#ue4-general

1 messages ยท Page 827 of 1

grim ore
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you can yes, when you make a new project it makes a copy of the template as well for you to start with. Its a template

noble magnet
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When I add animations to my project how do I call them to the template mannequin in third person? Does it make a difference where the folder imports in in my hierarchy?

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Be gentle I'm only about 16 hours into learning this stuff lol.

hearty walrus
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how the hell do I make good lighting that mimics something like space

grim ore
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@noble magnet the animations have to be set up to work on the skeleton you are using, are the animations you brought it set to work on the third person skeleton?

noble magnet
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Yes they were all modeled around the stock mannequin

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For third person

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And I can get them to work on the mannequin that came with the pack, but I'm having a hell of a time trying to figure out how to play as that one in my test level. I'm not sure how to switch between the stock mannequin and another character that I drop in

grim ore
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multiple things there. So your animations work in engine right now with the third person character?

noble magnet
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If I drop in the stock mannequin that came with the animation pack, yes. But I can't call them from the stock mannequin you start with

quick shell
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for input would running be an action or axis?

grim ore
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are you trying to use the mannequin that came with the animation pack then or the stock mannequin from the third person template? even if they look the same they have different skeletons and animations are linked to skeletons

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@quick shell it would be either one depending on what you want

noble magnet
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Ah I see. I'm trying to use the stock one, unless swapping to control the new one is easy

quick shell
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whats the difference?

noble magnet
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I assume it is, I just can't find simple answers in tutorials they're all 0 or 100mph

grim ore
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well the mesh is just the visual thing, you can easily swap to another mesh inside of the third person character blueprint if you want. The issue at that point is the anim bp that the third person character is using is probably linked to the older mannequin/skeleton at that point

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animation sequences are linked to skeletons, meshes are linked to skeleton, anim bp's are linked to skeleton

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if you want these new animations to work on another skeleton you can retarget them to use a new skeleton using the retarget manager

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alternately you just start using the new skeleton, new mesh, new animations on your character and control them manually or make a new anim bp to control them

hearty walrus
noble magnet
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How do I swap my camera and my control from stock character to new character?

grim ore
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@quick shell action is a single event. Push button, it triggers. release button, it triggers. Axis are checked constantly and return back values such as how far a stick might be in a direction or how far a button is pressed.

noble magnet
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Is it just a click I can't seem to find? Something tells me no

quick shell
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so i would use action run as a charge?

grim ore
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you would set up your new character as the default pawn in the game mode if using player starts, or drop the new character in the level and tell it to be auto possessed (this is the way the third person template works)

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what you would use would be up to your game and systems

quick shell
noble magnet
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Ok so it's not the pilot thing that I thought I was doing wrong

grim ore
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pilot is editor only to let you move a camera by looking thru it

noble magnet
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You're amazing

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I've learned more in the last 5 min than the last 16 hours on YouTube

hot pine
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I really need a new post

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The old one is misleading

stark marsh
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help

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defualt pawn class inst changing

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i duplicated the defualt thirdperson character and replaced the mesh to my own

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but when i set it as the defualt pawn class it still uses the original

hot pine
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Code

quick shell
noble magnet
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So when i import multiple textures and animations and things like that, do i need to move those files manually into the same folders for them to show in the drop down menus as im blueprinting?

hot pine
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@quick shell try unchecking content sensitive

grim ore
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@stark marsh is this in a template?

stark marsh
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wait doesn't matter now

quick shell
stark marsh
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just replaced the defualt character

quick shell
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i have a spring arm on my character but it doesnt in bp

grim ore
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@noble magnet no the asset manager/registry in the engine knows what is what and most things are filtered. Organizing is smart but most menus are by class and search the entire project

noble magnet
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hmmm

grim ore
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@quick shell chances are the spring arm and camera was added to the instance (copy) of the blueprint in the world and not to the blueprint itself

quick shell
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so how do i add it in the blueprint?

grim ore
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you use the green add component button in the blueprint

quick shell
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wouldnt tholse be different things then?

grim ore
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they would be yes

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but you didnt ask that question

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you can remove them from the instance in your world and add them to your blueprint and then it would be the same in both

quick shell
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if ctrl shift z isnt the redo what is?

forest mango
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If I'm making a UI element to represent the player's cursor, which is not directly tied to the mouse but driven by mouse inputs, what would the Best Practice be for that? Creating a material controlled through the HUD, or creating a Widget which is then moved and manipulated by the HUD?

vale silo
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is Epic Online System fully exposed to Blueprints?

deep viper
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I can get sound to play when a [menu button] is hovered over with the mouse cursor, but despite also being able to "focus" over a menu button with the keyboard, I can't find a corresponding event to also have it play the same sound (as with the mouse). "OnFocused" event does not show up (and I imagine it does not exist).

weary storm
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I'm getting some undesirable shadow behavior using a landscape created using a 2k height map from World Creator. Weird shadows blend in and out of the landscape as the camera moves through it. Any ideas?

wooden jacinth
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how can I learn blueprints in ue4? Is there any tutorial on yt that u can recommend?

honest vale
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@weary storm that just looks like that the max shadow map distance is there and it fades out

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increase shadow distance on the directional light

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or enable far shadows and set the range on that to some high number and enable far shadows for landscape

grim ore
deep viper
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I'm unable to set focus on a widget button when the game launches initially, but I am able to set focus on a widget button when a different button is pressed (this is done intentionally), both of these use the exact same blueprint setup (The video tutorial I followed had both of these working). What could I have possibly missed?

grim ore
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its possible during construct those objects are not valid yet to be focused

scarlet birch
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If anyone has used Houdini to generate UCX collisions could you @me, I'm having a hard time figuring out how to get it to output in the FBX and be recognized as collision by UE.

grim ore
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or your ui mode doesnt allow it yet, perhaps wait a bit and then try again

fluid lance
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Does anyone have an idea on why navmesh is generating on top of this area? (Tried scaling it, but it still generates on top of it).

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it works fine on all other areas. Collision is fine on this too, I'm at a loss...again ๐Ÿคฆโ€โ™‚๏ธ

earnest violet
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I am using a triggerbox to trigger some widget and if you have a look at the screeshot you can see that I've set the game to pause then to a delay but in GAME it never makes it that far it gets stuck on pause

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Does anyone one know how to pause the game and then have a delay then unpause plz?

grim ore
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@fluid lance use a nav volume set to blocking to remove that

fluid lance
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@grim ore I need that, inside, not on top, the pig AI's in the sty are floating through the navmesh at that height xD

sudden bridge
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is it normal for unreal engine 4 to get stuck on 'Building Lighting' at 99%?

fluid lance
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they should be inside, but for some reason, only here, navmesh generates on top

grim ore
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oh gotcha you need the nav mesh in that area

fluid lance
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oh, sure, why didn't i think of that! ๐Ÿคฆโ€โ™‚๏ธ thanks! again ๐Ÿ™‚

grim ore
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lol wasnt giving an answer, I was understanding the issue

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my guess would be your pigs are blocking it for some reason, like the roof of the house to the left

fluid lance
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the roof makes sense, this was just weird

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lemme show u another one

grim ore
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well if you move out the pigs what happens to the mesh

earnest violet
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Does anyone know how in game to have a triggerbox pause, then have a delay of 15 seconds and then unpause. I f you have a look at the screenshot you will see what I am trying to do.But this code stops and never unpauses

fluid lance
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@grim ore they work fine, everything works fine, it's something weird with the SM, but can't figure out what. Nav is set to obstacle, and colision is fine, follows the fence like it should.
If i scale it, this happens:

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๐Ÿ˜†

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now it's just scaled...initially i thought nav didn't have enough room in there to generate correctly

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btw, made another mesh for that area, it only wants to generate on top...

grim ore
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yeah that is weird

fluid lance
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i'll just change the mesh with a proced. fence or something but meh, thought i could learn some more ๐Ÿ™‚

deep viper
earnest violet
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Does anyone know how in game to have a triggerbox pause, then have a delay of 15 seconds and then unpause. I f you have a look at the screenshot you will see what I am trying to do.But this code stops and never unpauses

deep viper
grim ore
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@fluid lance oh hey, what does the collision look like for that fence mesh? I am guessing maybe it has a flat top collision instead of just on the fence posts

graceful ridge
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Hi, I'm relatively new to UE4, I'm trying to figure out a way of recoding data of the player when he finish a level (think of it like if he is playing flappy bird, it will record data from the start until the player hit the tube - game over) so that the next game loop I can use it to show. I'm not quite sure what this is call nor which YouTube video I should look at to start digging into this. Any recommendation?

grim ore
haughty willow
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I'm not sure how to fix this material layering issue when I introduce a third material on landscape painting it turns into the default grids until I remove the third material

fluid lance
grim ore
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@fluid lancethat looks like a flat top to me

fluid lance
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@grim ore Jeeeesus! Right ๐Ÿคฆโ€โ™‚๏ธ I just hate it when I'm dumb... yea, ur right, that was it, ofc that was it, it's the only thing that makes sense. Thanks - again! ๐Ÿ™‚

deep viper
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It changed to this after resetting, layout, but I still can't find the "event graph" (so that I can add blueprints, similar to the tutorial)

earnest violet
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@grim ore I have a triggerbox or a Character BP where the code for the pause game is?

grim ore
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@haughty willow look up texture sampler limits, you need to change your texture sampler type on the textures

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@grim ore the problem is the code you are running, pause game -> delay -> unpause is not running because when you pause the tick stops so the delay no longer works so set it in there

deep viper
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Oh, I blindly found it. I had to click the blue "Open Full Editor" hyperlink text towards the top. Problem solved, thx Mathew.

earnest violet
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@grim ore I have a triggerbox or a Character BP where the code for the pause game is?

grim ore
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i answered you already

earnest violet
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sorry but I don't know where to find that tick option.

grim ore
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search for it in your character

earnest violet
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ok thx ๐Ÿ™‚

grim ore
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you can see exactly what I did to find it

noble magnet
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is it possible to give your player character the ability to move a static mesh? Like if i wanted him to rip a tree out of the ground with an ability or the like

haughty willow
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thanks

grim ore
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you can do whatever you want pretty much yes @noble magnet

noble magnet
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Do you know offhand how to rotate a static mesh after you place it? Im trying to vary my trees up some

grim ore
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set the rotation of it

noble magnet
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Thank you so much for answering my questions. Im a super noob with this stuff

scarlet birch
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You can set a random rotation range in foliage.

noble magnet
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oh fantastic

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lemme suss that out

scarlet birch
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Take a look at the foliage tools and procedural foliage.

noble magnet
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built into the engine already?

scarlet birch
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yeah, may have to turn it on in plugins. Not sure, check the docs

deep viper
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@grim ore I finally understood what you meant by wait a bit and added a "Delay" of 0.2 seconds, now it focuses properly. Thanks again.

fluid lance
noble magnet
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ty. Im watching a 4 hour hour one from game dev academy on landscape sculpting right now but ill fire this one up

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i know its just a test demo level but id still like it to look varied

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is the pro. foliage tool something i need to buy off the marketplace?

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he kinda just dives right into using it

scarlet birch
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No, It might have to be enabled under plugins.

noble magnet
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procedural mesh component?

keen moss
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has a solution been found for getting lighting to pass through glass with raytracing?

noble magnet
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ah found a vid

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first problem. I can find the Procedural foliage option, but under my miscellanious theres no foliage type selection available. Has it moved somewhere else?

subtle gust
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hello everyone! quick question: how can I collide with a spline? I have a spline as BP and other actor with Capsule collision and when I'm casting spline BP on begin overlap event nothing happens

cunning night
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So im brand new to UE dev but I figured no time better than the present to learn. I wanted to build a roll20 alternative for tabletop games but having seen nothing similar on UE4 I have to wonder if the project is feasable. Anyone have feedback on the idea?

noble magnet
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oh man i should wait to ask my questions. I think im starting to get the hang of this a little. I guess i have to create my own first under landscape

deep viper
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@noble magnet The sad reality of the rubber duck is that you will never find out the solution until right after you asked someone else (resulting in wasting other peoples time and embarrassing yourself). It happens to me everyday. XD

noble magnet
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i was wrong. I got cocky. Lol obviously theres more to it than i thought

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i do need a rubber duck though. My kid has tons i may borrow one

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Yea i was wrong. does anyone know why i dont have a foliage type option in my drop down? lol

grim ore
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which drop down?

noble magnet
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yea seem like everyone in these tutorial vids have it between data table and force feedback effect in misc tab but i dont

grim ore
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oh in the new class right click thingy? foliage is in it's own top category now

noble magnet
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yea the spawner option is there now but i cant pick a type. Has it been relabeled?

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Static Mesh Foliage maybe?

grim ore
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what are you trying to find?

noble magnet
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im trying to do procedural tree generation. I can right click and make a spawner but now i need to right click and make a foliage type for it to use trees from apparently?

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and i dont have any right click-> foliage type option that i can see. The rest of my menus are just like the videos

grim ore
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which video or image is this? ITs possible it changed yes

grim ore
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one of these depending on what type you need (its not one type now)

noble magnet
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i guess static mesh foliage since its trees?

grim ore
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yeah in the foliage type drop down in the procedural spawner, where you choose your foliage type, you can see at the top the ways of creating

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and its shows those 2 types. and yes if its a static mesh you would do the static mesh foliage

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actor might be for like a blueprint actor that might do stuff, maybe exploding barrels or something like that

plush yew
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I've just deleted my foliage but when I hit "play", it appears again

quartz grotto
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I have a problem, my AI is not registering to the weapon bullet. Because of this, no damage is done. But it reacts to PainCausingVolume!

shut hull
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The bug report form is not working currently. Does anybody know another way of reporting a bug?

noble magnet
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@grim ore so when i click static mesh foliage it takes me to my folders, i pick a tree and it tells me the file name already exists, asks me if i want to replace, i hit yes i runs around and fails. Im not sure why but its not letting me list my trees in the spawner

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if i just make a new instanced static mesh foliage file, it isnt a tree and theres nowhere to add them

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ill see if i can find an updated tutorial maybe. Im a visual learner. Need lots of pictures. And slow words

grim ore
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@noble magnet when you click static mesh foliage its making a new asset, in side there you would choose your static mesh to go with it

noble magnet
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oh i see then i rename it and THEN when i click it its got options to choose an asset

grim ore
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yeah you are making a new asset and its asking you to create it basically

noble magnet
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so when i drag and drop my spawner into the world it has no adjustment arrows

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and no details now

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yea all of my outliner stuff is grayed out now

serene birch
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you might be in a different edition mode

grim ore
noble magnet
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all those options are grayed out to me now

grim ore
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perhaps you are in landscape edit mode

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make sure you are in select mode

noble magnet
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my dog

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god*

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this is a lot to remember lol. Thank you that was it.

exotic thicket
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Sometimes I wonder if the people creating the UI's in the editor even use their own tools...

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Basic things like pressing tab to go into the next UI widget never works as you'd expect

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:P

serene birch
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modal UIs are a pain cause not really user friendly ๐Ÿ˜›

noble magnet
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yea holy cow its a button to a button to a button

serene birch
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but sometimes that's all we have

grim ore
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they do which is why they work like that, the problem is no one else uses it when they create them so no actual UX feedback lol

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UX is.... special in UE4

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hopefully it gets a cleanup pass in 5

serene birch
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I don't really find it that special

exotic thicket
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it's mostly just mildly annoying

serene birch
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I feel like oddness is omnipresent ๐Ÿ˜„

exotic thicket
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:D

grim ore
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its not consistent which is a big issue

exotic thicket
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what is even more confusing is that sometimes pressing tab does go into the next widget

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but most of the time it doesn't...

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I haven't quite figured out how to trigger it to go there consistently lol

grim ore
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i just like how sometimes you can drag on an input box and it will adjust, sometimes it wont.

noble magnet
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So i need to make like all of these tree assests into these static mesh foliage assets and add them to the spawner to use them all

grim ore
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one foliage type per tree probably yeah. There is also just painting down foliage at random instead of procedural which is fun

exotic thicket
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what frustrates me most about the UI issues is that I do this sorta stuff at work and it would take me all of 5 minutes to fix bad tab ordering... I guess it's not that simple with Slate ๐Ÿค”

grim ore
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it's not that hard, it just takes someone to do it and that takes away time from other forward facing issues

noble magnet
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oh man i think its working. My computer just had an aneurysm when i hit resimulate lol

grim ore
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I am super hoping that UE 5.0 will be like a solid attempt at a polish pass

exotic thicket
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Hope so

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If I actually knew my way around the UE codebase I'd just go and fix this myself lol

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maybe one day

grim ore
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but then again, 4.0 was 4.0 lol

inland pivot
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So im brand new to UE dev but I figured no time better than the present to learn. I wanted to build a roll20 alternative for tabletop games but having seen nothing similar on UE4 I have to wonder if the project is feasable. Anyone have feedback on the idea?
@cunning night I'm fairly certain it's possible. However unless you have shipped commercial software before and you understand the implications of building roll20 then I would recommend trying a few significantly smaller-scale projects to get a sense of the effort you would need to put in to achieve this.

grim ore
cunning night
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if youre talking about the liscensing surrounding tabletops, I was planning on making use of the OGL that 3.5 falls under

inland pivot
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i just like how sometimes you can drag on an input box and it will adjust, sometimes it wont.
@grim ore And there I thought I was just bad at aiming for the "right spot" when dragging.

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No I mean that building a roll20-type platform will be very difficult as a software project

noble magnet
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holy crap this thing eats so much memory sometimes

inland pivot
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Take for example Fantasy Grounds Unity. That team started porting their platform years ago and I think they're about to ship before the end of the year?

cunning night
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Ive used that platform, not bad but it lacks a fe features my group wants, granted we had already thought about going in a rewriting the data tables for their 3.5 addons

ornate forge
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It's time to recompile every shader in my project, hoo boy

noble magnet
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"unable to spawn instances. Ensure a large enough surface exists within the volume" @grim ore

shut hull
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@grim ore Thanks, that is the page I used. It only displayed an error message after submitting the report. But looks like it was submitted successfully

inland pivot
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I'm trying to wrap my head around the scope, even if it's just for your own use. A map system, the entire D&D core rules for whatever edition you want to use ( including a combat system, character generation/management, NPC management, campaign management, inventory), save&load, networking, a mode for DMs and a separate mode for Players. I'm 100% sure I forget a bunch of stuff.

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Definitely not worth if if you're missing a few features for your group ๐Ÿ™‚

exotic thicket
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I wouldn't say it's "not worth it"... it could be a fun project

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but it's definitely quite complicated :)

fluid lance
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I have a setup for interacting with NPCs which works, but it's crap. I have an interact collision around NPCs. OnBeginOverlap with player, it enables bool for interaction. When clicked, it displays interaction widget. But i'd rather have it like in any other game: you can click on the NPC regardless of where you are, and the widget will only display when you are near enough. The click is registered both as a move to command and calls interact functionality, but it's delayed until you are in range. How would I go about that? ๐Ÿ™‚

exotic thicket
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So you want it when clicking on an NPC first move to it, and then automatically enter the interaction thing?

inland pivot
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That's their call for sure. But what would you say are the odds of tackling this successfully as a first project in UE?

exotic thicket
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Odds are probably a bit low but that never stopped me from tackling anything

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:D

fluid lance
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@exotic thicket click (if far away), move there, then display widget when close enough. If near, just display widget. That's the main idea. Like most/any other top-down game really.

exotic thicket
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Maybe you can set a value like "ClickedNpc" when you click directly on an NPC

cunning night
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It's more of a side project while I learn. I have a couple friends interested in tackling it as well and my time is split between learning C++, video editing and baking

exotic thicket
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Then you can check whether it's close enough, and if not then recheck once the move is done

sudden bridge
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anybody know how to make it so that i can have two lights close together and have them be compatible without lowering the radius?

fluid lance
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@exotic thicket yep, that would probably work. But what if you click somewhere else (the npc next to it right after for instance). You get in range and get two widgets displayed instead of one. I also need to somehow register if after the bool(npc_clicked), something else was clicked and is "waiting for the player to get in range".

inland pivot
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In that case I would recommend picking a small part of a Virtual Tabletop's full scope and use that to feel your way through the engine. Maybe a character manager? Or something that displays maps to your group. Something like that.

exotic thicket
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@fluid lance well, if you store ClickedNpc, you can check which NPC's interaction menu you want to display based on the variable and that way choose the right one. Similarly, if something else is clicked, you can reset the ClickedNpc value to either null or another npc :)

cunning night
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^~^ definately. I wasnt intending to plant the whole forest at once, one tree at a time

fluid lance
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@exotic thicket oh, store clickedNPC(the actual class) ooooh, yea, I misunderstood. Yea, that should work - right?! ๐Ÿ™‚ yep, I'll try it, although i'll prolly have to dwell on it a little since any npc can be the player at any time xD and the player can be either any npc or just a spirit so yea...i'll need to work around that system w/o messing both, but thanks for the idea, it's clean, i like it ๐Ÿ™‚

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@exotic thicket heh, or nvm all that, i'll store it in the player controller ๐Ÿ˜‰

exotic thicket
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๐Ÿ‘

noble magnet
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Yes! Ive got trees!

lament saddle
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Hey, I have a weird UE4 Editor question. I noticed on lower-spec machines (e.g. my laptop) the editor UI has a significant impact on play-in-editor performance. Is there a way to bypass that performance tax short playtesting in Standalone?

EDIT: question answered below

plush yew
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Is there a setting that would cause standalone mode to be capped at 60 fps?

serene birch
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r.MaxFPS?

lament saddle
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@plush yew Maybe V-sync. Maybe yeah, r.maxfps

rocky radish
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r.MaxFPS?
@serene birch t.maxFps

serene birch
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ah thanks

rocky radish
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np

lament saddle
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r.VSync for the other one

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0: VSync is disabled.(default)
1: VSync is enabled.

fluid lance
lament saddle
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yeeaahh... I have. I was wondering if there's a way short of that cuz Standalone Game takes some time to spin up

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where PIE is practically instant

fluid lance
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yea, i know what u mean

plush yew
lament saddle
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oh I'm an idiot... I can use "New Editor Window (PIE)"

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that totally works

fluid lance
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@lament saddle but that doesn't rid you of the engine overhead, i never noticed any difference. Maybe try F11 with play in viewport, should do the same thing if rendering the icons in the explorer eats up ur performance. Or disable live icons

plush yew
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Oh new editor windoe PIE doesnt have a framerate cap ๐Ÿค”

fluid lance
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@plush yew tilde - t.maxfps should work even in pie

lament saddle
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@fluid lance I have to minimize the editor window so it's one extra step... but when I do, my game does run at full speed

fluid lance
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@lament saddle you can F11, it will make the viewport full screen, when ur done, F11 again. I use it sometimes even when building levels to see better

lament saddle
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weirdly enough that doesn't seem to remove the editor overhead

fluid lance
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@lament saddle yea, makes sense in a way, but that kind of overhead shouldn't be removed by PIE either so IDK ๐Ÿ˜›

lament saddle
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so no matter what I have to minimize the editor to play the game at full speed. UE4 mystery.

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anyway thanks

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I didn't know about F11... I'll def. use that on my main workstation

fluid lance
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@lament saddle yea, it's useful to know that minimizing the editor helps. Never tried that. But since that has to do with resource allocation, you could also find the editor in task manager, and reduce it's priority to lower than normal. I sometimes do that when compiling shaders or loading heavy stuff and still want to use my computer. It helps with shader compilation speed.

noble magnet
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is there anyway to mass add assets to the procedural spawner? Or do i have to make them one by one

fluid lance
#

@noble magnet foliage type for each

noble magnet
#

HUURRRRK

#

ty

fluid lance
#

np...but you probably wouldn't want to "add mass assets" to the procedural spawner anyway ๐Ÿ™‚

#

it would just be a mess

exotic thicket
#

if you have tons of assets you need to do the same work on, you could probably write an editor utility bp thing to automate it

fluid lance
#

@exotic thicket now I'm trying to see how to avoid casting/tick since I use a gate for navigation - regarding that npc interaction i told you about ๐Ÿ˜›

exotic thicket
#

you could probably cast it to a more relevant type when the value is set so you don't need to cast later

ember raven
#

so.. There many kind of light in Game Engine, like there's spot light, ambient light, but raytraycing or path trayced light needs only one light source

the reason why there's different kinds of light is, its to fake and make it look realistic as possible, right?

fluid lance
#

I'm only casting once on NPC_Base, but when the gate opens, the cast runs/rick ๐Ÿ˜ and I've been looking but there's no way to trick it, since "everything" is an "actor". Tried filtering a bool if actor==null, but it's never null so casting is the only option. actor==NPC_Base w/o casting doesn't work - ofc.

#

but probably a single cast/tick only when the gate is open is not such a big deal/issue, especially since I don't cast/tick on my animbps, which I've noticed most do

exotic thicket
#

it's probably not a big deal yeah, but can you just not make the variable be of NPC_Base type instead of Actor?

#

Then you wouldn't need to cast it

fluid lance
#

I'm just getting what's under the cursor for navigation - or I'm not understanding what you mean...

#

oh, now I get what you mean. I could, and run an event dispatcher and only have NPC_Base listen in for it.

#

onclick, register actor, send event dispatcher, check if actor send through==self (on the NPC_Base), and continue from there...I think

ornate forge
#

I wonder why Floor_400x400.uasset from the starter content keeps getting marked in Git as modified even if I don't do anything to it

errant venture
#

Anyone know what I'm supposed to do here?

ornate forge
#

@errant venture Install Visual Studio and try to build it from there

plush yew
#

@fluid lance Hello, I was just trying some things related to my issue of yesterday, with the lights, and I've reading again our discussing. You said, I quote you : ยซ stationary = problem causer since it's a mix between baked and dynamic lighting. ยป

#

So.. Stationary is bad ?

fluid lance
#

it's not....bad

#

it's more performant than dynamic but has some extra requirements. Lightmap UVs need to be clean, not overlapping & foliage needs to only cast dynamic lighting since lightmap can't compute huge objects like foliage (which usually covers the entire map)

#

if i remember correctly, those were ur problems. Overlapping UVs and folliage attempting to have baked lighting

plush yew
fluid lance
#

that's another 1

plush yew
#

But it's ok, it's more the first error I've posted that I can't understand

fluid lance
#

Well, it clearly says what the problem is man ๐Ÿ™‚

#

So, the first is overlapping lightmap UVs. search on youtube about it, since it's full of tuts on lightmap UVs

plush yew
#

You mean the second I think ๐Ÿค”

fluid lance
#

yea - my bad xD

plush yew
#

Ok ^^ No pb, I've searched on it and I more or less understand the issue

fluid lance
#

the first is about having lights in the scene that overlap other lights and cancel each-other out, so deleting those lights will fix the problem.

#

And the third is telling you that foliage total lightmap (that is lightmap of each instance times number of instances) is too large

#

Foliage lightmap resolution:

#

adjust that to a smaller size (if you want to bake lights for your foliage). If you are going to use dynamic lighting, then they don't matter...

plush yew
#

Yeah, the third is clear to me but I just find it weird because it doesn't tell me that foliage total lightmap is too large when I have just the landscape with the foliage. It only tell this when I add the little village of my other map on the first level then build the light

fluid lance
#

it's not weird. Lightmap is a texture which gets filled

#

so the more stuff it needs to fill in, the smaller the size of that stuff needs to be

#

Baked lighting is basically a set of different "pictures" of the shadows in the game if you will

#

hence, they can't change at runtime for static lights, they are fully baked. Stationary lights will bake light into the texture for static objects and will cast dynamic shadows on dynamic objects, and movable light will not bake anything, just cast dynamic shadows on everything

plush yew
#

anyone had issues getting the Streaming.PoolSize command to work to override the texture streaming pool budget cap?

#

Ok but there is NO foliage on my village map, I didn't add foliage at all. There is just the foliage on my simple "landscape + foliage" map, I add all the elements of my other map, build the light, then BOOM, overlap issue ๐Ÿค”

#

i cant get the command to change my cap

#

but though, I add many static mesh, yes... so if you're telling me that the lightmap covers the foliage, the mesh, and all...

#

Yeah, I think you're telling this, indeed (and foliage is static mesh, basically) ๐Ÿ˜† So it's ok, I understand ^^ @fluid lance

kindred tusk
fluid lance
#

yea, sry, i don't quite understand what you have there, all i know is that you have more than one directional light which isn't a good idea unless you really know what you are doing. A beginner lighting setup should be Stationary or Moveable ONE Directional light; a static skylight; a sky atmosphere, and if you can afford it, exponential height fog.

#

@kindred tusk right-click, "get game instance", plug that in

kindred tusk
#

oh i didnt even think about that. Thx

ornate forge
#

Is anyone using Screen Space Global Illumination?

noble magnet
#

my procedural tree spawner works amazing now, but none of my trees have collision even though the individual meshes do?

fluid lance
#

@exotic thicket Thanks alot, I got it working perfectly ๐Ÿ™‚

noble magnet
#

ah i see it.

fluid lance
#

@noble magnet you set the colision inside the foliage type for each foliage type. Jus search for collision in the foliage type

noble magnet
#

Thanks rubber ducky

plush yew
#

@fluid lance Ok, thanks. I take note !

fluid lance
#

@ornate forge I did - no thanks, 2+ms ๐Ÿ˜ฆ

noble magnet
#

Theres no actual collision option @fluid lance

fluid lance
noble magnet
#

ah thank you. Custom it is

plush yew
#

@fluid lance And if I have some foliage which collapse through static meshes, can it produce lightmap overlapping too ? Because I've noticed I have several little foliages within many of my static meshes...

fluid lance
#

@plush yew no, it's just going to add two shadows together, like when having a tree casting a shadow, under a tree a bush in its shadow and in the bush's shadow, a plant/insect/whatever. The shadows will be cast for each, occluding each-other.

#

UV overlap is something else entirely, and it regards the static meshe's UV unwrapping for lightmaps

#

This is a mesh with overlapping UVs:

plush yew
#

Yep

fluid lance
#

This is the same mesh w/o overlapping UVs

#

The first will render black, the second fine

plush yew
#

I've already checked infos on this, I think I understood. Though, when I check the meshes that UE4 say it overlap, I see no pb with the UV

fluid lance
#

channel 0 is bad AF. Use channel 1

plush yew
#

Yep, I did

#

Oops, sorry, I said channel A

#

I meant channel 2

#

no

#

1

fluid lance
#

Try this on your directional light:

#

not sure it will work but try it.

plush yew
#

'kay

fluid lance
#

Aight, it's late, I'm European, so I'm out, cya! ๐Ÿ™‚

plush yew
#

I'm European too haha ^^ I'll have to leave soon...

#

Thank you so much bro

deep viper
#

From reading a thread on the Unreal forums, it seems that one cannot call a function whenever a button is [focused], but only when a button is [hovered] over, these two are distinct sinc e amouse triggers both events, while a keyboard/gamepad only triggers [focus]. I was hoping to play a sound file and change a button's image when navigating a menu using the keyboard, but it seems this wasn't supported in the same way the mouse was.

frosty maple
#

anyone home?

#

hello?

#

Can someone help me?

deep viper
#

There were people here earlier today. If you don't find anyone to help, I suggest you check back later/another day. I found this server to be worth joining for technical help.

frosty maple
#

ok

#

I was just wondering if it's possible to make a pawn that behaves like a liquid

#

Basically a goo creature

ornate forge
#

Valve did something like that in their own old engine

frosty maple
#

I don't think it's normally possible to animate something like that and was wondering if it's possible in unreal

ornate forge
#

You can animate that, just not with skeletal animation

frosty maple
#

with what then?

ornate forge
#

Procedural vertex animation

frosty maple
#

that's a new term for me

ornate forge
#

A lot would be done in the material, I suppose

frosty maple
#

ah

#

I'll look into it

noble magnet
#

sooo...my UE just crashed and when i reload the project now theres nothing but the basic template

ornate forge
noble magnet
#

this is madness. My whole project is gone

ornate forge
#

@noble magnet Do you use version control?

noble magnet
#

i dont even know what this is so probably not

ornate forge
#

I guess now you have a good reason to learn it

noble magnet
#

why though? What the hell just happened? The project save is there but its wiped all the way back to the start

ornate forge
#

Version control is basically a time machine for your project, you could roll back any changes, and even unwipe it in a case like this

noble magnet
#

wait even my earlier secondary save rolled back

deep viper
#

Seems UMG can know when a button is focused, but has no way of learning when a button [becomes] focused. So I can easily change the style/appearance/image of a button, but i cant play a sound once when the button becomes focused. Though I could keep playing a sound on loop while a button remains focused by a gamepad. (ue4's power does not lend itself for my needs, the world collapses)

stuck swan
#

I have a Data Asset referencing another data asset. In the editor everything works fine but in the build the reference is null. Any idea why?

noble magnet
#

@ornate forge i found something called Helix Core for free. Now i gotta learn to use a program to learn to use a program lol

placid yarrow
#

@noble magnet I believe Helix Core's Perforce is the same software Epic uses for version control. So you're in good company!

ornate forge
#

Yeah

ember cliff
#

Question : Im curious about making a basic cube-voxel sculpting thingie (kindof Medium for Oculus, but with cubes).
I was looking at some voxel plugins that could help (recommendations welcome) and some could do the trick, but If I were to do my own system with a dumb frontal approach, are there good tricks with Unreal to display tons of cubes with low impact on performance ?

idle compass
#

hey guys recently I've seen lots of virtual space made by some fashion brands to showcase their new collections. does anyone know the process of doing it ? it is even accessible by mobile phones

pulsar chasm
#

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

deep viper
#

I give up on implementing keyboard/gamepad navigation. So frustrating. Must let it go.

noble magnet
#

ooooooh thank god i found it. I just didnt open the right level

#

phew

deep viper
#

How do I plug in an integer literal in blueprints? I cant figure it out.

exotic thicket
#

Isn't there a make literal integer node or something?

deep viper
#

thank you so very much

exotic thicket
#

np :)

#

there's make x nodes for most things, you can usually find it pretty easily if you drag from the target pin and type in "make"

deep viper
#

Oh, it didnt want an integer :(. It demands a return value here for OnKeyPressed event

#

"Event Reply Structure" type. What is that?

exotic thicket
#

not quite sure, what's this for?

#

I think there's a Make EventReply which probably would do the thing for that tho

deep viper
#

hhhmm "OnkeyDown" event does not fire.

#

I overwrote it in my Widget blueprint graph. Is it supposed to work?

#

It works, but it doesn't consider my updownleftright arrows keys as keys (cruel monster). Sound plays when I press character keys.

#

Is there a way to "undo a function override?"

tranquil hare
#

hey can some one PM me for help i am having a bit of trouble and i cant really describe it

deep viper
#

Well, alrighyt, I fixed it. Turns out I had to override "OnPreviewKeyDown" since the other one did not detect keys that were consumed / handled by the UMG system Preview version gets to handle buttons before UMG does apparently.

earnest jasper
#

UE4 and the computer froze during Shader compilation. Is there a chance that this will all pass? Or I need to restart?

fervent lake
#

Hello i want a little help here

#

I have a fly code, but he seems to walk in the air often

#

can anyone help me?

manic pawn
#

@deep viper for future reference... you need to plug the output of either Handled or Unhandled into that return

#

depending on whether you responded to the event, which will stop it, or not, in which case it will continue to the next potential widget to handle it

plush yew
#

i need some help

#

so i created this low poly character, and i wanna rig him for a shooter

#

problem is i cant find a video or guide anywhere that explains how to create reload animations

#

plz link a YT video or guide b/c i cant find anything that explains what i need to setup or how this works

deep stump
#

Has anyone experienced their packaged project won't open? Doesn't give any errors, just simply doesn't do anything when I click on the exe.

noble magnet
#

I painted rocks on my landscape, enabled their collision just like all my trees, but they still have no collision. Anyone know why?

lavish garden
#

@plush yew maybe skin weighting?

plush yew
#

no no i know how to do that

#

my problem is i dont know how it works in game b/c this is supposed to be multiplayer so i cant have floating arms

#

anyways im figuring it out

#

trying*

lavish garden
#

cool, best of luck!

deep viper
#

@manic pawn Thanks Zeblote.

forest mango
#

I'm running into an issue, it's all described in this video for clarity and to avoid any confusion through text.

noble magnet
#

So ive went over this blueprint for vaulting 3 times. It's absolutely the same as in the video. But my character doesnt vault. Animations all have root movement enabled and are made with this skeleton.

#

Is there a chance it the object im trying to vault? I just smushed a stock square I loaded in with

frigid needle
#

Are your Blueprint components the same? Do they have all the same toggles and settings?

noble magnet
#

100%, checked it 3 times

#

i did it right along with him at .5 playback speed lol

lavish garden
#

msg the person who made the vid?

noble magnet
#

definitely. I was just holding out hope at half past midnight that someone in here would say "You forgot to check this one box, dummy!"

lavish garden
#

i wish that i even knew how to start what i want to work on.

plush yew
#

figured it out bois (do not attempt it is so difficult to do) mad respect to people who animate this for a living jc

#

here's the video if your wondering how to setup FPS reload animation arms

scenic fox
#

guys

#

my rig is in seperate pieces

#

sorry

#

my meshes are in separate peices

#

how do i export my thign?

subtle gust
#

hello! any ideas how to collision spline? ๐Ÿ˜ž

barren flume
#

I've been trying to figure this out for awhile, I have 2 different sets of animations, one is the character animation and the other is the camera animation. Both are rigged to the same skeleton and what I'm trying to do is combine both and play at the same time, so when you run forward the regular run forward animation will play and the camera run forward animation will play at the same time (the camera animations use a bone in the character that the camera is attached to. The camera animations does not have any other bones animated just the camera bone and the regular animations don't have the camera bone animated.) Sorry if this is confusing

#

or if there is some sort of program I could use to combine them and export them as fbx that would be fine too

#

I tried the blend node in the animation blueprint but doesn't seem to work

wooden jacinth
barren flume
#

I was thinking it was the killz in world settings

lucid onyx
#

hi, did any 1 have example of how to use FindFProperty

plush yew
#

How many draw calls can today GPUs handle(for example GTX 1650)? And how many materials can I put on screen to have smooth fps?

opaque bronze
#

drawcalls are more a problem for the CPU

#

rather than the GPU

#

it depends on your CPU, but UE4 automaticly batch drawcalls of static meshes by default to try sending big batches rather than small ones

#

that's called gpu instancing and it's used also for things like foliage

#

and one material slot in a mesh = 1 potential drawcall

#

and there is no a fixed limit about how much materials you can have on your screen, it depends on many factors like the complexity of the materials, your computer, the complexity of the meshes etc

dire remnant
#

Quick question, is there a way to have projectile collision ignore the player that is shooting it but have the projectile collide with everything else? This is an issue in top down scenario I've created.

#

it's fine while my player is stationary but when I shoot at the same time the player is moving forward it collides with it's own projectile meaning every time I shoot my player moves backwards

plush yew
#

@dire remnant I think so it would help if you have custom collision setup through collision channels, and then just set Projectile to ignore Player.

loud knoll
#

@dire remnant review the collision setup on the UE site, they explain how to setup custom collision layers.

#

@dire remnant you can also cheat a bit by turning off the collision and the enabling it with a slight delay so the projectile has a chance to move away from the player.

#

another cheat is to speed up the projectiles so they are always faster then the player on launch but it really depends on if you want this.

serene birch
#

Quick question, is there a way to have projectile collision ignore the player that is shooting it but have the projectile collide with everything else? This is an issue in top down scenario I've created.
@dire remnant try that

dire remnant
#

thank you @serene birch

#

these are the things I don't even know exist!

#

@dire remnant you can also cheat a bit by turning off the collision and the enabling it with a slight delay so the projectile has a chance to move away from the player.
@loud knoll this also could work, as I don't necessarily want to turn collision off permanently

#

just at the moment of "fire" as it were

loud knoll
#

You turn it off for 2 frames and then enable it.

dire remnant
#

@dire remnant I think so it would help if you have custom collision setup through collision channels, and then just set Projectile to ignore Player.
@plush yew I was looking at the options in collision and couldnt see this one specifically but I'm new to this so I will look again, though potentially if I want to play this with a couple friend's they would also be "players" right?

#

all very good ideas for me to work through thank you all very much!

plush yew
#

@dire remnant You will need to create a custom collision channels for players or other such things, although sometimes using one of the presets can also work

loud knoll
#

@plush yew you can create a custom collision layer for other players only if you have teams you create like a blue layer and red layer for each team

dire remnant
#

ok this is interesting I obviously need to do some more homework, thank you for answering my nooob question ๐Ÿ™‚

loud knoll
#

yeah its worth the time to investigate it, and it is a bit of trial and error the first time you do it, which features you need to have enabled for your custom layers.

dire remnant
#

it took me like 3 days to figure out all the tick boxes to get my character moving how I wanted to hahaha

#

So I'm all about the trial and error

#

I was losing my mind but I got there

#

then I started again to make sure I could recreate it

#

just to make sure I learned the leason properly

loud knoll
#

its like that for everyone, we are all on the same mountain all of us started at different times, even with all my decades of experience each engine has to be learned

dire remnant
#

that's very encouraging to hear

#

I started with blender, substance, photo shop, and FL studio back in March

#

and I've just gotten to the point where I'm able to touch the engine within the last month or so

#

it's been a really intense but fun learning experience

#

I really love this craft

#

I will be learning C++ as I go which was another factor into learning ue4

loud knoll
#

yes it is very addictive I have been trying to do this stuff since I was 8 and I still love it at 50 years old.

dire remnant
#

that's it, my prior "experience" was RPG maker when I was in my teens

#

and with this pandemic and working from home I've found the time to reconnect with this passion

#

the tools available now are mind blowing

#

in comparison to back then

loud knoll
#

Yes I was very lucky to get hired to be a tester at Atari when I was 19 I got to learn from very good people early but you have to keep learning or you become useless.

dire remnant
#

yes there was a story I read about a developer who was saying if you go to school and still don't come out feeling like you were self taught

#

you're not doing it right

#

or something like that

#

basically you got to drive yourself

plush yew
#

I have only recently started with Blender, and the Blender to UE4 export systems need an upgrade

loud knoll
#

Yes most people coming out of those schools wasted the money

dire remnant
#

eeek haha

#

it's soo cool to build your own worlds

#

funny thing is I would never have considered myself "an artist" but the things you can do with 3d modelling these days

#

it's like copy and paste from your mind

#

blender to ue4 was a little tricky

restive yarrow
#

Guys I dont want my character pawn to be able to push physics actors, how do i stop that

dire remnant
#

the hardest one for me was getting the skeleton mesh into ue4

#

turns out -x forward z up

restive yarrow
#

I want the object physics to stay simulated, but my character pawn shouldnt be able to push them with force but instead stop when colliding

dire remnant
#

geometry face smooth

loud knoll
#

@restive yarrow They have settings for Physics interaction on the character pawn you can change those settings or disable them

dire remnant
#

was the magic ticket

#

@plush yew

mental oyster
#

What key should I set for changing a gunโ€™s current ammo type? Hereโ€™s what I have so far:
Q - Quickdraw (draw + fire | small gun only)
E - Interact
R - Reload
F - Switch guns

#

The number keys will be hotkeys for inventory items

restive yarrow
#

@loud knoll ill take a look

dire remnant
#

What key should I set for changing a gunโ€™s current ammo type? Hereโ€™s what I have so far:
Q - Quickdraw (draw + fire | small gun only)
E - Interact
R - Reload
F - Switch guns
@mental oyster mouse wheel?

mental oyster
#

That could work

dire remnant
#

its either change weapon but if you're using number keys...

mental oyster
#

The weapon selection/holster system will work similarly to Fallout, and will have the addition of the Quickdraw feature

#

Pressing Q will affect the currently selected weapon as long as itโ€™s a revolver or sawed off shotgun

dire remnant
#

the only thing to take into consideration when using mouse wheel... is that to make it more accessible you may want a secondary key in case someone doesnt have a wheel on their mouse

loud knoll
#

@restive yarrow Check under CharacterMovement > CharacterMovement: Physics Interaction

mental oyster
#

Ideally, Iโ€™d want something close to WASD like the others

dire remnant
#

tild can be an option

mental oyster
#

I personally will probably set it as one of the side buttons on my Basilisk V2 if I ever finish the game

#

tilde should work

dire remnant
#

only issue with tild is if you're gonna use it to access console commands

mental oyster
#

I hadnโ€™t planned on making a console

dire remnant
#

perfect ^_-

restive yarrow
#

@loud knoll thanks a lot that worked ๐Ÿ™‚

mental oyster
#

Iโ€™m still figuring out how I want ammo switching to be handled. I donโ€™t want the player to lose the shells that were swapped out, but thatโ€™ll involve pulling them out of the gun and placing them into a pocket

#

The combat is going to have a bit of a slower pace compared to a lot of other shooters, but this still feels like itโ€™ll be too slow

#

Actually, I just tried โ€œplayingโ€ the animation idea, and itโ€™s a bit faster than Iโ€™d thought

stark marsh
#

does anyone know to make a glowing forest

#

like in ark abberation map where it's dark but the plants glow a purple and blue colour

#

like in this image i found?

serene birch
#

just make it?

#

make it blue and put objects with pink emissive colors/lights

stark marsh
#

like the post processing and stuff

#

i want to make an open world rpg, but with lots of differant biomes

serene birch
#

if you speak about making the thing blue in postprocess without affecting the lights, it's probably trickier than you need

stark marsh
#

so i will make it darker and a purple tint when i enter the glowing area

#

can i set the lights tint to change when i enter a trigger box

#

and change back once i'm out

serene birch
#

you can tweak the skylight/lighting to give it a tint too

#

if you want to change a directional light color/intensity but not position, you can make it stationary instead of static

stark marsh
#

but can i change it back and fourth depending on whether i'm in the area or not

#

so as soon as i leave the area the lights tint goes back to normal

worthy plaza
#

the world is empty, idk why it says i don't have enough space

plush yew
#

who knew it would be that hard to make a crouch script

#

4 hours later here i am

#

organisation has been thrown out the window

midnight root
#

@worthy plaza What are you doing and what kind of rig do you hyazvbe

#

have

worthy plaza
#

idk what rig i've, i just imported some animation

midnight root
#

friends rig ? ;)))

worthy plaza
#

tbh i don't even know what a rig is

#

kinda new to ue4

midnight root
#

OH k well

#

processor, gpu

#

blah

worthy plaza
#

;)))
@midnight root sound illegal

midnight root
#

memory

worthy plaza
#

ooooh

midnight root
#

smiley face :))))

#

lol

worthy plaza
#

1080ti, r5 1600, 16gb ram 3000mhz

earnest violet
#

If you have a look at the screenshot you can see my scripting. Basically I want it to pause then unpause but at the moment it gets stuck in pause. I am using a trigger box

midnight root
#

@worthy plaza 2gb on your 1080ti or what

worthy plaza
#

don't remember, let me check

#

should be 8 or more

midnight root
#

sorry @earnest violet haven't used those yet , nor a huge amount BP's

lucid onyx
#

any 1 have experience FindFProperty or FindUField?

plush yew
#

@earnest violet delay doesnt work when paused

worthy plaza
#

Could be i don't have space cause i download alot of things in marketplace?

lucid onyx
#

i trying to access BP var at C++

plush yew
#

Ordinary blueprint actors have an option to "Tick Even when Paused", which you can enable in the Details Panel after pressing the Class Defaults button in the BP editor. @earnest violet

earnest violet
#

@plush yew I have tried this but its not working ๐Ÿ˜ฆ

#

I am using a triggerbox converted in BP

plush yew
#

thats odd, try increasing the delay to something like 0.1? im sure youve tried that though

earnest violet
#

delay is already set to 18 secs

#

is it something to do with "Allow tick before begin plaY" or Tick group?

plush yew
#

This is actually a bug with unreal engine ๐Ÿ˜ฆ

earnest violet
#

bugger

plush yew
#

always a workaround though

#

good luck

earnest violet
#

any ideas

#

It works though if i do the scripting on my characters bp but I only have one Begin On Actor overlap node

frank grove
#

anyone here uses blender?

earnest violet
#

How do I get around only being able to use begin on actor overlap node once?

plush yew
#

You could use set Global time dialation to a low amount like 0.001

#

@earnest violet

#

ive heard its a little bit buggy though

earnest violet
#

where abouts on my script would i put that m8?

plush yew
#

replace the pause with that, but also i guess that affects the delay length

earnest violet
#

Do I replace delay with Set Global Amount?

plush yew
#

so maybe that wont work

scenic fox
#

guys can anybody help me?

#

I wanna import an animation i made from blender

earnest violet
#

Like I said I got it working on my Characters BP but It gets triggered with an oN begin actor overlap node. BUt I can on;ly have one of those

scenic fox
#

how do i only import the skeletal mesh\

#

and not the mesh itself

#

i just want the skeletal mesh

#

not the character mesh

#

@earnest violet can you help me?

earnest violet
#

When importing it asks for a skeletal mesh check that and leave evveryhting else blank

scenic fox
#

Ok

earnest violet
#

How do I use more than one on actor begin overlap node in my characters BP?

scenic fox
#

but will it import the actual character mesh?

earnest violet
#

I can't remember

#

you can always delete it

#

How do I use more than one on actor begin overlap node in my characters BP?

#

I need one on begin actor overlap node to trigger a widget

#

Like I said I got it working on my Characters BP but It gets triggered with an on begin actor overlap node. But I can only have one of those

#

what's the best way to trigger as many widgets as you want?

halcyon flame
#

I'm going to set about making a tutorial game mode that will need a lot of new objective-based functionality relative to the game mode/s I've already made (for a racing game).

does anyone have any good sources to recommend on this front? there's a lot I don't know and I want to make sure I don't just futz through the objective system, but make something robust that can support a variety of game-modes going forward....

thank you

plush yew
#

@halcyon flame this tutorial is decent, better in terms of expandability compared to other tuts i could find https://www.youtube.com/watch?v=gTz0BMBP3YQ

Demo: 10:45

This is a simple system that can be used as the base for your objective needs. Keep in mind it's quite rudimentary so if you want to make quests with multiple objectives in them you'd need to do a bit more.

I got some feedback and this type of architecture can l...

โ–ถ Play video
halcyon flame
#

@plush yew thank you

kindred tusk
#

i have an actor that is meant to store data but i need to cast to it what would i put in the object slot

halcyon flame
#

a reference to the actor prior to casting it to its particular class

kindred tusk
#

i dont understand

grim ore
#

your widget needs to find that 1 actor that you want to talk to that is in your world, how does it do that?

ornate forge
#

You need to put an object you want to cast

plush yew
#

Hi, I tried to make the name of my built game different than the project in doing so I changed some files names around in the build folder. while i have fixed most of those bugs by changing it all back to ShootTillYouDrop i am now just getting this error.

#

ShootTillYouDrop is supposed to just to be just the project name where as MedicalMadness is the games name

grim ore
#

after all the changes did you delete your intermediate/build folders and had UE4 regenerate the solution file?

plush yew
#

no

#

so i should do that?

grim ore
#

yes

#

not saying it will fix it but if you make changes to the raw C++ like that you should be making sure there are new solution files. Also never make raw changes like that in a project

plush yew
#

refresh visual studio project should rebuild it then?

stark marsh
#

help my healthbar doesn't go down by little bits, it only goes down once all health is gone

brisk pebble
#

Would anyone happen to know if there is a way to add a pole vector in controlrig to a fabrik leg for example?

plush yew
#

divde it by the same value

stark marsh
#

ok

grim ore
#

you can do it from in the editor, or you can do it by right clicking the .uproject after deleting the files and do it from file explorer

plush yew
#

when you get the percent or just by 100 etc.

#

so refreshing it now

#

so is the only solution to just rename the built exe

grim ore
#

try not to edit the raw C++ structure of a project, especially renaming stuff. There is a reason games like ARK are still just called ShooterGame.exe

#

your project has name properties for like the title bar and app name and such, you can rename the main .exe file in the main game folder as well if you want once it is built

plush yew
#

would make it medical madness when built?

grim ore
#

no renaming those would break the hell out of the project

plush yew
#

Oh

grim ore
#

once it is built, in a built folder after packaging, in that main folder is an .exe you can rename

plush yew
#

ok

#

so i did refresh the visual studio soultion

#

however

#

it still gave me the same old error

#

oh

#

i did not delete

#

the changed name files before refershing

#

oops

#

i'll just

dim merlin
#

create a new object @kindred tusk

plush yew
#

copy and paste the project files into a new one

#

to make life easier but boy was it dumb of me to just try and do that oof

dim merlin
#

Hi, anyone knows how i could use a datatable to populate a struct with default value's ?

plush yew
#

It just says that there is an error with this light, right ?

serene birch
#

typically it's when too many stationary lights overlap I think?

plush yew
#

okay sir

sweet grotto
#

I'm looking to make a character/machine creator (think kerbal space program or something similar, where you create what you are going to control in game using assets) - does anyone know of a good resource to look at to start/learn about doing that?

plush yew
#

this is a fresh project and now i am getting this error

earnest violet
#

What's the best way to trigger multiple widgets at different times per level plz?

#

I basically have a situation where I need tet to be displayed on screen via WIDGETS but don't know the best method to trigger them?

#

I have tried trigger box but it only let's me use one "ON ACTOR BEGIN OVERLAP"

plush yew
#

fixed the issues i was having

#

had to do a rebuild in visual studio

grim ore
#

make a blueprint actor that consists of a collision item that handles what you need. the blueprint actor will handle when it is collided with and what is shown.

plush yew
#

@serene birch Mh, I think you're right and I've found my Stationary Light overlap issue ๐Ÿ˜ฌ :

serene birch
#

so here you go ๐Ÿ™‚

plush yew
#

Should I just turn them into dynamic ?

serene birch
#

I suppose you intend to turn them on and off or so dynamically?

turbid vigil
serene birch
#

4.2? oO

turbid vigil
#

version 4.21

plush yew
#

@serene birch I'm trying different things but the build take houuuurs... ๐Ÿ˜ฉ

left citrus
#

is there a way to set the damping/stiffness of the cable component?

#

it doesn't seem to have any controls for this

plush yew
#

Furthermore, I guess I have another problem with the foliage because when I go into Lightmap Density, this it what I have ๐Ÿ˜ฆ :

#

Damn, why I haven't use this view modes earlier !? >_<

#

bruh why is everything blue ๐Ÿ˜ณ

#

You mean that what I have is pretty good indeed ? ๐Ÿ˜†

#

could use some work huh

#

ahaha

#

( I'm total noob about optimization and lightning )

serene birch
#

from what I heard, in the blue texture

#

the squares you see are one lightmap pixel?

#

Damn, why I haven't use this view modes earlier !? >_<
I guess because
( I'm total noob about optimization and lightning )
but it's ok, you have to start learning somewhere!

plush yew
#

=]

hollow ridge
#

don't worry im worse at optimization

serene birch
#

you found the tool all by yourself it seems, it's already a lot ๐Ÿ˜„

hollow ridge
#

I spent so long trying to figure out why my game was freezing for 20 years... I was spawning 200 actors in 1 frame

#

well I knew the issue but it took me so long to fix

earnest violet
#

I am trying to trigger different widgets at different time but all that keeps happening is that it will only trigger one widget. Can anyone plz help me? Please see screenshots for problem

hollow ridge
#

what screenshots?

#

ah

earnest violet
#

All I wanna do is trigger different dialogue text to screen. About 10 different widgets per level. Anyone know how to dothis basic operation plz?

#

I need a way around having to have more than one ON ACTOR BEGIN OVERLAP

barren flume
#

All of a sudden I'm having problems with cloth physics. It seems to just drop my fps completely from around 100fps to 12 fps

grim ore
#

man we keep telling you what to do @earnest violet and you keep not doing it. People have given you the answer, did you need someone to do the entire thing for you in order to get you to stop spamming the channel?

earnest violet
#

Please forgive me but I did what you said I checked the tick thing but it will only show one widget

#

I tried enabling the tick thing on my triggerbox BP and it still gets stuck in pause mmode

#

And as far as I can tell no one has given me the right answer so that's why all the comments

grim ore
#

you are asking about overlap and making a widget.

earnest violet
#

yes mate

grim ore
#

you want a stand alone actor blueprint that handles that

earnest violet
#

yeah but I don't know how to set it to trigger

#

sorry about my lack of insight I'm stillnew

grim ore
#

the same way you set up your trigger already

#

an actor blueprint, a collision volume, the event for overlap or hit, and the same code

earnest violet
#

Ok mate I'll it.Thx foryour patience there matey

#

๐Ÿ™‚

grim ore
#

yeah but we mentioned this yesterday

#

and for your pause issue you are going to have to do some custom code as timers and delays do not fire off when the game is paused. You might want to consider not pausing the game

noble magnet
#

question time again, gents

dim merlin
#

Hi @grim ore i saw your video about importing .csv into UE4 as datatable

earnest violet
#

I need the game paused to allow the player to read the text without being shot at. Anyway of doing this?

noble magnet
#

out of my multiline trace for objects box on the out hits, the outgoing pin is the wrong type. Its a checkered box so it wont link with my break hit result

dim merlin
#

any idea what type of CSV unreal handles? I noticed u added extra row numbers in google sheets

halcyon flame
#

@earnest violet based on how many questions you're asking you might want to follow some tutorials to get some baseline knowledge

noble magnet
#

lol tutorials are what im doing, and all the stuff i want is from videos from 3 years ago or so and i keep hitting weird snags like this one now

halcyon flame
#

in terms of best practices, if I want to have every member of an enum mapped to a boolean value, is there a better way to do this than simply creating a map and filling it out?

#

@noble magnet would you provide a screenshot

noble magnet
lime sorrel
#

does anyone know if it's possible to hide blueprints with the UGCExample plugin?

halcyon flame
#

yes, you could either get(0) or you could do whatever check you're doing through a for each loop

#

the dots mean that its an array of that particular data type, in this case a Hit Result struct

lime sorrel
#

I want users to be able to create custom content but I want to hide some stuff, and I don't want them to see/edit some blueprints

noble magnet
#

in the tutorial video its a circular pin just like HIT down at the bottom right

halcyon flame
#

yes. in the new node it is an array. you need to get a single member of the array (there will be at least one member--at index 0) or parse through each of them with a for each loop node.

noble magnet
#

phew i wish i knew more about what that meant

halcyon flame
#

watch some Wadstein basics on arrays. this is some incredibly fundamental stuff

#

nothing to be ashamed of, but asking questions like these indicate you might want even more basic BP instructions or even better, fundamental coding knowledge

noble magnet
#

set array element is where i go from there that way, but past that

#

yea i have none

halcyon flame
#

strongly recommend this tutorial on Udemy

#

comprehensive

#

perfect pacing and knowledge transfer

noble magnet
#

appreciate it

halcyon flame
#

if you just need to futz your way through a certain project, fine

#

but if you're serious about this, learn the basics. I promise that this tutorial will be invaluable to you in learning how to deal with things like inheritance and managing data

#

(for examples)

grim ore
#

@noble magnet well multi line traces are going to be an array, are you sure the tutorial is using a multi?

noble magnet
#

yea, but its three years old so who knows whats changed

grim ore
#

which tutorial is this?

hearty walrus
#

is there a quick way to generate a placeholder image?

grim ore
#

and multi should have always been an array

#

@dim merlin csv is csv, its comma spaced text files. as long as its text with commas separating the data it will support it.

dim merlin
#

so but basically u were adding a extra row with a id

grim ore
#

column?

dim merlin
#

um, column, yep

hearty walrus
#

okay figured the first one out

#

is there a way to turn a vertical box into a button?

grim ore
#

yeah the first column is the row name

dim merlin
#

just found that my names had white space, and couldnt get the whitespace in c++, can in blueprint structs ๐Ÿ™‚

noble magnet
#

@grim ore I found one from a few months ago thats using all the updated ways

grim ore
#

ah perhaps you can surround them in "" to indicate it has a space? is this a space in the property name in the struct?

sudden bridge
flat idol
#

either turn it down or put many interesting content in the rooms so it will feel less bright

sudden bridge
#

when I turn it down it becomes too dark for me, idk why it has these random light bubbles and blocky shadows

ruby anvil
flat idol
#

Fevzai are you certain your pc configuration is compatible with unreal recommendations?

#

random light bubbles and blocky shadows
you can get better recommendations in archvis chat but generally speaking if you bake light, the lightmaps should be configured to produce satisfying results, it's an optimization process, there's some docs about it, or learn it in school i guess.

ruby anvil
#

my computer is very suitable for unreal

flat idol
#

Fevzai sometimes outdated / wrong vga drivers can cause similar bugs

ruby anvil
#

can i be a tutorial bug

flat idol
#

yes please convert yourself to be a tutorial bug

ruby anvil
#

I'm trying to update video card drivers right now

flat idol
#

usually it helps, just restart pc before try, to ensure it's all setup

ruby anvil
#

i rebooted my computer several times and deleted 4.24.3 version and installed

flat idol
#

you probably dont need to reinstall ue4 again, just make sure driver is all setup by restart pc before using ue4 again

ruby anvil
#

ok i will try

shrewd rain
#

has anyone tried compiling NVIDIA RTX branch of the engine?
the instruction says: Reach out to your Nvidia contact and get an AppId (also known as a CMSID) for your app. You will need this ID number in order to get DLSS working for your game. Without a CMSID set in the Project Settings of your game, DLSS will not work.
Does Nvidia contact mean someone specific or just an application form somewhere on their site?

plush yew
#

Could you tell me how to detach a static object when a specific frame is reached?
Just in case, I made a blueprint. ๐Ÿ˜“

#

idk if this is right ๐Ÿ˜ญ

flat idol
#

@shrewd rain when i search dev/nvidia site for cmsid it finds 0 results

coral folio
#

hey guys i'm trying to fix rtx shadows on my dynamic trees,
i found out that you can solve it by 'evaluate world position offset' in the details panel, but couldn't find a solution if the trees are created with the foliage tool, any leads?

shrewd rain
#

@flat idol yeah, me too

flat idol
#

maybe its bugged idk

#

this works apparently

plush yew
#

Any ideas why my lightning is changing when I hit play ?

flat idol
#

try recapture sky light, and/or press G while in editor

wheat dirge
#

anyone know of issues with 4.25 and not being able to open the Epic Games Launcher?

plush yew
#

@flat idol If I press G, I have the exact same view (lights doesn't change) ๐Ÿค”

haughty willow
#

Is there any way to increase the height limit on the landscape editor?

flat idol
#

in worst case just export heightmap as 16bit then reduce brigthness. once you import image back to landscape you can adjust scale of landscape, and continue paint on top, because new scale allows more height already.

#

there might be a built in solution for this im not aware of

marsh sparrow
#

is there a blender channel in here?

serene birch
#

Is there any way to increase the height limit on the landscape editor?
tried scaling the landscape actor?

flat idol
#

i just said that, and it'd adjust all the heights with it but not the limits

plush yew
#

I think UE change the lightmap of my Point Lights from stationary to dynamic. So if it sets the light to stationary in the editor then changes it to dynamic when I click Play, that explains why the lights change when I hit play.

#

But maybe UE does'nt do exactly this and so I'm wrong...

hearty walrus
#

can you use wingdings in UE4?

grim ore
#

do your lights show X on them in the editor? thats what that message means

fluid lance
#

I have some npcs roaming around, some with random point in navigable radius, and some patrolling point-to-point. Everything works fine except for the fact that they get stuck on various things/each-other nearly all the time. Any suggestions? Tried using the crowd ai but they behave the same/worse?!

golden condor
#

Hey, I want to apply damage to my player

#

What I am I doing wrong?

#

Basically when my player overlaps with the enemy they take damage

unreal rampart
#

Basically when my player overlaps with the enemy they take damage
@golden condor this is what you want or that's what happens

golden condor
#

That's what I want

#

But its not happening

grim ore
#

how are you keeping track of health

golden condor
grim ore
#

and is the any damage event not firing in your character?

golden condor
#

Maybe, I don't really know

grim ore
#

so then how do you know its not happening

golden condor
#

I am checking now

still moat
golden condor
#

No, Any Damage is firing alright

grim ore
#

then it sounds like you are applying damage to your player

golden condor
#

Well, no. Because that's a different enemy

#

I am just applying the same logic from that enemy

#

But since this one is close range I am not applying the shooting and stuff

grim ore
#

isnt that what you said you wanted earlier....

golden condor
#

I want the player to take damage

#

But they are not taking damage

grim ore
#

the any damage code you posted is on the player or the enemy?

golden condor
#

Player

grim ore
#

and you said it was firing....

golden condor
#

It is

#

But only with one type of enemy

#

So, I have a close range enemy. I just wanted to create an event on the capsule of the enemy. If it overlaps with the play it applies damage to the player

grim ore
#

which you said is working

golden condor
#

Its not working. I don't know what I did wrong.

#

Omg, I am sorry for the confusion.

#

So, its working with the shooting enemy. Not the close range one.

grim ore
#

does the shooting enemy use the apply damage node?

golden condor
#

You asked if any damage is working and I said yes because its working with one type of enemy and not the other.

#

Pretty much, yes.

#

Its a carbon copy of the shooting enemy.

#

Without all the projectile nodes basically.

grim ore
#

so the ranged enemy uses the apply damage node as well?

#

or does it shoot something that has an apply damage node on it

golden condor
#

Its just getting the location and drawing a line trace to the player

grim ore
#

ok but how does it apply the damage to the player if it works

golden condor
#

Ow, I think its the collisions

grim ore
#

probably

unreal rampart
#

Can you guys let me know how you learnt UE4?

grim ore
#

I read the docs

golden condor
#

Honestly. This man right here @grim ore

unreal rampart
#

Guessing you were a programmer before you learnt UE4 then @grim ore

grim ore
#

I was yep

golden condor
#

I increased the collision radius to be huge

#

Player can't get through it

unreal rampart
#

I'm trying to make a game with a similar melee combat system to mordhau

#

But it won't be multi-direcional it will be infi-directional

grim ore
#

keep in mind you are using overlap, if the enemy capsule is set to collide with the player its a hit event not overlap

golden condor
#

So I should create a hit event and not an overlap

grim ore
#

if the collisions are hitting eachother yes

golden condor
#

Omg

#

Lol

#

Scared the shit out of me

#

Our "You lose" is so loud

#

Ok, it works

#

Thanks a lot

grim ore
#

yay

unreal rampart
#

How do people make sword animations?

grim ore
#

buy a sword animation pack if you are normal people, mocap if you are not normal

unreal rampart
#

Mocap I see

grim ore
#

and I guess some wacky people might keyframe a sword animation by hand

unreal rampart
#

Let me have a look at what that is

still moat
#

Is there a way to save a scene capture into a FColor array and then read it again later?

unreal rampart
#

@grim ore my game will need to be able to swing in every single direction apart from invetween ones legs of course so mocap seems like a slow way of achieving that

grim ore
#

then you will want to look into making an IK based system where your animation is driven by targets dynamically

unreal rampart
#

I see

#

Looks like its time to do some maths

plush yew
#

why am i moving

#

when i click nothing

grim ore
#

what is moving? is that a player or pawn or default something

plush yew
#

player.

grim ore
#

check the input then and you can see where it is coming from. Do you have a game controller plugged in perhaps?

plush yew
#

i used blueprints.

#

yes i used game controller

#

no wait

#

idk im not using a cointroller

grim ore
#

then hit play and watch your character and watch the input

#

we dont know how you set it up so we have no idea why it is doing it

plush yew
#

how do I check input?

#

i was using nodes.

#

or bluepritns

grim ore
#

open the blueprint that has your input, hit play on the main screen so it starts, watch the blueprint and it will show you what is happening in real time

plush yew
#

ok

grim ore
#

or since it seems to be going in one direction what does the code look like for that direction

plush yew
#

notrhing is happening

#

should i cahnge something in "CharacterMovemnt"

#

*movement

grim ore
#

I dont know, we dont know what your code looks like

plush yew
#

it isnt code.

grim ore
#

your move right is bad

grim ore
#

look at it and compare it to the move forward

plush yew
#

OH

#

thanks

#

Hi guys, sorry to interupt but I've got a problem

#

So I'm running a GTX 1070 with 8 gigs of VRAM, and I saw that it should support ray-tracing

#

So I decided to do another test project with ray-tracing on where I have only my landscape and some vegetation to test the looks

#

And it worked pretty well, altough the framerate might get a bit low when moving around in the viewport

#

But the problems come next

#

When I tried setting making the viewport fullscreen, the engine crashed saying it doesn't have enough vram

#

And when I tried clicking play

#

It crashed saying the GPU crashed or D3D disconnected

#

screenshot with the full message

rocky radish
#

i heard that using ray tracing on gtx gpus causes many MANY issues

plush yew
#

yeah but here it doesn't make any sense, I have enough VRAM

#

I'm thinking it might have something to do with the 'D3D disconnected' part

grim ore
#

update drivers, update OS, and hope for the best that is normally a driver issue

plush yew
#

hey uh

grim ore
#

the engine ends up thinking the card has been removed due to a time out, its a pretty common issue you can try and search for some of th fixes

plush yew
#

how can i change it from first person third person

#

nvm

#

@grim ore I'll be doing that rn

#

But I don't expect it to work

#

tried searching for the -d3ddebug thing but can't find anything clear

grim ore
#

its a launch command on the editor

plush yew
#

and how do i execute it'

#

?

grim ore
#

you start the editor with that as a parameter

#

so make a shortcut to launch it and add that

plush yew
#

this is probably a dumb question but how do i do that

grim ore
#

find the executable on your machine for the editor, right click it and make a shortcut, edit the shortcut and add that to the target. it's not going to fix it and the log probably wont help

golden condor
#

What's the shortcut for bringing the transform axis back into view when you're working with big objects?

plush yew
#

how do i make it so its third person?

grim ore
#

you would set up a third person camera if you want both first and third. Otherwise you can add the third person feature pack if you want to use a third person character

plush yew
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IT WORKED IT ACTUALLY WORKED WTH

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well, i already created a game thingy

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can i do it manually?

grim ore
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are you trying to do both first and third or switch to third?

plush yew
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no.

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jsut third preson.

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*person

grim ore
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then add the third person feature pack and start using that character

plush yew
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huh?

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how?

grim ore
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the green add button in the content browser

plush yew
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now what?

grim ore
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seriously...

golden condor
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follow the steps

plush yew
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im new to this.

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OH

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FOUDN IT

golden condor
#

Add feature or content pacj at the very top once you click add new, choose your pack

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And then click add to project at the bottom right of the new window

plush yew
#

how can i create a gun?

shut glen
mint arch
#

Did I do something wrong?

coral shoal
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is anyone familiar with the fullscreen bug where you change in and out of fullscreen and UMG detects mouse inputs all in the wrong position? I can only find similar issues from like 2015, but this is happening in 4.24

twilit pagoda
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Hello,
Why is this happening in play mode and not in the editor?
Notice the first picture is when im in the editor, and the second picture with the red arrows is in play mode