#ue4-general

1 messages Β· Page 826 of 1

edgy lark
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@quick shell Lmms

autumn elbow
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@ornate forge keep the link, then switch, then delete the original class

mental oyster
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Welp, I finally have an idea for my game’s bolt action rifle. Some mad lad in 1885 created a bolt action rifle with an internal tube that can hold spitzer rounds

autumn elbow
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@quick plover make a Pawn class, and your controls.

mental oyster
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They’re loaded so that the tip of the bullet is angled downward and touches the rim of the round in front of it

autumn elbow
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In the game 1885?

mental oyster
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The year

autumn elbow
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Oh ok

mental oyster
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My game is going to be set in an old western inspired fantasy world

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It’s going to be an open world survival

jolly oak
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I've been following a VR smooth locomotion tutorial and it looks like the guy dragged off his camera and could make a 'get forwards vector'. I however, cant drag off my camera at all. Is there any solution to this?

hollow ridge
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o god I feel so dumb rn Ive spent the past 2 days learning about TanH then I relised aw shit didnt even need it

autumn elbow
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@jolly oak which tutorial ?

jolly oak
autumn elbow
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There is a Get Forward Vector on the Camera.. @jolly oak

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The difference I see, is he has a Pawn class, and you have a Character Class. maybe the Character has something special for the camera?

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If it's using control rotation than it might, not sure.

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Try making a Pawn as a test.

amber moat
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HI guys, It seems my animations are capped by client FPS. Let's say the game is running fluid on the listen server (120+ fps) and then a new player join and his game runs at 30fps ... The listen server will see animations of the other client not smooth at all ... why is that happening ?

autumn elbow
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@hollow ridge I spent a week working on some math that was already in the engine. πŸ˜‚

rapid gulch
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Hello everyone. I want to start making my first game in Unreal Engine. First I wanted to make a car game but I didn't find any good tutorials. Can you give me some recommendations? It could also be an FPS game or something else. Thanks.πŸ‘

autumn elbow
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What kinda game do you like playing the most? @rapid gulch

quick plover
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@autumn elbow thanks, I'm a complete newbie so idk how to properly make those controls. I was playing around with the first person BP but couldn't do it

autumn elbow
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Try a Pawn. It's what he has in the video.

hollow ridge
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@autumn elbow dang that sucks. What was it?

autumn elbow
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A kinda angle snap for building. It was all good though. Game dev life. πŸ˜‚ @hollow ridge

quick plover
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aah the pawn works fine now lol, I think i was trying to move outside of the level or something lol

jolly oak
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@autumn elbow I just tested it and yep, changing mine to a character is what stopped it from working. ty for the suggestion!

rapid gulch
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@autumn elbow Simulators like a car simulator and FPS. Sometimes also games like Fall Guys.

tight swan
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how can I seperate armor from a mesh in ue4?

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I have a knight character and it has a mesh underneath and I wanna make it so that I can toggle the armor on with something

autumn elbow
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@tight swan there are a few tuts on YouTube for that. Look up clothing change or equipment.

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Or Character Customization

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Having multiple Skeletal Meshes running at the same time is a bit taxing. So, performance test. Instead of having multiple sk meshes, if you have just one customization, then maybe switch out the entire mesh.

pseudo pulsar
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I also seen a pull request on the epic git, but they mentioned that they were gonna do something bigger than just arrays, but they were going to also implement arrays although this was a couple of years ago so I'm a little confused.

heady fractal
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I closed the edit landscape but i still need to edit it

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wt am i supposed to do to re-open it again???

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nvm...ik im new but im also blind...it was right there

supple crag
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Hey everyone, i have question. As you can see in the image all the white nodes have those weird "distorted" edges. My camera is rotated by 5 degrees. So it's not completely 90 degrees top down. Is there a way to make the edges of those cubes smoother? They have a plain static mesh

sudden agate
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You want antialiasing

queen dirge
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may I ask what is the workflow of making a camera follow a path?

supple crag
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@sudden agate thanks that was it. The edges are real smooth but now i got that weird glow to my level. Do you know how to change that?

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Or maybe it just looks weird to me now cause i got so used to the different look πŸ€”

queen dirge
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question...some packs have procedural foliage type set and some do not have, they have only static meshes

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do i need to make a foliage type for those static meshes to paint them? is this because of performance or what is the case?

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because I can see that I can add those static meshes to the foliage type menu for brushing

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im a bit confused

vapid spoke
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Hi all,
I can not find the rule to convert the rotation from unity to unreal.
In unreal, I use GetActorQuat() to get the actor rotation.
I have uesd from Unity3D[x,y,z,w] to UE is [y,z,x,w].
But the rotation value in unreal is usually multiplied by a minus sign with unity.
And there are no rules in any rotation.
EX:
unity: Set Rotation Z->170
data.rotation.x: 0.000000
data.rotation.y: 0.000000
data.rotation.z: 0.996195
data.rotation.w: 0.087156

unreal: Set Rotation X->170
data.rotation.x: -0.000000
data.rotation.y: 0.000000
data.rotation.z: -0.996195
data.rotation.w: 0.087156

unity: Set Rotation Y->80
data.rotation.x: 0.000000
data.rotation.y: 0.642788
data.rotation.z: 0.000000
data.rotation.w: 0.766044

unreal: Set Rotation Z->80
data.rotation.x: -0.000000
data.rotation.y: 0.642788
data.rotation.z: 0.000000
data.rotation.w: 0.766044

pliant rose
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hi, what makes us who we are? how can we group some humans with others? Belieds? Skills?> Views? what else?> any assistance would be highly valued

dapper bluff
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hi

low sleet
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Can you prevent the Skylight from being selectable?

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--I don't want to include them in my box-select

quartz forge
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hi, can someone help me ? i got a packaging-building problem, idk why , maybe cuz of plugins, anyway here's the logs

hollow ridge
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is there a way to see what in your scene is causing the most preformance loss?

quartz forge
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maybe its the terrain generation bluprint

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cuz it generates real meshes

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and im using simplex noise plugin

heady fractal
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can i fade out an audio in an audio cue???

rapid gulch
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Can someone give me a recommendation on a good tutorial how to make a car simulator in UE?

low sleet
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For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gaz6eETtIxcmUDnqu5A-8At

In this video, we setup a basic car using all the default values. We will use this car for future tutorials to learn about tuning and handling.

A link to the wiki for fur...

β–Ά Play video
plush yew
flint dagger
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Seems like you have double vertices?

plush yew
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I removed double vertices on blender

flint dagger
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hmm... weird, I can't really assist without seeing the mesh - but you have some incorrect vertex somewhere that's preventing the cloth from creating.

plush yew
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oh... thanks a lot

rapid gulch
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@low sleet Thanks. I'll have a look at it.

fierce forge
mental oyster
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K then

honest vale
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@fierce forge don't program infinite loops

fierce forge
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yesterday the same bp worked

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what i did wrong ?

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@honest vale

rocky radish
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what i did wrong ?
@fierce forge you're making an infinite loop by adding over and over again the same thing, making it so the loop never ends because the array keeps adding things forever and these things are being processed in the 'For each loop'

honest vale
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you're adding to the array you're iterating

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you have spaceship A and you compare it to spaceship B. If they are NOT the same, you add spaceship A to the array. Then you compare the next one, which is the just added spaceship A and compare it to B. Not equal and rinse and repeat

fierce forge
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no

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that's not the entire bp

steady owl
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I had installed a market place pack as a test on my project, I later deleted my project and copy pasted a backed up version of it without this market place pack added, however now whenever I open my project, it complains that the pack is missing Warning: Failed to load .....

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Is this just because the cache on this PC still has the pack as being in the project or something?

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When I open the project on another PC, this warning doesn't show

fierce forge
honest vale
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I'm pretty sure that for each loop does exactly what I said

patent jolt
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Strange question, but is it good practice to break everything out into actor components? Like my player now has a dash actor component, inventory actor component, levelmanager actor component and then the player blueprint interacts with those components when necessary. Always thought this was good but was recently told that this is bad for performance and I should use functions/macros instead

heady fractal
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Is ther a way to hide the player UI ?? When in game I have a PlayerUI to show ammo and health and stuff....but when I start the game from the menu I can see those things there too. So I wanted to hide those when in menu

hot pine
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Unrealbot didn't quite give me the choice

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@heady fractal set the visibility of the widget to invisible

lofty wave
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Is there a kind of event that can be used on all actors that can be selected through a reference

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(This is gonna be a tough one to explain)

hot pine
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Are you limiting the types of actors or do you want the event to be available on every single actor?

lofty wave
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Its for an interaction system
My old one completely sucked because it was a giant list of Branches and calling actors names

hot pine
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So, I suppose that all of your interactable actors inherit from a base interactable class or have an interactable component?

mighty hearth
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Just saw that unreal engine 4.26 will have the fortnite water system, super hyped!

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But uh, when is 4.26 supposed to drop?

rocky radish
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But uh, when is 4.26 supposed to drop?
@mighty hearth around the end of 2020

mighty hearth
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Ok

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Sweet thanks

lofty wave
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But I dont want to make a special case for every interactable object

hot pine
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Make a master interactable class or an interactable component

lofty wave
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Oh I havent thought about parenting Blueprints...

hot pine
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Then you can just cast to that interactable class (or component) from the line trace and check if the cast is successful and then proceed with your event or other stuff

lofty wave
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Yep

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Thanks

hot pine
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Also you can do this with a sphere overlap instead of a line trace

hot pine
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Is there a way I can make a correction to my job posting or delete it altogether?

frigid needle
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Wouldn't you want to explore an interactable interface?

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I think that would prevent a lot of the unnecessary casting, and keep some of your performance

vale root
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hey i know its the second time im asking this but i couldnt find help anywhere else

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basically im getting errors when transferring projects to my new workstation

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everything looks just fine in the viewport but when i try playing it i get this screen

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followed by this message log

hot pine
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Broken references

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Most likely

vale root
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someone over on answerhub told me there must be missing textures or something

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and how could i fix this?

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its in the actual project's blueprints not something made by me

stark marsh
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my lods aren't working

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it sort of works in the viewport

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but in actually in game when i fly away from them they don't go down in detail at all

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the only time it goes down in detail is when i manually select which lod to view, and i only see this in the viewport

hot pine
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@vale root did you use the migrate feature?

vale root
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no? does it work with projects as well

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i only copy and pasted the project's folder onto a usb stick then transferred the files over on my other machine

hot pine
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Hmm that's weird

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It should have all references configured properly

vale root
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the thing is

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that if i transfer it back to my laptop

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it somehow works

hot pine
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Wha

vale root
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could there be like a model or texture on my laptop somewhere else than inside the project's files?

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so when i run it, it references to that or something

quaint sedge
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I want to t into Unreal Engine because I can't code for shit, could I ask a question?

frigid needle
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I need some high level advice so I can start researching. If I'm planning on creating a number of weapons that fit into various equipment slots (think gun types that fit onto a spaceship), is the Gameplay Abilities plugin a good method of doing this? I keep seeing mention that Fortnite makes use of the same system, so I'm thinking it may suit my needs, but wanted to check

celest creek
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Ho ho

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What's the deal with Datasmith for Maya - is that coming at all?

hot pine
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@quaint sedge ask

vale root
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okay apparently it could be because of drive letters?

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i think

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even though all the textures and models work

harsh tiger
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I have a question that I'd be interested to see if anyone knows an answer too about audio in ue4. If I have a SMG fire sound and it's classed as "gun SFX" and then in game I set "gun SFX" volume to 0. If I then fire the SMG will that sound still be played? Because if the volume is 0 then it's pointless. So, would I have to check first if the "gun SFX" volume is > 0? Or is this done automatically by the engine?

manic pawn
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inaudible sounds are automatically culled unless you set them to play when silent

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this can be useful for music that you don't want to reset when someone drags the volume slider down and back up

quaint sedge
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@hot pine Is Unreal Engine's coding similar to Scratch?

hot pine
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No

harsh tiger
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Perfect, I was thinking something like that would happen, but wasn't 100% sure

hot pine
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Blueprints are different

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They are visual but they are much more advanced to scratch

quaint sedge
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Because I was watching a video called "Flappy Bird RTX" and they used UE4

hot pine
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Do you have any prior programming experience?

vale root
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when talking about the way it looks, yes. other than that its not really related at all

quaint sedge
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Only with Scratch, nothing else

hot pine
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Well, I suggest you go and learn a programming language before diving into unreal

quaint sedge
hot pine
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You can still code blueprints without this but it will be much harder

vale root
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yes it uses nodes

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not the ones in scratch though

quaint sedge
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I thought it looked semi-similar when I saw it.

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UE4 is C++?

frigid needle
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Alternatively, learning with Blueprints can help them better understand concepts related to C++ programming

serene birch
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UE4 is a truckload of C++ yes

mental oyster
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I’m using Reid’s weapon system tutorial series, and I just named the skeletal mesh for the gun Spooky

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I refuse to change it

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I admit I sort of jumped the gun and set up all of my shotgun’s meshes before getting to that part of the vid, but all I had to do was put everything under a blank skeletal mesh

ornate ice
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Hey good morning

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I was trying to convert a piece of logic I used to keep my player inside the camera in Unity

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screenBounds = MainCamera.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, MainCamera.transform.position.z));

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so I was using this

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to calculate the camera bounds

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but the numbers I get are not fine

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anyone knows if I'm mistaken with the node I'm using

quaint sedge
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Okay, I was wrong Blueprints just looks like Lua coding but less stringy

ornate ice
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anybody knows why?

stark marsh
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hello

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i don't want to use simple collision for my objects

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but i want to more complex collision

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but could i lower the resolution of the complex collision just a bit, so it's not too intense but not really basic either?

exotic thicket
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you can either try using the collision generation options in the mesh editor, or create a custom collision mesh in blender or such

stark marsh
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yes

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i could just make a lower poly version of the object

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like just use decimate tool

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then import the lower poly version as the collision for the higher poly one

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i don't know how to do that

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i have made a lower poly version of my object

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but how do you use that lower poly one as the collision for the most detailed one?

exotic thicket
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Check the collision section there

worthy plaza
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camera up and down don't work, even if i click on "use pawn's pitch", why?

stark marsh
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i still don't get how

lament star
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To anyone getting UI flickering in UE4:
To fix it turn off window animations inside the editor preferences panel

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Posting this here in case anyone needs it, I've been having this issue for a while and could find a solution anywhere

frigid needle
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@worthy plaza when I ran into that issue, the fix was "inherit pitch"

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even with "Use Controller's orientation" checked

worthy plaza
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Where i can found these things?

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Found the inherit pitch, was "on", i've to turn it off?

severe gorge
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hey this is out dated

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anyone know how to use the curve editor anymore?

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its not the same in 4.25

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and the old UI was so much better

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this new one is confusing

stark marsh
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i've figured it out now

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custom collisions

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i know how to do it

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you just make some objects in your 3d software of the basic shape of your main object, it's that simple

night kindle
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hi

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did anyone see this game trailer Black Myth: Wukong

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is it made in Unreal engine

radiant haven
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is ther an add Force for an undefiend actor?

frozen pond
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how i can select random value but from pool ?

exotic thicket
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You could make an array of the values and select a random value from the array, or you could use a Select node and choose a random value using a random int

pseudo pulsar
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Anyone know if reading from 2D Texture arrays are a thing in UE4?

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When my project was in Unity I was using them to store/read information from my tilemap.

grave nebula
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aye

left citrus
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I've received a project from a colleague for VR, but none of the input is working - after opening the pawn I see a bunch of warnings. I thought at first it was because I didn't have the appropriate 'Input' project settings set up. But I don't think that's the case as these are reading the raw events right?

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same error across all the input in the project

grim ore
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do you have the same version of the engine he is using?

left citrus
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yessir

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I can go through and create Axis/Action mappings for all of these, but it seems strange that his would work

grim ore
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and you verified that all the oclulus plugins are enabled? I would assume so

left citrus
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I believe so, I can test the project on my occulus etc

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workplace ordered both of our quest headsets at the same time too so I'm confident the hardware is the same etc

grim ore
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yeah definitely weird. I know in new versions you cant bind directly to motion controller inputs

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but if it worked on his and you are using the same engine version that that makes no sense

left citrus
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that was my thinking, that's good to know though

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I'll warn the rest of our engineers not to bind directly any more

grim ore
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yeah its bad practice in the first place, I guess this is a good reason why lol

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maybe this project was an older version then upgraded to newer ones and it was fine on his but when directly opened on yours its complaining

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its also super weird since its the direct motioncontroller inputs and not the platform specific ones you are using as well...

quick shell
left citrus
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Yeah it's strange - I can swap the keys it's listening for to keyboard input and it all works fine

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as you would expect

grim ore
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ah yeah it happens on oculus inputs as well according to the oculus pages, changes as of .24 and it should work just complain but yeah input bindings is correct

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its just for the motion controller stuff apparently since the old way was wrong

left citrus
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right, yeah he's getting the warnings but it's working

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guess I'm just unlucky..

grim ore
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yeppers, warnings should be paid attention to πŸ˜›

left citrus
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no kidding! πŸ˜›

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guess I'll have to put that in writing for everybody

grim ore
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@quick shell when do they show up? is this one mesh or multiple meshes lined up next to eachother

quick shell
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is land scape

grim ore
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ah, then its due to your lighting not being built yet (should say in the top left)

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or you have to switch to dynamic lighting

quick shell
grim ore
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the round sun dot?

mossy nymph
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@left citrus it seems like you don't have the input actions configured in project settings

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almost like he didn't send you the config folder

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definitely not the DefaultInput.ini

grim ore
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those are not inputs, those are key events

mossy nymph
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hmmm

grim ore
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its a .24 change to the way VR controllers were handled

quick shell
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textures and materials are 2 diffrent things?

serene birch
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they are, GPUs cannot draw "textures", they can only draw materials, materials that will read textures (or not)

quick shell
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should animations be made in ue4 or something else

left citrus
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@mossy nymph Yeah, this is just directly mapping the key pressed

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the equivalent of doing this

grim ore
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@quick shell depends on the type of animation, if its a skeletal animation then outside of the engine

sudden bridge
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As a little test I put an orange cylinder on the default vehicle and made a script where it would flicker as an emissive when the E key is pressed. It doesn't do anything and I'm not too sure why, can anybody help me out?

left citrus
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@quick shell Textures are just a 'container' they contain the pixel/colour information in 2D, a material implements a 'shader' program to actually take those 2D textures and put them on your mesh and draw them to the screen. The material editor in UE4 lets you do some fancy calculations before drawing to the screen to tweak how the surface looks (shiny, metallic, reflective, high/low specular, normal maps, glowing etc)

I'd suggest going and checking out some of the documentation, there's a lot of really useful reading material out there/videos which can help

forest tree
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Hey guys I'm facing a crash when I click on a node within my BP graph. Has anyone ever faced this? I can't find anything about this.

Assertion failed: EntryNodes.Num() > 0 [Engine/Source/Editor/Kismet/Private/BlueprintDetailsCustomization.cpp] [Line: 842]

left citrus
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@forest tree that doesn't look like a standard BP graph, what editor is that in?

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or do you have some skin on it?

forest tree
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Just a skin on it, with electronic nodes

left citrus
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does it crash with the skin disabled? πŸ˜›

grim ore
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@sudden bridge from what I can see your for each loop has nothing going into it, it should never run you are not looping over anything. IF you just have one item you shouldnt have a need to loop so that is super confusing

forest tree
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That has never been an issue @left citrus, I highly doubt it. Have used it for a long time now

left citrus
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fair enough

sudden bridge
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I'm trying to make the emissive of the material change back and forth every 1/2 second when the e key is pressed, do you know of any better way I could do that?

grim ore
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look into using parameters, an if or lerp, and a sin/time node in the material

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then you just turn on that part of the material using the parameter and it will automatically turn on an off until you tell it to stop

sudden bridge
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ok

grim ore
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the code you have there might work but you need a For Loop not a For Each Loop. For Each takes in something and does stuff with that something, without a something you cant loop.

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if you want to not use a material parameter or instance then using a timer would work as well

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look up ue4 blinking light material

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or even a flickering light

sudden bridge
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Ok, thank you!

turbid vigil
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hey can someone help me out with an object reference issue?

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video reference at 4:50

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i am only getting character sheet instead of heads up display. followed the same steps

scarlet birch
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Anyone using Houdini for generating landscapes for use with world composition?

grim ore
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@turbid vigil well you didnt name yours the same as his, are you sure thats not just what you named it?

turbid vigil
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what exactly didnt i name? @grim ore

grim ore
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well he is using the third person game mode for example, you are not. Are you sure you named your widget reference in your game mode the same as his?

turbid vigil
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ahh thats what you refering to

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no i dont use the standard third p gm

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i came up with my own

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but as far as i know i also made a reference there

grim ore
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yes and what did you name it

turbid vigil
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hold on

grim ore
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show your game mode variables

turbid vigil
grim ore
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yes so you named yours different than what he named his didnt you?

turbid vigil
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u mean HUD Character Sheet?

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that ones which is set?

grim ore
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thats what it looks like

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I mean you didnt follow the tutorial exactly and now you are lost and you wonder why

turbid vigil
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he s doing it here at 9:00

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so i am checking real quick if thats the case

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okay so difference is

hearty walrus
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the tetrahedron default doesn't get something like this

turbid vigil
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he called it HUD and I called it HUD_Character_Sheet (so that i dont swap it with my general HUD..) but at the end it still says heads up display in the video .. do you know what i mean? @grim ore

stark marsh
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how do i do this

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i don't know what it's called

turbid vigil
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@stark marsh vector 3 something

stark marsh
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ok

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how do i change the numbers

turbid vigil
grim ore
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@turbid vigil yes and like I said you want to get whatever you named it. If you read the comments you will also find other people had the issue as well as other problems with that video you will run into

turbid vigil
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@grim ore aight then it have to be character sheet .. just a bit confusing at the start .. i ll give feedback if everything went accordingly

near pine
turbid vigil
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@near pine try to look up at the parent bp since thats where default settings come from

near pine
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ok

turbid vigil
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@grim ore i am missing now the hud canvas right after the next step in the vid or was it the same issue as rn?

grim ore
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that is another issue that is mentioned in the comments

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there are quite a few problems with the video

turbid vigil
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ok so do you know what he is refering to with the HUD Canvas? do you need to see my setup of bps and game mode again?

grim ore
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I do, and the comments tell you how to fix it

sudden bridge
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How come whenever I use the vehicle blueprint and try to use a controller it screws up the car?

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it gets stuck in reverse idk how to fix it

turbid vigil
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Go to the HD UMG then click on the Canvas panel onthe details panel right side of the name there is a check box called "Is variable" turn on this and you will be good to go @grim ore

#

idk what the HD UMG is could you please tell me where to find it?

grim ore
#

in your hud character sheet it is probably your main canvas panel, the root. You are supposed to make it a variable

turbid vigil
#

@grim ore the variable option above wastn avaible in ´´character_sheet´´ so i asume it has to be sizebox_0 ? i turned on the variable

#

or did i did something completly wrong and this sizebox has to be swapped with a canvas panel?

grim ore
#

it looks like you should have another widget that is your main heads up display, and that should have your character sheet in it

#

the main widget is the one you are supposed to be referring to in all of this not your character sheet

turbid vigil
#

hold on

bronze cliff
#

Are there any recommended resources for learning C++ and Unreal?

turbid vigil
#

so should i put the eq character sheet into the main one?

grim ore
#

you have a widge that is called heads up display, according to this tutorial that is your main widget that you are supposed to be using. The character sheet was added to that.

#

you are supposed to have a reference to that heads up display in your game mode after you created it, I think you called it hud character sheet for some reason

#

that widget has a canvas panel you are supposed to make a variable

#

@bronze cliff learning C++ or learning unreal C++? do you know C++ ?

keen moss
#

how do i go about changing the location of the derived data cache?

#

i want to move it to a secondary HD

bronze cliff
#

@grim ore I do not know C++

#

I know a little C#

#

And a tiny bit of C++

grim ore
#

then look at learning C++ outside of UE4, learn the basics. Do you know UE4?

bronze cliff
#

I do not

#

Just the absolute basics

grim ore
#

then look at learning UE4 next using blueprints. then work on converting your test project from BP to C++ (all the blueprint code is in C++ so it's easy to compare)

turbid vigil
#

@grim ore that is my main hud also mentioned in my game mod .. the current class in it is used for the health bar at the top corner... can i add the character sheet to this hud class?

bronze cliff
#

Thanks!

grim ore
#

you can skip all that if you want with some udemy courses like ben tristems but the lean C++ 0> learn UE4 0> learn UE4 C++ is a good path

turbid vigil
#

or do i just go along with ´´sksy_hud´´ instead of canvas hud mentioned in the video?

grim ore
#

@turbid vigil I have no idea, I did not make your project. Your trying to follow a tutorial but not doing it the way they did it.

turbid vigil
#

well okay thanks anyway you could help me get a few steps further so thanks for that

#

sorry to have bothered you

#

*you did

#

not could

grim ore
#

not a bother but the tutorial you are watching doesnt seem to explain what you are doing and is a mess so I dont know how much help its going to be in the end

turbid vigil
#

yea its no problem

#

i ll find a way gods willing

#

but anyways thanks

#

u actually helped me a bit here

errant venture
plush yew
#

im trying to create a game but i suck with blueprints

errant venture
#

Anyone know why my prints end up like

grim ore
#

your top return node is not plugged in

errant venture
#

thank

#

a

#

thanks.

#

thats kind of upsetting.

#

but tysm.

#

AAAAA

#

ok

grim ore
#

also it looks like you are trying to basically wrap around a number?

errant venture
#

it works great.

#

yea, i am

grim ore
#

look at using the modulus node, its designed to do that

#

no need for if or greater etc.

errant venture
#

oh, okay

quick shell
grim ore
#

its amazing how much info is out there just by looking at the docs or google. It's almost like they designed it in a way for you to search and find the answers to your questions in an efficient way.

stark marsh
#

hello i want it so when i do something, for now when i overlap an object

#

for an other object to be activated

#

like set active

#

so when i finish a level, i want a portal to be set active

#

how would i do that?

grim ore
#

lots of ways, it all depends on your skill and your project setup. basic way would be when that one object is overlapped it talks to the other object and runs an activate event inside that other object that does whatever you consider is acivated

stark marsh
#

i'd need to reference all my objects that make up the portal

#

so the actual meshes, and the trigger volume that actually teleports my player

grim ore
#

your portal can be a blueprint

brisk pebble
#

Hi guys. Attempting to create a ControlRig in Unreal and the engine keeps crashing every time I try to delete a certain sets of controls from the hierarchy that I plan on redoing. Was wondering if anyone has come across this issue and knows of a fix or a work around.

sudden bridge
#

for some reason whenever I move an object in it's stuck on compiling shaders... it never progresses the texture's always blank

grim ore
#

what does the material look like?

modest cloud
#

Hey there, I'm using high poly megascans assets in a test project but the assets are showing up very low res in the viewport....does anyone know why that would be or have any experience using high poly assets from megascans inside UE4?

flint trench
#

Yo am I tripping or does the Background Blur Widget straight up not work on Widget Components?

#

It just looks like this

grim ore
#

@modest cloud low poly or low texture quality?

flint trench
grim ore
#

@flint trench I would assume it does not work as it says it does it in a post process way

haughty willow
#

I need help

#

I deleted my game stuff folder by accident thinking it had the wrong contents.

#

When I switched maps it asked me to save I didn't know what it mean't so I saved and I checked and everything I worked on was gone. Is there some sort of puragtory or autosave feature??

grim ore
#

there is a saved folder with auto saves, you can try in there

haughty willow
#

Where do I find it?

#

please man

grim ore
#

i just said, a saved folder

autumn elbow
#

also, consider adding source control to your project. It helps when you need to go back to different states of your project.

grim ore
#

inside your project is a saved folder

heady fractal
#

how am i supposed to select a material to paint?? i could when i was placing the landscape but i cant anymore

deep viper
#

I am having a really hard time trying to learn UE4, I'd like to say I am experienced in using game engines (especially since I've used ue4 in the past). But I can't even get past basic problems after googling through 6-7 pages of results. Why can't I change the image on a button to save my life?

grim ore
#

does our landscape have a material with layers?

heady fractal
#

No it doesnt have layers

grim ore
#

then you cant paint layers

heady fractal
#

can i put something above at a certain place to make it seem so??

grim ore
#

@deep viper i know you said you googled but changing an image seems an odd one to find no solution to

heady fractal
#

like a small new landscape??

grim ore
#

your material has to know what to show when you paint, without a material set up to allow you to paint you wont be able to paint

#

you cant just "paint textures" on a landscape

#

@deep viper you said you cant get basic problems but how much learning have you done with the engine. actually learning how it works not just trying to dive in and do stuff. Learning how UMG functions would lead to the answer on how to set an image on a button.

deep viper
#

@grim ore My ego did take a big blow from not being able to do it on my own. I'm reading a UMG guide right now, but I still haven't seen anything related to changing the image of a button. I've tried 2 different blueprint solutions, but neither work, meaning I can't do much about that.

grim ore
#

so the first issue that I can see is what do you mean by "image". Do you mean the way it is styled (looks like a big grey button) or an actual image on the button like you would have text?

#

and do you mean at design time or runtime

deep viper
#

I am referring to a [png file] and switching it with another, I drew them in some drawing software. The engine text looks monotonous and only invites more technical issues compared to swapping handdrawn image files.

grim ore
#

so that instead of a grey square its like a purple spiky blobby button?

deep viper
#

Correct.

grim ore
#

buttons are styled, the style determines what it looks like when normal, hovered, pressed, and disabled. each style has options including the image that is used to display that state.

#

so in the appearance section there is style section and you can change each of the styles for that button

sudden bridge
#

Hello, anybody know of a good vehicle enter/exit tutorial? I've been looking at alot but it's usually someone with a really heavy accent and tons of background noise and unreal engine running at 2 fps so I'm having trouble finding out how to do it.

plush yew
#

Hello. does anybody know how to convert a unity aset from the unity aset store to unreal engine thanks in advance.

grim ore
#

it depends on the asset but normally its drag and drop, most unity assets (once in your project) are source files like fbx and png/tga

#

if its code, nope. If its a custom asset like a mecanim, nope, etc.

plush yew
#

Hmm i see i have a model that i paid for on the unity asset store can i convert that?

#

It has no scripting

grim ore
#

look at the model in your project, its probably a fbx so yes

plush yew
#

Alright

grim ore
#

if that is allowed by the asset store EULA is completely different and up to you to find out

plush yew
#

Okay got it

#

Thanks for the help.

deep viper
#

@grim ore Thanks a bunch. It is now much more apparent why I need to read on all the tools in the engine before trying to do everything with blueprints. I finally have buttons updating properly with all the states.

grim ore
#

yay

plush yew
#

MathewW = POG

modest cloud
#

@grim ore It seems to be low texture quality, when I view the wireframe the mesh is extremely dense.

plush yew
#

Wait hol up what is a .tif file

#

Nvm

errant venture
#

I have actors that always appear as well lit, even in the dark.

#

any ideas?

#

They aren't emissive

#

and i've rebuilt lighting multiple times.

grim ore
#

@modest cloud did you import the higher res textures from bridge? it has options. also is your scalability set to high or higher in the editor?

modest cloud
#

My bridge export was set to export the 4k textures.

#

Where is the scalability parameter? I'm fairly new to UE4 so I'm still learning where everything is.

grim ore
#

settings on the main toolbar, then its in the middle

#

double click on the mesh as well to open it in the editor its possible its mip mappin early or just simply your lighting and such doesnt match the example

haughty willow
#

Found my files. The map texture is stripped and I don't know how to use the layer data on it or if I can restore it, all my textures have an error beside them so everything has a problem

sudden bridge
#

So what I notice in my coding is that it stops running right at the 'Cast to BP_SUV' thing. Is there something I'm doing wrong?

exotic thicket
#

You're casting your character to BP_SUV which doesn't seem right

modest cloud
#

@grim ore I sent you a DM with a screenshot of what it's looking like.

sudden bridge
#

ooooh, what can I replace it with so that I can use the variable from my BP_SUV class?

deep viper
#

I imported an mp3 file and saved the changes in my project, I made a blueprint function of "Play Sound 2D", but no audio assets show up when I clicked on "Select Asset" under Sound. NVM, seems ue4 doesn't support mp3, just some erroneous info on the internet.

heady fractal
#

how do i cut a static mesh into pieces in the editor??? is there a way??

mental oyster
#

when you follow a tutorial, try to modify it to fit your own game idea halfway through, and fuck it up so much that you have to scrap the whole thing and start over

heady fractal
#

wheres the edit mesh tab??? it says thers one in the unreal documents

grim ore
#

edit mesh in the static mesh editor or in the viewport? you need to enable datasmith and the geometry tools and mesh editing tools

heady fractal
#

in the static mesh editor...the one that opens when u double click a static mesh

grim ore
heady fractal
#

yes ty

pliant rose
#

3d artists modeling 3d objects find me, I made an app, want to know if you will benefit from having this app too or its just me...

urban shell
#

Hey guys don't know if this is the channel for troubleshooting; but I'm having an issue with the UE editor...
A short time after starting the editor, the preview window will stop refreshing, all tooltips will turn black, and when I minimize or make the window smaller it goes completely black. GPU drivers are up to date. Has anyone else had this issue?

plush yew
#

Yo

deep viper
#

Any obvious difference between "OnClicked" and "OnRelease" ? , I know that both of these conditions become true when the mouse button is released. Now I'm pretty confident these are not redundant, and they differ somewhere.

urban shell
#

One is as soon as the button is pressed, the other shouldn't happen until its let go. A click is two events, the start and release events

deep viper
#

Are you referring to "OnPressed" ? "OnClick" does not seem to trigger when the button is pressed, but "OnPressed" does trigger. (Been playing with it just now)

heady fractal
#

i have a fire explosion effect.....how do i make it that it keeps looping but randomly...like after random intervals or something

autumn elbow
#

@deep viper OnClick is 2 events- OnPressed and OnReleased. Sometimes you'll want to tie a function to OnPressed alone, or OnReleased alone.

deep viper
#

Ooooh, that does make sense.

dire fjord
#

The "end" key is used to take a model and move it directly down until it hits something. Is there a similar key to move something along the x or y axis?

cold halo
#

guys i have a serious question

#

how are they doing this cinematic type of gameplay

#

can you break it down for me someone cause i cannot ever understand how to set gameplay up like this

#

its like the ai is following a cinematic story idea

#

for example at 2,54 an explosion triggers!

#

and ai then spawns into the environment

#

but it so smoothly transitions into the scene as to a point where i was thinking it was a sequence

#

in the sequencer

mental oyster
#

Is there a specific channel for mechanics in a game, or is it alright here

#

I’m looking for some feedback on an idea

modest cloud
#

Does anyone know how they got the assets to look so highly detailed in Rebirth? I've been trying to get similar results with the same high poly assets and my geometry never looks the way they got theirs to look.

autumn elbow
#

@cold halo player enters a trigger box, explosion fires, character take cover anime plays , then control is returned to the player

#

@mental oyster what's up?

mental oyster
#

My game is going to be set in a 19th century/old west themed fantasy, and I had the idea of using Q for a Quickdraw - the player draws a small holstered weapon of their choice and automatically fires a single shot with an accuracy penalty

#

Skills will improve the more the player uses them, so the draw speed and accuracy will increase over time

autumn elbow
#

Nice... like Red Dead's Bullet Eye thing

#

or is it Dead Eye

mental oyster
#

Dead Eye

#

The difference is that rather than slowing time to mark targets, it simply fires in the direction you’re looking

autumn elbow
#

Ok

pseudo pulsar
#

Oh no... nononono.... I finally started messing with my animations in-engine...

#

NOW THEY'RE INVADINGGGG

#

(lol)

#

I was having a lot of issues getting my animations to import while using the blender to unreal addon. Just manually importing seems to fix it for now though.

frigid needle
#

I don't know what this is, but I'm both horrified and intrigued

eternal flame
#

@pseudo pulsar great Job some times importing from blender at first can be a big hurdle to get past. You did great work... yeah i never used the plugin before i do it all by hand because i find it a good enough pipe line anyway.

peak hare
#

Tbh, why don't they do functionality of allowing us to rename C++ class in the UE editor.... instead of having to manually edit it

eternal flame
#

@peak hare lol that would break the code for other scripts... especially if you where unsure of what you where doing ☠️

frigid needle
#

Because C++ is a finicky and complex beast that demands blood sacrifice, and in exchange grants us performance

pseudo pulsar
#

Awee thank you!!! @eternal flame Also I agree. Blend to unreal seems really useful for static meshes anyways so in the end I think I might keep using it still for static stuff, but anything that has animations I'll just manually export since it's so quick to do anyways.

cobalt kelp
#

hey im fairly new to ue4 and im just curious, is there a reason people dont use the cinecamera for 1st/third person and use the default camera instead

eternal flame
#

@cobalt kelp heheh yep. one it would be pretty annoying.... but come with a whole bunch of functionality all set up ready to go that you will most likely not need or want. Cost that is the difference. You can use for sure i think i have never tried to before in an actual build

cobalt kelp
#

hmmm alex im kinda happy to give it a try now see what i think haha prob not worth like your saying but worth a try haha, thanks

mental oyster
#

@pseudo pulsar dread it, run from it, the chickens arrive all the same.

cobalt kelp
#

@eternal flame actually alot of setting literally say (to expensive for game) next to them HAHAHA well then...

bitter orchid
#

Anyone want to hop in chat for a little?

digital badger
#

mfw I find a std function that does exactly what I've been trying to do for a week

plush yew
#

I'm trying to submit a bug report but every single time I get the following error from the website:

<Message>
Invalid according to Policy: Policy Condition failed: ["eq", "$acl", "private"]
</Message>```
Any idea what's going on?
digital badger
#

@plush yew Maybe you didn't accept the Privacy policy?

plush yew
#

@digital badger that's what I thought too but there is no such a field in the report form.

digital badger
#

Can you link me the bug report page?

digital badger
#

Maybe it's your browser then?

plush yew
#

I tried two, no idea what's going on.

digital badger
#

Neither - sorry I just have no other idea lol

tame marsh
#

Try submitting a bug report for that

#

Check if you have an adblocker possibly

plush yew
#

It worked when I tried to report without any attachments. Maybe when adding attachment new field is supposed to appear where you can actually confirm some policies? dunno

digital badger
#

Maybe the file format was deemed invalid?

#

Upload your photos to a service like imgur or on your sFTP and just include a link

plush yew
#

Well... I just checked my mail and I have 4 Unreal Bug Submissions confirmations there. So even though error was displayed it looks like the reports were actually accepted. Now I will be marked as a spammer. ;_;

frail mist
#

hey guys, not sure if this is the right channel, but I am facing performance problems. Do you know any ways to improve the performance of DoF, as I would really like to keep the tilt-shift effect. The performance was measured on my notebook, with a NVIDIA Quadro M2000M. Things look better on my desktop (40-50 FPS on 4k with a 1080Ti). I think there is lots of room for improvement as the scene only contains very few objects so far.

frail mist
plush yew
#

so tere is a fight between aple and epic ?

serene birch
#

a tiny bit πŸ˜„

plush yew
#

over what exactly ?

digital badger
#

@plush yew The Apple Store - Epic doesn't like how apps created for Apple devices must go through their store front

#

Unlike Android where I can download and install an app through a file ( .apk)

#

This means all IAPs must be processed through Apple, so devs have no choice but to give up 30% royalties

#

And since Fortnite makes a ton of money, 30% adds up

#

However it turned into a massive drama since Apple decided to use The Unreal Engine as hostage

#

Revoking access to the Apple SDK to all of Epic, not just the Fortnite team

#

This would have meant that anyone who uses the UE to make games for Apple Devices would be affected.

pseudo pulsar
#

It's all very unfortunate. 😦

#

I'm surprised nobody has done it sooner though. I'm sure Apple will lose since a similar case was brought when Linux first became a thing using Windows machines.

plush yew
#

oh noooooo

#

aple= criminal

digital badger
#

Well the Judge already stated that Apple can't hold the Unreal Engine hostage - so we're no longer affected

pseudo pulsar
#

Oh I didn't know that. That's good to hear for indies.

digital badger
#

The story was published last night, so that's why you probably missed it

#


β€œApple has chosen to act severely, and by doing so, has impacted non-parties, and a third-party developer ecosystem,” Rogers said.

A full hearing on the dispute is scheduled for September 28.```
serene birch
#

that judge seems strangely competent in technical matters

digital badger
#

Silicon Valley so it's practically in the job description

serene birch
#

well anyway it's for the best!

digital badger
#

Definitely!

north monolith
#

To block light properly with modular interior pieces, is best practice always to make them two-sided, or is there other ways to block light properly on one-sided meshes?

plush yew
#

hmm

#

what about aple stuff inside of ue4 ?

#

metal thingy ? will be removed ?

serene birch
#

no

#

unfortunately πŸ˜„

#

(Apple can do jump in a lake with their constant incompatible standards meant to make us devs suffer)

errant lintel
#

Is there a plugin or option that will record footage while I'm testing things in Unreal Engine?

plush yew
#

Is unreal engine version 4.20.3 good? or should i get a better version of unreal

honest vale
#

do you have a reason for using an older version?

digital badger
#

@plush yew For Windows development, 4.20.3 should be good - if you're working on a different platform the SDK might not work on an older version

plush yew
#

Lololololilol

#

@maiden mapledey

forest tree
#

Does anyone know why I wouldn't be able to change the playback range start/stop times?

#

Greyed out

ember raven
#

when i import anything to unreal engine, Mesh.. or object looks okay, but it has no actual body? i can just step in. how do i fix it? what should i create?

near pine
#

how do i add an animation to my reload script

#

i cant figure it out

real lake
frigid needle
#

@ember raven You'll want to go to the Mesh itself and have it generate collisions.

plush yew
quartz forge
#

plz help im trying to package the prjct multiple times but it doesnt want to

plush yew
#

@quartz forge for wich platform ?

quartz forge
#

windows 64 bits

plush yew
#

So i bought somthing from the unity asset store i want to move it to unreal where do i find the files for the asset?

quartz forge
#

wait im gonna show u th log

plush yew
#

@plush yew Unity is bad

quartz forge
plush yew
#

Im trying to move the unoty asset to unreal

#

Unity*

unreal sable
frigid needle
#

@plush yew You'll need to do a couple of things:

  1. Make sure the license allows you to use it in other engines. Most of the Unity Asset Store will, but anything directly from Unity will not.
  2. Create a simple project in Unity and import that asset
  3. then find the Unity Project's directory you created and the asset should be there, under "Content"
quartz forge
#

hmm... anyone can help plz ?

plush yew
#

Thanks

frigid needle
#

It probably goes without saying, but is good to reiterate just in case, you won't be able to bring over code, prefabs, or editor plugins to Unreal

#

but art assets, animations, audio, etc, should come over just fine, with some careful work

plush yew
#

How to get a Link of the server

quartz forge
#

wdym

#

@plush yew

plush yew
#

Thks

quartz forge
#

but boi can ya help me

#

oh and i use the advanced sessions plugin

tired lynx
#

ok the epic games captchas are getting a little out of hand now. apparently i have to do five of these..

errant lintel
#

Is there some way to move or remove this camera so it doesnt get in the way when I click 3rd person controller?

turbid vigil
#

how do i make that the inventory isnt shwon by default?

ember raven
#

@ember raven You'll want to go to the Mesh itself and have it generate collisions.
@frigid needle thanks, collision generation i got it

fluid lance
#

Hey, a weird question: why are the notifications on MoveToLocationOrActor delayed? I project the point where I want the AI to go, it reaches it, stops, then up to two seconds pass until i get the notifications. I need them to be precise to trigger animation state. Am I missing something?

burnt crescent
#

Can anyone tell me how to paint the colour of sk_mannequin

celest creek
#

Hey, what's the correct way to copy gameplay tags? I have a set of tags like 'Team.A', 'Team.B', 'WeaponType.Energy' etc but I only want to copy the 'Team' tags to a spawned actor. How do I do that?

near pine
#

im following a tutorial and he ovverides the function and, this is what he gets:

#

i did exactly what he did

unreal sable
#

I've got LOD on some static meshes, but at some point they don't need to be rendered anymore.
How do i make meshes disappear after a certain distance?

digital badger
#

@unreal sable Invisible LOD is your best bet - but remember that UE4 culls any object the user can't see automatically

unreal sable
#

Ooh

main tendon
#

Guys which new version of UE4 you can recommend? Im still use 4.20 and quite annoyed of some bugs. But im not sure which newest version are more stable and trouble free.

unreal sable
#

@digital badger Well i tried this little object, but i could always see it as a tiny little dot ingame.

digital badger
#

@main tendon Just use 4.25.1

#

@unreal sable Yes, as long as the user can see the object it'll be rendered

#

But once you turn around it'll stop being rendered

unreal sable
#

I see, well that does answer my question πŸ˜›

digital badger
#

But yeah, if you wanted it to disappear invisible LOD or code would work

#

Just don't see the need, as I'm sure you'll agree

unreal sable
#

Normally yes, but the game i'm making goes really fast so if i cull small things abruptly you wouldn't notice.

main tendon
#

@main tendon Just use 4.25.1
@digital badger from sources? I mean 4.25.1 unavailable from launcher. Only 4.25.3

digital badger
#

Sorry I use 4.25.1 and thought it was the latest

#

Just use the latest on the launcher

#

Which sounds like it is 4.25.3 from your comment

verbal tide
#

Hello! Newbie to the Unreal world. Does anyone recommend any good learning material for getting started? I took Java 1/2 in College, and can fuddle my way through Python.

small mortar
#

Hey I've been struggling with a serious problem for a while. My game keeps crashing because of the unhanded exception EXCEPTION_STACK_OVERFLOW? Is this the proper channel to ask for help with this problem in?

digital badger
#

@verbal tide Unreal Online learning is a website ran by Epic Games with courses made by Epic

#

@small mortar Sounds like a C++ issue - since Stack Overflow usually refers to CPP code

small mortar
#

@digital badger The actors that are causing the problem are nativized blueprints. This crash also only happens in the cooked game and never in editor if that helps.

#

So, it might be C++

#

but I didn't write it.

digital badger
#

Maybe see if the issue occurs without Blueprint Nativization?

#

Because yeah it's usually the result of bad C++ ( a int going over its max value)

plush yew
#

I've enabled Landmass to get access to the blueprint brushes but nothing on my landscape menu has changed, it seems like enabling the plugin and restarting UE did nothing

serene birch
#

stack overflow screams of an infinite recursion call

small mortar
#

@serene birch It could be

serene birch
#

you should be able to combine your PDB from your build with the crash dump of the crash

small mortar
#

I'm just lost as too why it would never cause the crash in editor if its recursion.

serene birch
#

and look at the callstack there

cosmic axle
#

@verbal tide I am new to this too but I would also recomend you checking out the FreeCodeCamp youtube channel, they have a 4 hours course of UE4 and a for C++ too

plush yew
#

Nevermind, I just had to restart my whole PC and that fixed it

verbal tide
#

Thanks @cosmic axle!

near pine
small mortar
#

@serene birch How do I do that. I have these three files from the crash, but none have a readable call stack.

serene birch
#

make sure when you open the crash with your debugger (Visual?) that it can find the corresponding .exe and .pdb

#

not sure how and where UE4 keeps the PDB when package a game though

plush yew
#

I've just copied/pasted a little level of a marketplace's pack (an exemple scene map of the free content of this month : Medieval Kingdom by beffio) in another level containing just one landscape and some foliage. Each levels works good when not mixed together, no pb. But when mixing together, I have many lightning problems. Is it expected or did I made something wrong ?

#

The issues are this :

#

( Also, I had 2 skyspheres but I deleted one )

small mortar
#

@serene birch @digital badger Do either of you have a theory as to why this only happens in the cooked game? Is there some extra level of error handling in the editor that prevents it but doesn't warn me? Also @serene birch Do I need to have the Editor symbols installed to do what you suggested?

serene birch
#

I can imagine a lot of theories for that

#

it's too wild, check the callstack πŸ˜›

#

I don't think you need the editor symbols? not sure

small mortar
#

Could you please walk me through that a little? I've replicated the bug and have the three log files here. I have a feeling that this isn't what I'm supposed to be looking at though.

#

Also where do I find the PDB you mentioned?

midnight root
#

followed youtube tut on terrain textures ( alpha channel) and I have no such brushes with *crack in name - brushcrackX or similar, and wondering do I need to get those somwhere else as in not in default install ???

modest cloud
#

Hey there, this is a high poly quixel asset with 4k textures...does anyone know why it looks so incredibly low res?

serene birch
#

likely because UE4 capped your textures import resolution at 2k or 4k

#

you need for each imported super high res textures to check it's "final and effective resolution" and override that cap there

modest cloud
#

I see...where do I do that?

rocky radish
#

It says here it's displaying at 4k but is that not necessarily true?
@modest cloud maybe try increasing texture streaming pool size?

#

(the default is 1000)

modest cloud
#

I will try that, where is that parameter? I'm fairly new to UE4.

rocky radish
#

I will try that, where is that parameter? I'm fairly new to UE4.
@modest cloud output log

#

r.Streaming.PoolSize <size> @modest cloud

#

you have to do that everytime you open the editor btw

modest cloud
#

Ok, how do I get to that? I'm sorry for all the noob questions haha.

rocky radish
#

Ok, how do I get to that? I'm sorry for all the noob questions haha.
@modest cloud Window->Developer Tools-> Output Log

#

a window will show up

#

and you type that in it

modest cloud
#

This is what came back.

rocky radish
#

dont type <size> that was meant to represent a number

modest cloud
#

ohhh, ha

rocky radish
#

the default value is 1000. try increasing it

glossy lynx
#

I have been trying to set multi-user editing through VPN. But we can't connect via Radmin VPN.
Any workarounds for that?

modest cloud
#

@rocky radish So I type in r.Streaming.PoolSize<5000>

#

Something like that?

rocky radish
#

@rocky radish So I type in r.Streaming.PoolSize<5000>
@modest cloud without the <>

#

r.Streaming.PoolSize 5000

modest cloud
#

ok

rocky radish
#

ALSO remember that this WILL use more vram

#

the number is in MB btw

modest cloud
#

Right, ok

errant venture
#

Any idea on why this box might always appear to be well lit?

#

And the gun, I guess.

modest cloud
#

@rocky radish Yeah doesn't seem to be making a difference, very strange.

rocky radish
#

Any idea on why this box might always appear to be well lit?
@errant venture does the box have the material shading model set to unlit?

grim ore
#

@errant venture have you rebuilt lighting yet?

echo verge
#

Hi guys I've a pawn that appears on desktop but doesn't when i play it on mobile

errant venture
#

I have rebuilt lighting.

#

The box used to use an emissive material, but i switched it to non-emissive,

fluid lance
#

I asked before, got no answer, maybe i'll get one now: Why are the notifications on MoveToLocationOrActor delayed? I project the point where I want the AI to go, it reaches it, stops, then up to two seconds pass until i get the notifications. I need them to be precise to trigger animation state. Am I missing something?

runic fern
errant venture
#

@rocky radish setting material shading model to unlit makes the box completely black.

grim ore
#

@errant venture have you tried removing the box and replacing it with a new one then that has the non emissive texture? it seems weird your weapin would be doing it as well

errant venture
#

I have.

grim ore
#

so dragging in a new box still has the same issue? or its an issue when you drag in a new box and set up the material on it

errant venture
#

Ill test that.

fluid lance
#

nvm, restarted engine and it works fine... 😐

plush yew
#

Ok, very weird. I don't understand at all. I've just tried the inverse thing : Copy/paste the elements of the other level (the landscape+foliage) into the Medieval Kingdom example scene map and... it works. It just works... No issues. πŸ€ͺπŸ€ͺπŸ€ͺ

fluid lance
#

@plush yew Probably, because "Medieval Kingdom" uses dynamic lighting

#

wanted to respond in level design to ur question but thought it's way too late

#

if you are using dynamic lights (directional light/any other lights set to moveable) then it doesn't bake lightmaps - which is where you had problems with overlapping UVs and foliage casting static lighting

earnest jasper
#

I have shifted axis on static mesh after export from Blender. How to fix it?

fluid lance
#

@earnest jasper import/re-import options, set transform as you want it

near pine
plush yew
grim ore
#

scale the mesh now that it is in the blueprint or reimport it with the correct scaling @near pine

near pine
#

ok

fluid lance
#

@plush yew What about the directional light? You went through the point lights - most of which don't light up the foliage (which was the component returning errors). The directional light - if there is any, was probably attempting to cast both static and dynamic shadows on foliage which was set to cast both static and dynamic lights, hence the warnings.
On the other hand, idk what you had in the "other" level in which you tried to copy all of this

near pine
#

@grim ore

grim ore
#

Where is the gun at, what component type is the gun, etc.

near pine
#

its a parent of a "parent gun"

earnest jasper
#

@fluid lance as I see, model axis attached to the center of Blender scene. But object also has own axis. How to switch it?

grim ore
#

I dont see parent gun there anywhere

near pine
grim ore
#

ok so its a skeletal mesh component then and its the Guns component?

near pine
#

yes

#

i think

fluid lance
#

I have a chicken with some blueprint (no AI) behavior: Moves around, randomly switches animation on enum, delay 3-6 secs, gets random point in nav radius around it's initial location with some offset, and restarts the process. I have a collision sphere around it which triggers OnBeginOverlap whenever an NPC gets near it. The idea is for it to run away when this happens. How would I approach this?

near pine
#

i think i figured it out

fluid lance
#

I have some ideas but they're all pretty bad, and I'm not sure I understand how to work with vector length. The chicken will need to stop at some point and recheck if it's still overlapping.

near pine
#

i need to add a grip point

#

how do i do that

grim ore
#

it sounds like what you have and want to do you already know. Are you trying to figure out "away" from the player or just randomly away?

echo verge
#

okay my mesh is visible on when i hit play on editor but not on mobile and it is also not visible on the camera view when i select the camera? Wtf?

plush yew
#

@plush yew What about the directional light? [...]
@fluid lance Stationary too it seems. I searched it in the World Outliner and I've found 3 DirectionalLight all on "Station" :

fluid lance
#

@grim ore Away from the player would be ideal, random from the player would b ok too πŸ˜›

#

@plush yew stationary = problem causer since it's a mix between baked and dynamic lighting.

grim ore
#

there is a node for "find look at rotation" that you can use to do that. Find the look at rotation for the player to the chicken and then have the chicken run to a point in that direction.

#

@echo verge is this a skeletal mesh? and its missing on mobile but not in editor?

strong sapphire
#

Hi, when I enabling 'Write Payload to Particle Attribute' in Receive Location Event new spawned emitter lives for a few frames and dies.
Is this ok?
Can someone help me with this?

Sorry for duplicating.

grim ore
#

there are also lighting channels to look at, its possible you have certain channels assigned to lights in the example project

plush yew
echo verge
#

@grim ore a bunch of static mesh under a root. It is visible on when i play on editor but not visible when i play on my phone

plush yew
#

@fluid lance ... so yep, it seems you've right, there are not the same lightning πŸ™‚

stark cipher
#

Hi guys. Can somebody help me with something?

wooden jacinth
#

how can I learn blueprints? Is there any good tutorial series that you could recommend?

grim ore
#

@echo verge have you tried enabling the mobile preview renderer in the engine? perhaps your material is not compatible

echo verge
#

I've tried putting the material on a cube and it rendered without problem

fluid lance
#

@grim ore great idea! Too bad my understanding of vectors and vector math is crap 😦 In other words - what do I do now?

stark marsh
#

can someone help me with importing animations

echo verge
#

@grim ore it is also not visible on the camera view/

grim ore
#

@fluid lance rotate the chicken to that direction and now its facing away from the player. then make it go X distance away

stark marsh
#

it says things like theirs no valid key

#

and that bone transform is differant from original

grim ore
#

you can make it more magical using stuff like finding a random point X distance away in that direction if you want as well

#

@echo verge maybe show your viewport? is your camera in the correct spot for example etc.

fluid lance
#

@grim ore That's the exact bit I don't understand. I need to make it go to a location xyz. How do I provide it with that location? I don't know/undertand how to set the location according to "distance" between point a and b, without raycasting 😐

grim ore
#

ah. You have done linecasting before right?

#

like forward from a point.

fluid lance
#

what do i add to obtain final locatino for ai nav/

#

?*

grim ore
#

you have done a linecast before right?

fluid lance
#

yes

grim ore
#

so to do that you need to determine how far and what direction for the end point no?

fluid lance
#

yes

grim ore
#

same concept. you have the chicken location, you have a rotation that you can get forward from.

#

so get the forward vector, multiply it by a distance you want it to end up at. Add that to the starting location and you should get the end point

#

same as a line trace

fluid lance
#

heh...the problem is Z

echo verge
fluid lance
#

terrain might be +/- Z from the chicken's location

grim ore
#

then get that location and do a find navigable point in radius around it

fluid lance
#

so I somehow need to account for Z change right?

#

there is a "find nav" node?! wtf that's great, lemme try πŸ™‚

grim ore
#

@echo verge how is your camera set up? is it set to ortho or perspective

echo verge
#

@grim ore it is ortho

plush yew
#

there are also lighting channels to look at, its possible you have certain channels assigned to lights in the example project
@grim ore You're talking about this thing, right ?

#

I had an error saying : "Lightmap UV are overlapping by .....%" and yes, when I was checking some infos about this, it said to check the UV channels. I did it but I didn't saw any change in the UV channels after I imported my level so I didn't change nothing on this side.

grim ore
#

@echo verge you might not have a good width would be my guess. Also you need to test it in preview mode to see thru an ortho camera correctly

#

you need to play with the ortho properties on the camera adjusting the near and far clip plane along with the ortho width

#

and make sure you test in preview hitting play as the camera preview is weird with ortho

#

@plush yew meshes and lights have lighting channels, it allows certain lights and meshes to work together

#

so you could have a directional light on channel 1 and some meshes on 1 and only those 2 will interact

#

just a possibility to look at, if there are multiple directional lights its possible they are set up with different channels

turbid vigil
near pine
#

anyone got any fixes

grim ore
#

what is aiming? your shot hits too far to the right or your crosshair is not in the center?

#

the default FPS crosshair is not centered

near pine
#

aiming is like an iron sight, and when i do it the camera goes too far right instead of going on the iron sight

#

the default FPS crosshair is not centered
@grim ore it is this is a screenshot of where it goes

grim ore
#

hard to even guess what the problem is without more than a screenshot, nothing looks wrong in that picture

near pine
grim ore
#

how are you zooming in?

near pine
#

let me find it

#

@grim ore

grim ore
#

so you are changing to another camera, where is the other camera

near pine
#

the other camera

#

the normal one

grim ore
#

oh lol you are changing to a camera on the weapon itself?

near pine
#

or the aim one

stark marsh
#

i really need help with importing animations

near pine
#

yes

stark marsh
#

so my skeleton and mesh is fine

grim ore
#

the weapon isnt straight down the middle of the screen of course it's going to be off center

stark marsh
#

but when i import the actual animations it just doesn't work

near pine
#

wait so do i move the camera to the right

stark marsh
#

i keep getting errors like the the bone transform locations is differant

near pine
#

till i get it right

stark marsh
#

why isn't it working

harsh tiger
#

is it possible. to delete a model from your content browser, an then have the textures and materials automatically deleted too?

#

with a EUW maybe?

grim ore
#

you can make the camera centered, not on the weapon. you can make the weapon move when you zoom in so it's more in the center. You could use FOV to simulate zooming in. There are a few ways

near pine
#

ok

#

ty i will go find some ways of doing it

errant venture
#

Okay, so for some reason most actors aren't getting properly lit

#

so they all show as being constantly well lit

#

actors i create with blueprint classes

#

actors i jsut drag in are fine,.

grim ore
#

does it do that in a new level? new level -> drag in the same actors -> problems?

stark marsh
#

please can someone help me

#

it says imported bone transform is differant from original

fluid lance
#

@grim ore Ok, I have this implemmentation. The ckicken turns around, the location is there, but it doesn't move to it...wtf

#

nvm, i'm retarded...lemme check

#

yea, now it tries to, but i somehow need to clear it's previous path since that was interrupted

harsh tiger
#

is it possible for me to use the "Get Material" to get a reference to the textures inside of the material to delete them from the content browser?

maiden shadow
#

What machines are you guys using? I'm trying to decide on multiple Intels 10c at high clock with having those as usable separate machines that way, swarmed and XGEed for compilation and build, vs a huge Threadripper to do it on a single machine.
Intel 10900K core at 5.1 is about 30% faster than each 3950X core, so being easier to cool 3x 10900K than 3970X, together with added bonus of being separately usable...

grim ore
#

#lounge is usually better for hardware but more cores and more speed when compiling is never really a bad thing just the cost issue

harsh tiger
#

hello mathew, you wouldn't happen to have some insight for the issue i'm having by any chance would you?

grim ore
#

I dont but it would be a different node in the utilities plugin

#

so easy enough to look thru there

turbid vigil
#

https://www.youtube.com/watch?v=5emU90WprTA&feature=youtu.be
@turbid vigil would it be useful if i made the slot inventory into a variable?

A C

Title: Unreal Engine 4 - Slot Inventory not popping up when clicked (Original Tutorial in the Description)

Showed at 8:00 ; 9:46 and 14:40
https://www.youtube.com/watch?v=eRto-4mc9z0&list=PL4G2bSPE_8ukyyJGDPii-CQMFmPhY9esS&index=4

#unrealengine4 #ue4 #issue

β–Ά Play video
harsh tiger
#

i've looked, but unfortunately can't find a node that seems to be what i need

errant venture
#

Okay, my problem seems to be related to these boxes that are partially in the light and partially out of the light

small mortar
#

@serene birch could you please point me toward some documentation for debugging cooked games and finding the call stack that you mentioned earlier?

serene birch
#

I don't really have such doc page at hand

fluid lance
#

@grim ore Ofc it's working, great idea, thanks for the help! πŸ™‚

earnest violet
#

Just a quick basic question if I may??? What's the best and quickest way to cast to different trigger boxes? I need to relay mission dialogue through a widget but cast to trigger box is the same for all different add trigger boxes

grim ore
#

@harsh tiger I just looked and what you tested should work, this is not finished but this does work when I selected a static mesh it deleted the material assigned to it

plush yew
#

forced to use an event tick for my crouching script πŸ˜”

earnest violet
#

Basically I need to be able to trigger multiple widgets and at different times for different text dialogue? I can't do it with triggerbox 😦

plush yew
#

@earnest violet try using a Blueprint interface

earnest violet
#

And do what exactley. Could you please elaborate. Forgive me if I am being stupid

grim ore
#

what are you casting to the trigger box for?

deep viper
#

I recall deleting all of these default assets on the right hand side twice already, but it seems they keep being generated again whenever I open my project. Is it safe to ignore them, or is there a way to remove them permanently from the project if I have no intention to use them?

plush yew
#

@earnest violet sorry i misunderstood the question, thought you wanted to run multiple blueprints

#

@deep viper try deleting them from windows file explorer

earnest violet
#

@grim ore I am casting to triggerbox to output a dialogue widget to screen and I want to have more than one per level

grim ore
#

the items on the right re in your scene, they are not in your project....

#

please do not delete anything from file explorer

harsh tiger
#

@grim ore thats awesome. now i need to get a reference to the textures inside the material and delete them as well

grim ore
#

now that might be harder lol

harsh tiger
#

yup πŸ˜‚ it's the last step to the puzzle

grim ore
#

@earnest violet yes but why are you casting to the trigger box? are you trying to see what trigger box you overlapped?

plush yew
#

@earnest violet so you want to cast to the trigger box but cant select it individually?

earnest violet
#

Sorry if I am being thick but I am trying to trigger some on screen dialogue

#

If I have 3 trigger box's in world outliner I can still only cast to one triggerbox

grim ore
#

if they are generic trigger boxes and you are generically casting to them then yes, that would be an issue.

#

so you need either the trigger box to tell the thing that overlaps it what to do, or you need a way to uniquely identify each trigger box

earnest violet
#

Yeah the last one bro

grim ore
#

generally it would be beter to have the trigger do the work, not the other way around.

earnest violet
#

ok

grim ore
#

this lets your trigger boxes be self contained

earnest violet
#

ok

grim ore
#

so the question is, is there any reason that code you showed us cannot be in a unique blueprint that is your trigger?

#

blueprint actor -> put that code in it and your trigger. the player triggers it and it does it's own unique stuff

earnest violet
#

tell me more my good friend πŸ™‚

grim ore
#

you can now have 3 of those in the world, each with its unique info

plush yew
#

create a blueprint from that triggerbox, and put that code inside of it

earnest violet
#

What do I want to create? A LUEPRINT???

grim ore
#

an Actor Blueprint

earnest violet
#

nice

grim ore
#

this is the purpose of blueprints and code, reuse

earnest violet
#

I C πŸ™‚

grim ore
#

your goal would be to make the unique parts of the code as exposed variables that you can easily change on each one. You would then drop one in the level, select it, and in the details panel set up from my guess the widget and the sounds that should play and then you are done. repeat as many times as you have events.

errant venture
#

Is there a way to make a night vison camera in ue4?

grim ore
#

sure, turn down the blue and red on your monitor

gusty dune
#

Could anyone recommend some videos on AI grouping please? Specifically how to have AI work as a team that react to a % of a group being killed

alpine laurel
stark marsh
#

help it says it doesn't contain any valid information takes

grim ore
stark marsh
#

it also says that it doesn't contain a valid key please help

grim ore
#

@alpine laurel we dont nkow either, is this a commercial game or your project. Have you checked the logs?

plush yew
#

Anyone know how to trigger an event when a boolean changes value without using event tick?

errant venture
#

yeah, my bad :p

plush yew
earnest violet
#

I created an ACTOR BLUEPRINT but there is no radius to it. How do I set it to triggerbox please? πŸ™‚

errant venture
#

i'm watching that tutorial rn

plush yew
#

@earnest violet are you using a box trigger?

grim ore
#

@plush yew use a setter or getter function and require that be used when changing the boolean.

alpine laurel
#

@alpine laurel we dont nkow either, is this a commercial game or your project. Have you checked the logs?
@grim ore my own game

earnest violet
#

I was told to make an actor blueprint?

plush yew
#

@earnest violet yes but what kind of trigger are you using?

earnest violet
#

box trigger

grim ore
#

you could learn how blueprints work

plush yew
#

@earnest violet click on it and in the top right click this button

#

that will make it into a blueprint

earnest violet
#

ohh OK I thing I got it. I will just try that a sec πŸ™‚

plush yew
#

I'd really recommend watching some ue4 beginners guides though :/

#

@grim ore wouldnt i have to call the get function with event tick to see if its changed value though?

grim ore
#

if you are using a getter and setter function no, the setter function ( which everything has to call to set this boolean) is tasked with setting the variable as well as calling anything that needs to be notified when this changed. Obviously this is an issue if you are trying to monitor built in properties but not if you do this yourself

#

its similar to an on rep notify if you were using networking

#

and its a traditional programming paradigm for doing what you want, you can even set up event dispatchers for people to subscribe to for this event if needed

haughty willow
#

How can I apply my layerinfo to my map?

grim ore
#

does your material have that info?

haughty willow
#

I'm not sure what you mean, I used it to landscape paint and saved the layer info to the same folder as the material

grim ore
#

there is a layer node in a landscape material that determines how it looks. Your layer info holds that info when you paint it and gets assigned to layer slots in the landscape based on the material

queen dirge
#

hey guys im trying to make this leaf texture translucent, i got it transparent already, but now i dont know how to make them translucent

grim ore
queen dirge
#

i have the blend mode set to translucent, but it doesnt seem to be working

grim ore
#

well what does the alpha channel look like for that texture

#

I am assuming its a black/white mask

echo verge
#

@grim ore I found the problem. It was because I've selected is editor only under cooking.

queen dirge
#

yes it is

grim ore
#

@echo verge for it showing up in the mobile right? makes sense

echo verge
#

@grim ore yes. Thanks a lot

grim ore
#

@queen dirge that would be why then You need either a gradient mask for the leaf itself for translucency or look into how sub surface scattering might work for that

queen dirge
#

is the gradient map created with nodes in ue4 or i need to do it in photoshop

grim ore
#

it would be external but there are settings specifically for foliage you can use that simulates it

#

look at setting it to masked instead and the shading model to two sided foliage

#

then you can adjust the sub surface color

queen dirge
#

its abit advanced for me

#

you know of any good video about it_

#

?

harsh tiger
#

@grim ore i was hoping this would work. but it only deleted the mesh and material. not the textures referenced by the material

grim ore
#

@harsh tiger yeah I dont think there is any way to get the textures I was checking that out as well

harsh tiger
#

ahh. the reason for it is because i'm sick of having to delete a mesh and then delete the material an finally the textures within the material. so i'm trying to make a asset action utility to put all the steps into one

#

the mesh and material is working, just not the textures

queen dirge
#

thank you !!

harsh tiger
#

is there a way to check if a texture is being used?

grim ore
#

not inside the utilities that I can tell, just the reference viewer in the editor

harsh tiger
grim ore
#

oh thats cool I have not used that before. If you really wanted you could make your own C++ library to do this with that snippet

haughty willow
#

Oh I thought layerinfo held landscape painting data but thanks

plush yew
#

another event tick eliminated 😎

quick shell
harsh tiger
#

i was hoping this would work. but i think im using the get referencers node wrong. my thought process was if it returns true then it does have a reference somewhere, so keep it. but if its false then it isnt used so delete

grim ore
quick shell
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is this needed for every game?

grim ore
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every game has a game mode yes, even if it's the default

quick shell
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whats the point of something defining a game if your making it?

plush yew
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it's just there to make your life easier, you can always tweak the settings

quick shell
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in the third person starter what blueprint tells it to take control of it?

grim ore
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@harsh tiger yep using the asset registry to get dependencies works fine for the meshes, I can get the material that way, but textures dont seem to show up as a dependecy for a material. There is C++ code for it and based on how it works I dont think it works as a dependency in editor

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@quick shell the template for third person has the character in the scene set to be auto possessed by player 0

harsh tiger
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so what your saying is, what im trying to do is not possible in blueprint?

grim ore
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I dont think it is without some C++. It mightbe possible in python in the editor but I cant tell for sure, based on the fact that the registry doesnt see textures as dependencies for materials I dont think so

harsh tiger
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ahhh okay. i don't think my c++ knowledge is good enough. if someone had this on the marketplace i'd buy in a heartbeat

quick shell
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wheres this template?

grim ore
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ok so its super backwards but technically it looks like you can go backwards, you can look at what a texture is referencing, not the other way around lol

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so you could techncically scan all textures I think and see who owns them then if they match a material which is inside a mesh blahblah lots of loops

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@quick shell its included with the engine

quick shell
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so i cant change it?

noble magnet
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Ah there we go I can finally chat. I have a quick few questions for all you smart people in here