge
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I put a string after enter pickup like you said

surreal laurel
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I'm trying to get my characters velocity on collision, but it seems to grab the velocity after the character comes to a full stop. If I wanted to incorporate something like fall damage than how am I supposed to figure out my velocity at the moment of collision?

pale verge
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print what string? try set it to get the max ammo from the character, if adds correctly, then it should work and just add the destroy actor back
@frozen shell So I should be Getting max ammo instead of setting it in my add to max ammo function?

surreal laurel
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@surreal laurel Figured it out, I discovered the EventOnLanded, which grabs the velocity at the point of impact with the ground. It doesn't work for other collisions though, but luckily that's not an issue for now

frozen shell
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@pale verge No, sorry if im not clear, the function rn is fine. I'm just saying set the print string to print out the max ammo to check, if it works then it was just the function that was broken and we fixed it

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and you can put the destroy actor back

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but be sure that increasing max ammo like this wouldn't set your current ammo

pale verge
#

@frozen shell I mainly want to make it so that when the player first starts the game they have 20 bullets. At the end of a round they can choose an ammo replenishment that gives them 10 additional bullets maxing out at 250. If that makes sense.

frozen shell
#

Sure, that would be making a gameState, add max ammo there as a variable, setting the max ammo in gamestate to 20 in the first levels, and increase it through picking up ammos.

#

and make sure to retrieve the max ammo from the gamestate at reasonable times depends on your mechanics. need to come up with a neat way to sych the two, or don't store it in player character at all

pale verge
#

but the thing is they will be able to choose from 2 other power up that if they do not choose then they miss out on it.

i.e. player finishes round 3 power ups spawn: heal, weapon up, and ammo up.

You only get to pick one though

frozen shell
#

well, like you setted up before, just transport the character out the level then

#

and because you stored these information in GameState instead of Character or controller, the gamestate wouldn't be destroyed upon loading a new level

#

and you can keep that information consistant

pale verge
#

and you said there were videos on how to do gamestates?

frozen shell
#

I also recommand this document to you to figure out the hirechy and preservation of info across levels and client

pale verge
#

alright, thanks! I know im probably irritating but im trying to learn.

frozen shell
#

Totally, it's good to have questions.

pale verge
#

Totally, it's good to have questions.
@frozen shell Ok, so I'm not 100% on how to do what he did in the video. He went through it pretty quick. I made a gamestate with my two variables: health, and ammo. Everything after that went right over my head ๐Ÿ˜–

radiant pilot
#

Is there a way (perhaps material? or material instance definition) to only show colored vertices of a RuntimeMeshComponent (or just any node)? Assume all color data is loaded, valid. It's been suggested that I use some kind of mask and the Vertex Color node. Can you give me an idea of what to add in the Material Editor? I can display any material just fine on a node - that works.

inner flume
#

Hi, is it possible to downgrade a project (4.25 -> 4.23) ?

pseudo star
#

any good chaos tutorials

frozen shell
#

@pale verge it's actually that simple! you made those, and then you just retrieve the game state in your other classes and set it

pale verge
#

@frozen shell I tried to cast it like he was doing and it had an exe function tied to it

frozen shell
#

I don't really have time to watch the tutorial, but say you want to set it in level blueprint, just say, trpe get gamestate and see what pops up

#

exe? @_@

pale verge
#

yeah an Exec, Ill show you

frozen shell
#

yeah, that should work?

pale verge
#

idk where to plug it in, in his tutorial it didnt have execs

jolly jungle
alpine laurel
#

UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038

#

my editor is crashing every single time i try and export and sometimes just using it

#

always with this damn error

#

what is it

sharp laurel
#

Hey im making a rpg game with wsad keys. I'm facing a problem that when I move my character moves but he doesn't face the direction he is going.

thorny coral
#

how do i rename a project in UE4

distant totem
#

@thorny coral that is one of the most difficult things to do believe it or not. Much easier if you are only blueprints, but if you have C++, your not going to have a good time. Valorant, made with unreal engine, is still called "Shooter Game" in the install directory, because even a big company like Riot couldn't figure out how to change a project name. I would paste that question into google and check out what some of your options are

thorny coral
#

@distant totem i figured it out

#

i just changed the project name in the file directory

distant totem
#

Nice, are you all BP?

thorny coral
#

yup

#

all blueprints

#

i have no idea how to code with C++ lol

#

or javascript or any of those coding languages lol

distant totem
#

once you learn BP you will be surprised how well you are able to transition into C++

thorny coral
#

its actually alot more easier to use blueprints rather then coding

#

like UE is the only engine ik that uses this nice way of game creation, does any other game creation software use BP?

distant totem
#

Blueprint is the name of this visual scripting system Epic created, it used to be called Kismet. There is some node based stuff out there but nothing really like this

grim juniper
#

@pale verge Right click it and "Convert to pure cast"

thorny coral
#

i see

#

damm unreal is a real one of a kind, and this is free? i would pay money for something like this

pale verge
#

@grim juniper Alright, thanks I'll try it out

fallow cargo
#

Hia is there an issue in unreal engine with 16bit pngs? They turn out washed out while 8 bit pngs or other 16bit file types are fine?

solar cove
#

can anyone tell me how to setup cloud painter

scenic fox
#

do people use python with unreal engine???

#

Ohhhh

#

hello neighbor is made with unreal engine right?

#

nice

#

unreal is pretty good since learning blueprints is easy

shy sundial
#

How do you exclude a value from a range . like say " Whenever this object hits this object I want a value between 1 - 10 , but not 5 " [ 1,2,3,4,6,7,8,9,10] Any one of these values.
@shy sundial

to make this more clearly ; i have a range from -10 to +10 . this range is the X coordinate of a vector . and I don't want this X to have a value of 0. is there a method like Clamp to exclude values ?

scenic fox
#

Yeah

#

i think he wants blueprint

shy sundial
#

sheit , wrong place

#

Blue

scenic fox
#

blueprint?

shy sundial
#

Thanks, but I was checking for a single node existed for this like the clamp node

scenic fox
#

very cool reactions

#

lol

surreal laurel
#

What's the best way to do footstep sounds? A sound cue or referencing every single audio clip in a BP? The latter seems clumsy but a sound cue won't seem to let me play through clips in sequential order...

lost niche
#

Is it possible to name the log files? It's a total mess on my gameserver

fickle wharf
#

is there a way for me to clear all memory references to an asset without closing the editor?

#

gets reaaaaaaaaaaally old reaaaaaaaaaally fast when i have to open and close editor for a component i scrubbed out of the codebase

#

coz it's showing memory references and not allowing a safe delete (only a forced one)

grim sphinx
#

@thorny coral Actually, Unity rolled out their blatant ripoff called Bolt less than a week ago.

#

Worst part is, Bolt 2 is out and they're not using it.

#

Far as I know, Unity purchased the rights to the asset that was already existing in their marketplace.

lusty carbon
#

I heard somewhere that rendering a rough surface is more expensive than rendering a complete reflective surface. Is that true? and why?

heavy goblet
#

I need help with the "Weld Simulated Bodies" Option... I have it active but if i move the Object, they get separated. How can i "glue" them together?

#

Ok i fixed it :D There were some wrong settings in the physics menu

tight prawn
#

Is it possible to render a model into transparent background png ?

heavy goblet
#

Is there anything to "update Physics" ? It only has physics when i touch it and i dont know why

open gorge
loud knoll
#

@gleaming narwhal 4.25.3 packaging with Text 3D plugin enabled, use it in bp class, any success on packing?

#

@tight prawn sure set your setup your background as a bright pink, green, blue color then once you have rendered the image bring it into a 2d package and set that background color as a transparent color.

tight prawn
#

what 2D package ?

loud knoll
#

photoshop, gimp

#

do you want to do this in real time?

tight prawn
#

well i just want to switch from 3D to 2D

#

and since i've already prepared all the assets materials and everything in UE4

#

I thought it best to use it to render tileset for each character on 18 angles with animations

loud knoll
#

so you want to create 2d images from your 3d assets and then import those images to create a 2d version of the game?

tight prawn
#

exactly

#

the final result would look like this

loud knoll
#

Sorry I dont know that one.

serene birch
#

it is possible

#

that's basically how the prebaked imposters work

#

like that one does

#

but it's an old blueprint ๐Ÿ˜›

tight prawn
#

oh

#

so it bakes 3D models into 2D

#

@serene birch that's it right ?

serene birch
#

yeah, it renders to a texture in a BP you run in the editor more or less ๐Ÿ™‚

tight prawn
#

and it exports them into png ?

serene birch
#

you can always export a texture from UE4 in png I guess

#

you don't need to do that to use it in the same UE4 app though

tight prawn
#

Sweet!

#

Thank you so much

dim axle
#

Umm I have a problem

#

of the enigne crashing everytime i press the luanch option

#

Is this a common thing because my frind has this problem as well

#

we are sharing a project with github

serene birch
#

project with C++ source?

dim axle
#

blueprint

#

also when I try to package the project

#

it give me this error code

#

ATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
UATHelper: Packaging (Windows (64-bit)):

#

but i have .net framwork

#

4.6

#

and so does my friend

#

and even a fresh open

#

example project wont luanch

loud knoll
#

test the engine with a default template project if it works then it is something you did in your project

dim axle
#

i did

harsh tiger
#

if i have a map and multiple gamemodes. how could i load that one map with different gamemodes loaded, depending on which button i click in the main menu?

#

my only solution atm is to duplicate the map and change the gamemode under world settings. but i just feel like there must be a better way

digital anchor
#

open level as "/Game/MyMap?game=/Game/BP_MyGameMode.BP_MyGameMode_C"

harsh tiger
#

Is that with the open level node?

digital anchor
#

yea, the game part can be on the options input

harsh tiger
#

3 years Iโ€™ve used ue4 an looked into this issue a few times and found nothing haha. Thank you so much!

robust acorn
#

Hello, I just created a sprint feature in my game and I was wondering if there is a node where I can assign when lets say its walking it does a walking animation instead of drunk jogging

serene birch
robust acorn
#

ah thanks

serene birch
#

that's the idea I guess

robust acorn
#

hmmm, then how can I add this in my code?

serene birch
surreal laurel
#

I'm trying to get my character to enter a different animation state when falling from high distance. I tried grabbing the velocity and including that as the transition condition, but it's not working and I think it's because the velocity is 0 when the transition happens (because the character has already landed). Any advice on how to make the velocity at the point of an animation transition part of it's condition?

heavy goblet
tight prawn
#

i've recently seen a youtube (tutorial?) video where the default mannequin would interact with objects (fall on the ground as ragdoll) then stand up etc

#

anyone knows it? i can't find it

heavy goblet
#

@tight prawn

radiant pilot
#

Is there a way (perhaps material? or material instance definition) to only show colored vertices of a RuntimeMeshComponent (or just any node)? Assume: all color data is loaded, valid, zero use of BP, materials appear perfectly on the node. It's been suggested that I use some kind of mask and the Vertex Color node. Can you give me an idea of what to add in the Material Editor? I can display any material just fine on a node - that works.

tight prawn
#

similar to that one, it had small obstacles that would cause the character to fall

heavy goblet
orchid oyster
#

Hey guys, Im trying to figure out the best way to do patches, the build in patch system in unreal using the launcher is an option but was wondering if there is a better wat of doing this someone mentioned itch.io's butler, but that seems to only have third party integration to unity?

abstract oxide
#

Hey again, I have this event graph on my object_interactable object. I realize although all interactables should do event highlight and unhighlight identically, the code referenced by event interact will change based on the object. Can someone tell me the best way to organize that?

#

I tried making a child blueprint of InteractableObject called InteractableDoor, but it seemed that it wasn't inheriting this event graph?

#

Ah wqait I think I am figuring out a decent way to do it, but any suggestions are appreciated

heavy yew
#

putting it here too (sorry for cross post)
anyone with experience in stereo layers.
I am doing a flight computer with UMG, works ok but too fuzzy with widget component so using stereo layers.
I am getting a gamma issue where the stuff on the stereo layers is not rendering WYSIWYG but too dark.
(Rift, UE 4.24, PC)

Above all I would like to know if this is a feature or a "bug"
I can work around it but if it is a setting that I have not found I would

like this (top is stereo layer, bottom is 3d widget, and correct)

robust acorn
#

can someone explain to me real quick how minecraft did their hunger system

#

im like confused

#

because im creating something similar but not like that

#

just need to know if you have 4 circles, how can you lets say every 10 seconds take half of one

#

if you get what I mean

somber quail
#

Anyone know if it's possible to give brushes (PostProcess Volumes, Level Streaming Volumes, Trigger Volumes etc) a material? Having them always be 100% transparent makes it tricky to lay them out in a scene

paper hemlock
#

Is it possible to package to FireOS?

loud knoll
#

anyone have an idea why they removed Text3D objects from the BP editor in 4.25? In 4.24 I could add them to actors now they have a new transform to allow animation of the Text3D object but you can't add it to the BP.

grim ore
#

@loud knoll Text3d is a plugin, is it enabled in your project?

kindred jolt
#

Hi, someones has experience and can teach me about how to implement the Epic Games Online Services in my game??

fluid lance
#

Anything I can do to make the engine run smoother on a large project?
Context: I added more and more content and content packs now that I need to start level design and the editor got slower and slower. The scene renders fine, apparently the size of the project in terms of assets causes this.

grim ore
#

remove assets you are not using

fluid lance
#

so no ๐Ÿ˜› thre are no "tricks" about it ๐Ÿ™‚

grim ore
#

well brute force with more computer power, don't reference stuff you aren't using so it doesnt load it into memory, turn the content browser down in terms of icon size so maybe the list view

fluid lance
#

prob. is idk what I'll be using, making levels now so there's plenty of junk there which won't make it into the game, but I need it - you know

#

tried list now, got nothing...However it does it up more ram than it was, but far from eating more than 50% of them. Maybe allocate more resources? Is there an engine setting for it? It seems engine is limiting resource use.

grim ore
#

off hand not that I know of, maybe a question for the forums or answer hub. #level-design might have more info but its not one I have seen asked in here before

fluid lance
#

@grim ore Thanks! I need more RAM apparently, never monitored while working to see...it's the RAM ๐Ÿ˜

grim ore
#

ah well good to figure it out ๐Ÿ™‚

fluid lance
#

not so good not being able to do much about it atm...:P

slender moss
#

im having issues with exporting blender animations to unreal engine. For some reason they come out really small?

thick herald
#

That's likely because of the scale you used in Blender

slender moss
#

the mesh comes out fine just the animation

#

cant seem to find the blender tools

#

nevermind

mild valve
#

Hey all. Is there anyone on here that can help me adjust my Capsule Collider on a pawn? I have an issue where the collider is the wrong size and shape. I disable the collider, make a new one. But now the actor is destroying itself immediately after pawning.
But nothing in blueprints that destroys on collision. Only one being hit by a ray from a character

supple totem
#

how do you visualize LODs again? not for landscapes just everything

royal pewter
slender moss
#

when i go to export my rig using blendertools i get "unreal could not find a skeleton here"??

#

okay it worked buts it's really small again ๐Ÿ˜ฉ

thorny coral
#

@grim sphinx but does bolt actually work or function correctly at all?

hasty osprey
#

hi i want to take a W:256, H:1024 screenshot of my level, so how can i choose dimension when i screenshot?

green iris
#

hi guys, anyone know how to connect nodes in a blueprint using python?

grim ore
#

@hasty osprey go into your project settings and adjust your viewport size for play in new window

#

then go to play -> new window to launch it in that size. then open the console and type screenshot

rough knoll
rough knoll
#

@plush yew when i switch it to translucent nothing at all sh ows up

plush yew
#

Hello. is it ok to ask a question here?

inland pivot
plush yew
robust acorn
#

hello, my sprint system is kind of bugged and I cant find like a "If Button pressed" then true or false node. Is that available because otherwise I have to rewrite my code

#

oh no wait the plugin im getting (ARPG COMBAT) has stamina and health, I can scrap that from the list then

plush yew
#

that is the Collision Sphere, it doesnt change anything unfrotunately

#

I have tried all sorts of settings, now the capsule is set as Pawn

#

and still wont work properly

#

the thing is, it doesnt just walk through. it struggles, but if I try hard enough, eventually the character goes throug

frigid needle
#

With the mesh you're trying to collide with, do you have it set to Block All on its own collision?

#

Also, is the mesh you're colliding with a World Dynamic, or World Static?

#

Because right now your collision sphere expressly says it overlaps all dynamics

#

so will clip through anything that's a World Dynamic

pliant rose
#

Need some Math here.. this is Fibonachi curve, red spot on left is first, how to calculate rotation degree of next one ?

plush yew
#

With the mesh you're trying to collide with, do you have it set to Block All on its own collision?
@frigid needle I have set the sphere to block all. The character goes through BSP`s .

#

in the First Person preset I can see that the character wont walk too close to walls , and that is the main difference

obtuse hare
#

Anyone know how to get the NavMesh to start showing again? It used to be green and now it shows nothing even when "Navigation" is set to show

grim ore
#

move the nav mesh a bit?

obtuse hare
#

Yeah it's touching the ground

#

tried jiggling it to a few places and still nothing

#

I also tried deleting the NavMesh and then Deleting the RecastNavMesh then dropping in a new NavMesh

frigid needle
#

Typically in Unity, the navmesh appeared when you had an agent selected, rather than the mesh itself

plush yew
#

I understand now why even triple A games have bugs. It s not the devs, it s the Engines lmao

obtuse hare
#

True lol

prime iron
#

does someone know a cool theme? i have a dead world, and i got snow

#

i can't find anything from back2thefuture sadly

plush yew
#

wut?

#

what u mean theme?

slate sierra
#

So is a physics asset the thing people refer to as hitbox in games?

#

To understand it you have a physics asset which is the collisions, you have a skeletal mesh which is the appearence?

tight prawn
#

"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 0 from an array of size "

#

is this crash a common thing ?

trim silo
#

Quick question, how can i make a particle follow slopes/stairs on the lanscape etc?

#

So when i shoot a particle it will follow the ground rather than just go straight through stuff

#

is it something simple or is it very complicated?

#

let's say i have a rolling boulder particle or something and i want it to roll on the actual landscape rather than through it? anyone?

bleak mural
#

ftlog. How do you disable/rebind this menu. Seems to be on "quote". As an azerty user this is driving me up the wall.

grim ore
#

@slate sierra for your exact question usually not, usually for a hit box they use a primitive collider so the calculations are faster and more generic. For example a capsule around a player or body parts specially designed for weapon hits. The physics assets in ue4 are used for physics interactions, so say you ragdoll a player. They can be used for hit collisions but normally most people seem to use custom collisision wrapped around the mesh in the character blueprint so it can be handled differently

#

you can have no physics assets on your character for example if you dont intend on them to be interacting with physics and just have custom collision shapes for the hit boxes on the character

tight prawn
#

I have tracked the editor crash to this node, If I set the Bone name to anything (except "None")

#

the editor would crash

#

"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 0 from an array of size "
@tight prawn

#

as I looked through search results, it seems some people already had this issue, however with no answers provided nor comments, I don't know where to go with this

tawdry python
#

where did the box shape go ? I'm trying to add a box shape component

#

but I can't find it GWmythiFeelsBadMan

ancient grove
#

Relatively new to ue4.

slate sierra
#

@grim ore THank you!

grim ore
#

@tawdry python box in a blueprint or in the level?

tawdry python
#

in a blueprint

#

I think I found it

#

I am using a box collision

grim ore
#

well there was no box that I know of, a static mesh and the box collision

tawdry python
#

I want a box collision without the collision

grim ore
#

sounds like you want a static mesh then

tawdry python
#

I used a static mesh initially but I want it to be invisible

#

how would I do that?

#

I mean I made it invisible but it was visible in the editor

#

and I feel like a static mesh is overkill

grim ore
#

so what do you need this box for?

#

if you dont want a collision and you dont want a mesh

tawdry python
#

spawning stuff and detecting what's inside

#

I guess a box trigger

grim ore
#

the box collision would be fine then, just turn collision to none

tawdry python
#

but well I guess that's still collision in a way

#

yeah

#

thanks

bleak mural
#

ftlog. How do you disable/rebind this menu. Seems to be on "quote". As an azerty user this is driving me up the wall.
@bleak mural
In project settings - gameplay debugger the activation menu is set to none. Changed both BaseInput configs ( unreal folder and project folder). Still no dice. Anyone a hint/clue/idea?

grim ore
#

did you try changing the key in that project settings window?

pale verge
#

Could anyone help me or point me towards a video tutorial that will show me how to create a system that counts how many enemies are in a level and then spawns something, and then keeping variables such as ammo and health when transitioning in between levels?

grim ore
#

you might not find what you need exactly, rarely you will but you can look up the Game Instance to store stuff between levels and you can look into the Game Mode for tracking game stuff like # of enemies in a level and events that should happen

bleak mural
#

did you try changing the key in that project settings window?
@grim ore
Yes it did. It functioned as an extra button to open op de debug window. It did not clear the key.

frozen shell
#

@ancient grove to my knowledge ofc, just set up the UV and plug it in to the material

pseudo sapphire
#

hi im trying to make a FPS using third person mannequin but wen i edit my anim graph he stops doing the run animation and kinda floats what am i doing wrong ?

ancient grove
#

@ancient grove to my knowledge ofc, just set up the UV and plug it in to the material
@frozen shell Im a bit new to unrealโ€™s material editor, can you elaborate? How would I go about this?

frozen shell
#

Could anyone help me or point me towards a video tutorial that will show me how to create a system that counts how many enemies are in a level and then spawns something, and then keeping variables such as ammo and health when transitioning in between levels?
@pale verge the level thing i can quickly show you later, but i promise you it's relatively simple. The tutorials online could be a bit outdated and there are minor changes to the functions. Counting enemy could be a thing you set up to track how many you spawned then deduct one when ever you kill some enemy.

pale verge
#

@frozen shell That would be much appreciated ive watched the HTF video like 3 times and am still trying to figure out where to send everything in my bp

frozen shell
#

These could be in GameMode to do it across the levels. Alternatively, you could also have an event being triggered every few minutes to count everything that has the class you want to count by putting them in an array whenever you spawn them. But this is super inefficient

#

@frozen shell Im a bit new to unrealโ€™s material editor, can you elaborate? How would I go about this?
@ancient grove in the material editor just right click and search for texture2D and look for the texture in your content folder. Plug this one in Specular to the output. Unreal have a couple shading models that might be of interest. The default lit one is not great for realistic characters. The subsurface one and skin one is better. You can change the shading model when you select the output tab and found the option at the left side

jolly jungle
#

How do I make my packaged projects not trigger antiviruses

frozen shell
#

I recommend you go download one of Epic's free character from the marketplace. Their skin setup and eyes set up are all very good

#

How do I make my packaged projects not trigger antiviruses
@jolly jungle not an expert on this but I'd say it depends on what u r triggering

pseudo sapphire
#

hi im trying to make a FPS using third person mannequin but wen i edit my anim graph he stops doing the run animation and kinda floats what am i doing wrong ?

frozen shell
#

hi im trying to make a FPS using third person mannequin but wen i edit my anim graph he stops doing the run animation and kinda floats what am i doing wrong ?
@pseudo sapphire you need to tell us what you are doing exactly

pseudo sapphire
#

i had it all set up so the character moved his legs and walked like he would in a default therd person setup but wen i add the equip weapon inimations his legs dont move

frozen shell
#

@ancient grove Also there are some really good character material tutorials for Unreal on YouTube. Some of then are pretty advanced. But just don't sink too deep into the things you don't need it would be fine.

#

@pseudo sapphire im not sure i understand you. If you are saying that you add a holding weapon anim on top of running then you are probably substituting the animations or not blending the animations right. Make sure the animations are set up in an animation blueprints to deal with all the transitions and overlaying. Do you have it set up in a kind of locomotion system where the upper body and lower are separated?

ancient grove
#

Alright thanks!

pseudo sapphire
#

i do not im not shure how to set the top n bottom as separate animations lol

green prairie
#

Oh man... I'm getting this red error when trying to package my game... I have done something since yesterday that breakes it... Anyone know what this means?

LogInit: Display: LogCook: Error: Could not clear asyncdelete root directory 'F:/The Adventures of Gorm/Unreal/TheAdventuresOfGorm 4.25/Saved/Cooked/WindowsNoEditor_Del'. LastError: 3.

subtle gust
#

hello everyone! I'm new here, it seems like cool place for UE help

frozen shell
#

@pseudo sapphire Well I'm not too sure either, But look into Unreal learning and there are probably multiple live streams that teach you set up animation blueprints for all kind of situations

pseudo sapphire
#

i have something on udemy that might help in that ill just have to convert it to my project thanx Esurielt

#

๐Ÿ‘

frozen shell
#

I do really recommend you watch as much as possible from the Epic devs tho! Udemy is a great resource but Epic devs can show you what the engine is built to do and all the best practices that they developed with in mind

grim ore
#

@bleak mural ok since Epic is odd here is the problem and fix. In your Engine Config folder is a BaseInput.ini where they are adding in 2 key bindings at startup which is why when it says none or you override it you still have the Apostrophe and Quote keys calling the debug menu. ; Please remove EnableGDT command binding after removing deprecated GameplayDebugger module (we are going to use Gameplay Debugger plugin soon) +DebugExecBindings=(Key=Apostrophe,Command="EnableGDT") +DebugExecBindings=(Key=Quote,Command="EnableGDT") this is the section near the top, just remove them or ; comment them out and it will be fixed. This is in your engine config which is why it was always happening and not showing up in the project settings

bleak mural
#

yeah.. i've removed this and that didn't help..

grim ore
#

removing them and restarting the project disabled those keys from pulling up the debug menu here

#

at that point all I had was the one in project settings working

frozen shell
#

Oh wait, you are The Matthew! I really like your videos! Thanks a lot on helping me get started!

bleak mural
#

and you only had to do this in engine?

grim ore
#

@green prairie close the project, delete the intermediate, binaries, and saved/cooked folder from your project and then try again

hearty walrus
#

how do I make a UMG timer?

grim ore
#

yep I only did this in my engine folder for the version I tested with (.25)

pale verge
#

anyone know how to fix this?
Invalid Simulate Options: Body (Enemy_Chrome.CharacterMesh0 SK_Mannequin) is set to simulate physics but Collision Enabled is incompatible

gleaming lotus
#

For some reason one of the static mesh collisions in one of my actors is flashing in player collision view- I think this is also causing issues to go through the item in game. Any idea why?

green prairie
#

@grim ore Hmm.. Thanks, Will try that.. Even though deleting things I don't know what is seems risky

grim ore
#

@pale verge your skeletal mesh has bad collision settings (not set to collide based on physics I would guess) when trying to simulate physics. What are the collision settings you have it set to?

#

@green prairie the 3 folders I suggested are all temporary folders and re created as needed

gleaming lotus
#

@pale verge I've experienced this issue when attaching actors to other ones, are you attaching it to anything?

#

Specifically the character to another actor

pale verge
#

@pale verge your skeletal mesh has bad collision settings (not set to collide based on physics I would guess) when trying to simulate physics. What are the collision settings you have it set to?
@grim ore

green prairie
#

@grim ore Thanks man!!

subtle gust
#

i have a really specific question, i'm developing skateboarding game SKATED and in my dev process I need to figure out how to do slides/grinds in my game. there are different props as obstacles and I need to do it slideable... as I'm thinking there are two options, to do blueprint with mesh inside and place it on top of edges of the obstacles and create event on overlap (create collision inside skateboard for overlapping with collision of the blueprint slideable mesh) or create for each prop inside 3d package additional extracted geo for the same purpose, but I do not know how to work with it without coding (all programming I'm doing with blueprints). the first idea is hard, because I need to hand place blueprint for slides on all objects, but it is easy to setup, 2nd option is faster and more organic to do it in 3d package... what are thoughts about it? thanks

grim ore
#

@pale verge look at what it says for your collision, it says no physics collision

#

also when using a character you normally dont simulate physics on the mesh

glad flume
#

Unless you want it to interact with phys objects more precisely than the collision capsule

#

Projectile dont make sense tho

pale verge
#

@grim ore What should I have it set to? Everytime I set it to something else my guy just either crumples up or flys away...
bear with me im new to ue4

grim ore
#

well why are you trying to simulate physics on the mesh?

pale verge
#

thats whats weird i dont have the physics box checked on any part of this

grim ore
#

you do.. its literally in the screenshot

#

First checkbox under physics, Simulate physics

pale verge
#

oh my goodness.... thanks. its been a long night ๐Ÿ˜–

glad flume
#

Leave collision to the capsule unless you're doing something more specific with collision

bleak mural
#

@grim ore Weird man. I've removed it like you said. Even made a quick test project and changed it there and no dice..

grim ore
#

๐Ÿ˜ฆ

glad flume
#

Might wanna switch the collision preset back to normal (yellow arrow next to the field) @pale verge

grim ore
#

might be a language issue then with the keyboard. Setting project settings to none but not changing the input file still let the ' and " keys open it. changing the .ini file and not project settings (default was apostrophe) let ' open it. Changing the .ini and changing project settings to none disabled it

pale verge
#

@glad flume ok now he takes damage and stands still but when I run my character into his he falls over like a statue

glad flume
#

So physics is still being simulated on the mesh?

#

Did you untick it like mathew said?

grim ore
#

maybe you are simulating physics on the capsule now lol?

glad flume
#

Sounds like it

quiet raft
#

does it mean that ue is not usable offline?

glad flume
#

It should be, just go to where your project is and use the .uproject

quiet raft
#

i needed to create a new project

bleak mural
#

might be a language issue then with the keyboard. Setting project settings to none but not changing the input file still let the ' and " keys open it. changing the .ini file and not project settings (default was apostrophe) let ' open it. Changing the .ini and changing project settings to none disabled it
@grim ore
Like i'dd accept it for what it is. But i just packaged the game and tested it out and the debugg shit is even in here

#

Put it on "release" too

glad flume
#

Ah, maybe try restarting epic launcher

fiery lagoon
#

Could anyone help me to figure out how to have screenspace mapping locked to an object's world position? I followed this twitter post but anytime I move back form the object the texture scales rather than staying in place.
https://twitter.com/JKashaar/status/1047979071609757702?s=20

heres another thread about this effect but in unity
https://twitter.com/Ed_dV/status/1047006623330373632?s=20

Heres my blueprint https://blueprintue.com/blueprint/zwo17f6x/

Freebie: Object-stabilized screen-space UVs. Probably useful for VFX, I don't know! :D

With a hat tip to @Ed_dV who made the same thing for Unity, here's an @UnrealEngine version.

Material graph in the replies!

#realtimevfx #gamedev #gameart https://t.co/aWrnRnoeCN

Retweets

155

Likes

620

โ–ถ Play video

I'm sure this is trivial to smarter people, but I've struggling for an eternity trying to figure out how to have screenspace mapping locked to an object's world position. Thanks to @wingcutangel for the tip! https://t.co/F1KuY8CPrv

Likes

159

โ–ถ Play video
quiet raft
#

heh looks like matcap

obsidian plover
#

hey guys, how can we use marketplace stuff as a team? (AKA buy only 1, not 1 for every team member)

plush yew
#

I'm not sure that I want the same thing that Dmaw just said but I'd like that the scale of the texture does NOT change when I'm rescaling the mesh. Checking some doc, the node "Object Radius" can do this. The problem is I don't know how to implement this node in my code. This is my material :

#

I've tried different ways but it doesn't work

fiery lagoon
#

hrmmm its kinda similar

thorny coral
#

i have 2 questions

  1. if i use free models and assets from the marketplace in my game, can i sell it for money?
  2. anyone know of any free street buildings models
glad flume
#

Yes and no

fiery lagoon
#

hey guys, how can we use marketplace stuff as a team? (AKA buy only 1, not 1 for every team member)
@obsidian plover from what ive done when working with teams i just add the stuff to the unreal project and then have my team dl the project from github that we use for production

thorny coral
#

alright good, i just wanted to make sure because i plan on selling my game

thick herald
#

Absolute World Position, instead of TexCoord allows for world aligned textures

pale verge
#

maybe you are simulating physics on the capsule now lol?
@grim ore No my capsule is set to BlockAll for collision with simulate physics unchcked

obsidian plover
#

@obsidian plover from what ive done when working with teams i just add the stuff to the unreal project and then have my team dl the project from github that we use for production
@fiery lagoon yeah, was thinking about that too

glad flume
#

@pale verge whats the collision preset on the capsule?

subtle gust
#

guys any ideas on my question? I'm really stuck what option to choose ๐Ÿ˜ฆ

pale verge
#

@glad flume BlockAll

quiet raft
#

is it possible to edit blueprint while game is running?

glad flume
#

@subtle gust id say make slides and grinds blueprints with splines as a rail

#

Move character along it

#

@quiet raft no they gotta be compiled first

green prairie
#

@grim ore Hey man. Thanks.. It works now ๐Ÿ™‚ Although I couldn't find the binaries folder

glad flume
#

Theres realtime c++ coding but blueprint is read only while playing

quiet raft
#

lol

subtle gust
#

@glad flume thank u, will try to research about splines... never used those before

quiet raft
#

here i was thinking its one of those cool unreal features

#

apparently unitys bolt blueprints were better in this aspect

glad flume
#

Theyre useful to learn, tonnes of utility

robust acorn
#

Isnt it smart for open world map that I make the core map not too big and make everything like npcs buildings fiolage etc small af?

glad flume
#

@quiet raft it will just be an imitation, wont be better implemented or as fast as unreal

quiet raft
#

you talk like you know for sure

#

which i doubt

robust acorn
#

Im not sure

#

Thats why im asking

glad flume
#

Well i kinda do

#

Epic has been developing blueprints for longer

#

Its a fact that a more developed system will be faster and better implemented

quiet raft
#

logical fallacy

glad flume
#

Unity is playing catchup

quiet raft
#

whatever

glad flume
#

Logocal falicy doesnt mean anything bro

plush yew
#

@thick herald Just put a Absolute World Position instead of TexCoord makes errors in my texture noes :

quiet raft
glad flume
#

Saying "you're wrong" and providing no argument means nothing

#

And a definition doesnt help lmao

quiet raft
#

anyway its an engine limitation that its not in any way (not by enabling some setting, or somehow else) to edit running blueprints?

glad flume
#

Blueprints compile into c++, it needs to be compiled in order to run

opaque plover
#

Additionally even if that was possible, it feels like an antipattern.

quiet raft
#

just like that? without nativization they compile to cpp?

#

@opaque plover elaborate

glad flume
#

Im keeping it simple because you dont seem to understand how some languages need a compiler and an interpreter to run code

#

Its just fundamentally not gonna happen

quiet raft
#

The reason that non-programmers can work strictly with Blueprints, is because Blueprint nodes run in a virtual machine (VM)

#

from ue4 docs

glad flume
#

And they still need compilation

#

Hence why you need to compile them before running in editor, or packaging

quiet raft
#

so its an interpreter that runs cpp?

glad flume
#

Its a bunch of visual functions that correspond to c++ code

opaque plover
#

Editing a running blueprint, is not unlike code-editing at runtime. That is something we tend to avoid, being able to guess more, find errors and predict the flow at compile time is always better.
But that's not specific to blueprint themselves.

quiet raft
#

its something very useful when you are editing simple stuff

#

like doing tons of misc level scripts

glad flume
#

Well with enough experience youd be able to code without going back to test it each time

#

Or you can just leave bugspraying until after the content is done

granite spindle
#

With enough experience you dont need blueprints at all

quiet raft
#

still eludes me, if its run on a vm, it should be stored as some form of data, compiling on runtime should be no issue, then serialize the state, replace bp, restore state

#

im missing something here

glad flume
#

C++ is stinky tho, lazy bp days

quiet raft
#

now if bps are coupled thats a problem, updating all coupled bps that use some function you modify, and yadayada

#

that would be very tedious to solve and probably buggy

heady fractal
#

ok so i put in a static mesh inside a thing in unreal but every time i compile it disappears.....how do i make it stay there and not disappear

haughty willow
#

-o-

heady fractal
#

btw the thing im trying to put a mesh in is a blueprint spawnable C++ class

glad flume
#

Disappears how? Like gets deleted or is not visible?

heady fractal
#

get removed from the add mesh thing

#

and i do save my BP

glad flume
#

So you set it to a specific mesh and it gets cleared?

#

Is that per instance or the main class?

heady fractal
#

thats the main class

#

wait i deleted it and added the class again and now it works

#

thats some weird magic

#

it doesnt make sense

glad flume
#

I blame the devil

heady fractal
#

ty for the help tho @glad flume

glad flume
#

Np boss

frozen pond
#

i'm trying to make "multiplayer" but i spawn actor form a class and i see it only on client

#

its set to multicast but it dont work

grim ore
#

who calls the spawn actor code?

plush yew
#

We need help

Basically I have an actor blueprint that I want to by default have a static mesh attached to it that shows when the actor is placed in the world or spawned. This actor is meant to be a projectile

frozen pond
#

client

grim ore
#

then only the client will spawn the actor. what does the multicast description say when you mouse over it?

radiant pilot
#

Help me define a Material in the Material Editor that will only output colored vertices for a node. No meshes. Assume all color data works correctly and materials assign perfectly to a mesh/node.

pseudo pulsar
#

Is there a way to smooth a mask without bluring it? I was gonna try smoothstep instead of an if-statement for my post-process cel shader to fix these jagged lines, but it seemed to only make it more diffused instead of smoothing the curvature of the shading.

plush yew
#

@grim ore Hello MathewW, I'm following your tutorial about the Object Radius (I'm trying to implement this node in my material to avoid my texture to move while resizing the mesh) but I see this curious pin :

#

Your tuto is from 2016 so maybe this pin doesn't exist anymore ?

grim ore
#

you need to enable custom uvs in the material

#

advanced under the material section

plush yew
#

Indeed I've just found the answer in the comment section of your video lol.. But thanks ! ๐Ÿ™‚

light vigil
grim ore
#

@plush yew yeah i just noticed i never showed how to get customized uv inputs in the video. bad me

#

@light vigil you would do that in C++

light vigil
#

Does it require changing the engine source, or is there an extendable way to do it?

plush yew
#

@grim ore Yeah baaad ! I'm gonna unsubscribe immediatly !! (just joking, your tuts are the best ! ^^)

#

We need help

Basically I have an actor blueprint that I want to by default have a static mesh attached to it that shows when the actor is placed in the world or spawned. This actor is meant to be a projectile

Asking again cause it got confusing ul there

fiery lagoon
copper silo
#

hi everyone, i am new to this discord, i am wondering if anyone here with enough experience with replication could help me a little? Thanks!

grim ore
#

@light vigil I beleive you do it in the actor factory for the class, you can check out stuff like the sky sphere or another blueprint that is in the list but I have a feeling you might need to edit the engine source to add new categories

#

@fiery lagoon I don't mess with materials enough to know the answer ๐Ÿ˜ฆ

fiery lagoon
#

Rip thanks anyways ๐Ÿ™ƒ

copper silo
#

@grim ore i sent you a private message, when you have any time.. Thanks!

grim ore
#

I dont have pm's turned on

light vigil
#

Thank you Mathew!

copper silo
#

oh alright well i'll ask you here then.. are you able to help me with my camera direction? i can't replicate it for the client & server to see the same thing ๐Ÿ˜ฆ

#

@grim ore im new to this so any help would be very appreciated

grim ore
#

just ask in general in here or the correct channel, #multiplayer might be better since its well multiplayer

copper silo
#

oh my bad ^^

#

thanks

rough knoll
grim ore
#

might be able to figure it out if you walk thru the code out loud tho. Does the object exists on the server and client? is it the same object in the same place basically (spawned by server) or is it possible these are separate objects? Do you also mean listen server and not dedicated server because if so that has it's own possible issues lol

obsidian plover
#

@rough knoll it's a side effect from SSR

rough knoll
#

is there any way i can make it always look like what it looks like when i look up

obsidian plover
#

you could mix a texture (to work as old-school reflection) and add in the SSR into the material to obtain a nice effect but still not having to use planar reflections (which would get rid of that, but using noticeably more performance)

grim ore
#

look at adding a planar reflection to the water

obsidian plover
#

keep in mind that enabling planar reflections eat up more performance, even when not used

#

I remember seeing someone on the forums who created a workaround which played with fov and camera to somehow render SSR beyond what you actually see

grim ore
#

You could always switch to DXR and use ray tracing ๐Ÿ˜›

obsidian plover
#

haha that also

heady fractal
#
  1. Its a C++ Class
  2. Disappears after every compile
  3. Can still see here but not in world

why is this happening ...it doesnt make no sense or maybe im just stupid

grim ore
#

@heady fractal it makes sense that it would disappear if you are rebuilding the class, the instance in your editor is what is changing so its just instanced changes

sudden bridge
#

I'm trying to attach a knife to my character's hand, but when I try to select the socket it says this

heady fractal
#

@grim ore im sry but im totally confused by wt u mean by that...if u dont mind and sorry but could u explain that in baby words??

rough knoll
#

@sudden bridge would you be swapping to the knife or is it in the hand by default?

sudden bridge
#

what do you mean by that?

#

I just imported it as a static mesh and moved it into the hand

rough knoll
#

would you have a different weapon equipped and then be swapping to the knife or would you just have the knife in your hand by default when you spawn

sudden bridge
#

have it by default

rough knoll
#

make it an actor and spawn it in that socket on the event beginplay in your character blueprint

sudden bridge
#

ok

#

ty

rough knoll
#

mhm

heady fractal
#

@grim ore ok ok...ty ^^

gusty dune
#

I imported a new skeletal mesh to my project, tried to retarget the skeleton. Now it's broken the original skeleton as well, only the head animates. Any idea what's happened?

ivory furnace
#

hey, since apple said unreal engine cant be used on mac or ios anymore, I need to get a desktop pc for ue4 development on PC. I know nothing about hardware or computers. Can someone recommend me some? or give me a good resource to look at?

grim ore
#

apple has said no such thing

ivory furnace
#

yes they have

#

as of the 28th

#

just came out 2 days ago

#

they are in a lawsuit battle with epic

grim ore
#

still doesnt mean what you said

ivory furnace
#

?

obsidian plover
#

from what I've read, developers that have no problem with using Apple payment methods, shouldn't be affected

magic jewel
#

You can still use the Unreal Engine on Mac lol, they aren't blocking you from opening the software and if that was the case there would be literal uproar

ivory furnace
#

@obsidian plover can you link? because ive heard the exact opposite. That they wont support any unreal engine game on the app store or mac

grim ore
#

Unreal Engine runs just fine on macOS now and for the foreseeable future

magic jewel
#

What they're doing is blocking Epic from publishing their games on the ios app store

ivory furnace
#

unreal engine cant use mac to update their software

#

so ur wrong @grim ore

magic jewel
#

Third party developers who are complying with Apple's ToS, whilst using UE4, are unaffected

grim ore
#

you definintely are missing what is going on

obsidian plover
#

@ivory furnace sadly, I can't, so don't trust me ๐Ÿ˜ฆ But that was my interpretation of it... I highly doubt it's going to be 100% just Epic related stuff gone from Apple

ivory furnace
#

i swear i read that they specified unreal engine games, not epic games

#

people where mad that this effects all developers

magic jewel
#

PUBG uses Unreal Engine

ivory furnace
#

not just epic games

magic jewel
#

Do you think Apple are gonna block PUBG?

grim ore
#

Until you see an official notice from Epic Games on what is going on, you might want to not make any decisions

magic jewel
#

The reason Epic Games are being blocked by the app store is because they broke Apple's ToS, intentionally

ivory furnace
#

this says they are blocking unreal engine

magic jewel
#

If you're a developer and you comply with Apple's ToS, even if you use Unreal Engine, you're fine

ivory furnace
#

in that article they clarify they are blocking the engine

#

and not epic games

magic jewel
#

You really think Apple are gonna block PUBG?

ivory furnace
#

yes i do

#

bc they stated it

#

themselves

grim ore
#

again.

ivory furnace
#

"Apple is blocking Unreal Engine on its platforms by August 28"

grim ore
#

until you see an official statement from Epic Games, the people who manage Unreal Engine, you might not want to do anything

ivory furnace
#

i saw a statement from apple

#

they have the control

magic jewel
#

You're misunderstanding what the article is saying

ivory furnace
#

can u explain then plz

magic jewel
#

They're blocking the developer tools/access

#

Not the engine itself

gusty dune
magic jewel
#

They wouldn't even be able to block the engine without access to the app's source code lol?

grim ore
#

#lounge would be better especially since this started with you asking for hardware suggestions.

ivory furnace
#

"If the Unreal Engine can no longer support Apple platforms, the software developers that use it will be forced to use alternatives,"

#

sure my b

#

new to the discord

grim ore
#

and as for hardware whatever your hardware is inside your mac you use now would work fine, or uh... why not just use bootcamp?

ivory furnace
#

happy to move

magic jewel
#

You should get a Windows based PC anyway unless you're running a Hackintosh

ivory furnace
#

dont u guys know a lot about pcs? idk just a recommendation would be ncie

obsidian plover
#

as I said, I highly doubt stuff will go just like "Ok, Epic stuff removed (that includes any UE made games)". I think that if epic does not succeed, then they will just revert back to how it was before...

ivory furnace
#

i dont mind ditching map

magic jewel
#

You tend to just pay out the ass for Apple products

ivory furnace
#

doesnt need to be a hackintosh

#

ditching mac*

grim ore
#

if your mac works fine now, just use bootcamp. dont buy anything new

#

if your mac works fine now and you dont want to use bootcamp, you have hardware that works so get a PC with the same hardware.

ivory furnace
#

i hate bootcamp

#

id rather get a computer where i dont have the hassel and it works ncie

#

nice

gusty dune
#

This channel is for Unreal Engine questions, there's 11,497 people on this server and every few hours this topic comes up and takes over discussion

ivory furnace
#

I make 3d models animations and i game develop i want a nice computer and i hate macs

#

especially after this

grim ore
#

well its because epic doesnt have official requirements in their documentation for people to look at....

radiant pilot
#

Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 1810]
Failed to find shader map for default material WorldGridMaterial(/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial)! Please make sure cooking was successful (Contains inline shaders, has GTSM)

This happened randomly out of nowhere. Unreal has really bad Shader management. How to address? I don't even use that material. Showed up on Google a few times

ivory furnace
#

alright i just thought someone would be like: heres this super cool computer i use for game development. try this one.

#

didnt think it would be so hard

#

my bad

grim ore
#

everyone system requirements are different

ivory furnace
#

why are they different lmao if ujust gave me specs

#

or requirements

grim ore
#

I need massive CPU power for engine compilation, someone else needs massive memory for Mudbox, etc.

warped tangle
#

he did

ivory furnace
#

okay i use blender and unreal engine and after effects

magic jewel
#

People have different requirements for their hardware. Artists tend to favour more budget for their GPU. Programmers tend to favour higher CPU budget, particularly if they're building and compiling locally, frequently.

grim ore
#

welp read the recommendation from epic then lol

ivory furnace
#

okay well im an artist and a programmer so i guess i need both

magic jewel
#

I'm an artist, so I spend ยฃ500 on my GPU but only ยฃ250 ish on a CPU. Someone doing builds/compiles regularly may want to invest ยฃ600 into a Threadripper, but only buy a cheap GPU

ivory furnace
#

i dont know anything about computers thnx for telling me that subzero

#

appreciate it

grim ore
warped tangle
#

If you're doing everything, then get the most computer for your money that you can.

ivory furnace
#

ty @grim ore

obsidian plover
#

@ivory furnace quick response: get any high end (top end not needed) Ryzen, at least 16GB RAM and a card that's equal or better than a GTX 1070

ivory furnace
#

yess ty

#

@obsidian plover i just wanted someone who knows whatsup to be like buy this lol. Sorry i rly dont want to do a ton of research right now. So ill do that. thank you

#

@plush yew tyty

grim ore
#

"I dont want to do a ton of research, hold my hand for me please" .... seriously

ivory furnace
#

is their something wrong with asking for a recommendation from experts when im clearly absolutely clueless?

magic jewel
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Actually PCpartpicker links probably isn't a bad shout to handle this question quickly lol

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That's my build

obsidian plover
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I think this escalated too much, it was just him needing PC guidance

ivory furnace
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ill check out all the links really appreciate the help

subtle hatch
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is there any way to add script components using a script component to an actor?

plush yew
obsidian plover
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@plush yew how are you moving your character? Based on physics, or straight XYZ + 1?

plush yew
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which settings are you referring to?

obsidian plover
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your character movement, is it using acceleration, mass, etc etc or did you make the movement logic yourself in another way? I'm asking because if your movement is calculated like (roughly) position + something, then it will go through walls because you would still be moving that "+ something" everytime

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@plush yew can you provide a video to show the problem?

warped tangle
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A screenshot of the movement logic would help too

plush yew
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as for the vide, im not sure how to record, but it just clips the walls sometimes, especially if I play with the camera and make the camera look through a wall

gusty dune
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With 16gb of ram and a gtx 1060 (3gb) is it normal for some megascans demo scenes to remain at 75% loading after 20 minutes?

magic jewel
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@gusty dune When you say 75%, what do you actually mean? It's stuck on the loading splash screen, at 75%?

grim ore
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75% is shaders, let it go... let it gooooooo

magic jewel
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If yes, then it probably is normal. It'll be compiling shaders I imagine, and the GTX 1060 3GB is gonna be a bit slow at it

grim ore
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shaders is 100% cpu

magic jewel
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Oh I thought it was accelerated with gpu

gusty dune
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Oh the loading % correlates to a specific type of loading?

rough knoll
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can i make more than one networkplayerstart? if so, can i allow a player to choose between them?

grim ore
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yep different percents are different stages. shader compilation is like 39 and 75 and 83

gusty dune
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Oh that's cool to know, thanks!

obsidian plover
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completely normal, I remember back in the day trying to open Kite demo project and it went to shit for about half an hour in my old card. I changed the card to a 1060 6GB and it loaded right away

grim ore
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@rough knoll you can have as many players starts as you want yes

rough knoll
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how can i allow players to choose between them via a widget button?

grim ore
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thats up to you, you would override the choose player start in the game mode

limber swallow
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Hello, is there a way to initialize game instance? Something live a BeginPlay? Where would be a good place to initialize fields on it?

grim ore
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game instance should have it's own begin play if that is what you are asking

thorny coral
grim ore
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your snap is at 10 and your item is not an interval of 20 on the edge? so perhaps its 10 and its now snapping 5 on each side

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also you seemed to have scaled it

thorny coral
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so i need to change the snap to 5?

grim ore
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well you dont seem to have snap on so thats probably not it

obsidian plover
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@thorny coral I suggest checking out splines tutorials, that would probably be a lot better for what you're doing

grim ore
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when you try and move it does it not allow you to line it up?

thorny coral
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i can lining it up perfectly by moving it but it just doesnt line up when its pasted

grim ore
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well pasting usually offsets a bit so things dont overlap

thorny coral
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ah

patent wigeon
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When dealing with the player's graphics settings, how should you do that? Save the settings to a save file and run console commands to apply them?

limber swallow
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game instance should have it's own begin play if that is what you are asking
@grim ore Doesn't look like it has it, it has a method called Init which I expected to do the same thing, except it's not being called on my class :/

grim ore
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you might be right, it should have a startup event but yeah some might not be called begin play. Whatis not being called?

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like what are you trying to do

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@patent wigeon look at the game user settings object in the engine

limber swallow
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I'm trying to set up a reference to a UserWidget when the gameInstance is created.

plush yew
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@obsidian plover any Idea?

limber swallow
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but maybe I should just initialize it if it's null when I try to access it

grim ore
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you might not have a valid viewport when the GI is created perhaps?

patent wigeon
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@grim ore Ah, thanks

obsidian plover
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@plush yew can't really see a problem in what you've posted, a video would really help

limber swallow
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I would think so... but I added a print statement and it's not being shown in the logs...

grim ore
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yep the GI is special its created when the engine starts its possible the initi is just done super duper early (ive never done heavy work in it, just stored stuff)

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and you are sure its using your custom GI?

limber swallow
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Yeah, I had it working by checking for nullity and then getting my instance, but I thought it would look/work better if I just set it at the start

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thanks ๐Ÿ™‚

grim ore
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based on that showing the GI coming up before the world it seems to make sense some of that would not be valid on init

woven cliff
plush yew
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@obsidian plover I ve recorded my screen, just compressing it so its less than 50mb

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thnaks

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I m a data scientist and tbh i didnt think using engines would be harder than data science ๐Ÿ˜†

obsidian plover
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watching rn

grim ore
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@woven cliff you might not be able to fix it, render-dev is not guaranteed stable and it might be a partial commit

obsidian plover
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@plush yew did you try making the head collision smaller?

grim ore
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look thru the commits to when that was last updated and maybe try the commit before that instead

woven cliff
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ok I will go check that out, thanks!

plush yew
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@obsidian plover my character doesnt have a Head. its an empty mesh

obsidian plover
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the top one

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oh

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@plush yew idk man, to me it looks like you are rotating the collision mesh, which then probably is half way past the wall when you look down/up... It only happens when you do that, right?

plush yew
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it happens mostly when i look down up

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sometimes, it just goes through

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i ve recentered the mesh

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but it just goes through, did no one else encounter this problem

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?

obsidian plover
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are you using any premade BP to see if I can recreate that? Like the fps one or something

plush yew
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i mad the blueprint myself as part of a Udemy course

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guess i ll give up lol

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no one seems to know, its odd cause I m doing something so basic

obsidian plover
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(eject)

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then it allows for free movement (as in without pressing play) and show player clollision and it would look like this

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so you can see where your collision mesh is

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when looking up and down