#ue4-general

1 messages · Page 828 of 1

twilit pagoda
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the line thickness changes randomly

lucid grove
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Hey guys!

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I have a question about components and not being able to use TimeLine. My task is quite prosaic: I created a component where I have a dialog system and camera animation.

With static cameras, everything is simple - I set their position, everything works. However, once I got to the small dynamic camera (the camera moves from one shoulder to the other using Lerp and Timeline) I'm faced with the fact that I can't use the Timeline.

Thus, the Lerp itself in the form in which I know it was useless for me.

What alternatives do I have?

grim ore
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@twilit pagoda is your image set to pixel perfect mode so its the same size regardless of resolution? and is it set to ui so no compression?

twilit pagoda
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@grim ore
its not an image its just 2 static meshes (plane) on top of each other, one of them is less than the other in size
and they have different material instances ( const vector 3 color)

grim ore
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@lucid grove a normal workaround would be to use a timeline somewhere else to drive it, if not you can look at using a tick to drive the value over time

lucid grove
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Hello @grim ore thank for reply, i was thinking about it. I can get variable from other actor for example, but didnt figure out how to update it every tick\frame\second or something.

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I mean on component ofc

sullen sonnet
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my ue4 latest version keeps freezing and never unfreezes when i create new landscape. Anyone know the reason or how to fix?

ember cliff
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Quick question : would it be faster to draw a lot of cubes using procedural mesh or instanced static meshes ?

autumn elbow
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I have a pawn and a controller. If I want my pawn to pickup something, woudl it be better to put that in the pawn or controller ?

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pickup via LeftMouseClick

exotic thicket
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It doesn't make a huge difference... It may be helpful to think of it in that the pawn knows how to do certain actions, and the controller can tell the pawn to do the action

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Eg. the pawn has a custom event "Pick Up" which would play an animation and grab the item, and then dispatch an event "pickup finished"

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and the controller could trigger this by calling the Pick Up event

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just an example, doesn't have to be implemented exactly like that :)

autumn elbow
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hmmm... the thing is .. i have 2 pawns

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both need the right mouse click event

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both do different things on click

exotic thicket
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Right, so one would pick up and other would do something else?

autumn elbow
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ya

exotic thicket
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You could probably create a custom event "PerformAction" and implement it to do whatever you want in both

autumn elbow
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so I could put it in the Pawn, or I could put it in the controller and check which action to perform.

exotic thicket
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It's probably easier in the pawn

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Since then you don't need to make any logic to choose

autumn elbow
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yea.. i think so lol

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Thanks!

exotic thicket
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np

hollow ridge
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anyone know how to get ios ads everything I can find no longer exists anymore.

plush yew
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I cannot have the same lightning in the editor and in the playing mode. Do you too have this issue sometime ?

sullen sonnet
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my ue4 latest version keeps freezing and never unfreezes when i create new landscape. Anyone know the reason or how to fix?

hollow ridge
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@sullen sonnet it crashes?

light vigil
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I have a bunch of modular level pieces that are all built pretty much the same one; one of my pieces though here circled in red is behaving strangely where navigation is being generated on the bottom of the actor instead of the top, anyone know why that would be?

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Ah, I've discovered it is because that actor is mirrored... hmm, anyone know how to deal with that?

dim echo
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Hey. I’m new to ue4 and app development in general. Is it possible to make apps on Ue4? Like not games but apps

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Like would it work to create different viewports every time a button is click or soemethjng like that

hollow ridge
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yes....

exotic thicket
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A game is an app :)

hollow ridge
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also wdym is it possible if I wanted I could make an app out of a potato

exotic thicket
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That would be a bit tough lol

hollow ridge
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😉

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ah I could make an app in scratch that ones prob better just couldnt think of anything

latent hemlock
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Does anyone know if there's a way to batch change a group of static meshes to have complex collision?

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I tried bulk edit via property matrix, but the option seems to be entering the collision mesh path manually for each fricking mesh

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I'm just trying to make each mesh use itself as complex collision

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without having to go through a hundred meshes and set each one individually

exotic thicket
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the option should be in the property matrix

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Static Mesh > Body Setup > Collision Complexity

latent hemlock
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omg thx

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I was looking at collision

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would never have found that

exotic thicket
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yeah they're not always in the obvious spot :)

distant totem
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are there any settings in the import settings that can reduce memory consumption? I'm trying to import an extremely large obj and keep getting memory crashes, I've tried to max my page file, and that did help but not enough. would anything like reducing the build uniform scale to .2 reduce memory consumption?

plush yew
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I have an issue of lighning difference between the editor and the play mode. Into a FAQ, someone wrote : « In your post-process volume, try changing exposure min and max to 1.0. »

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I'm not sure...

weary basalt
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Anyone know the console command to simulate lag in 4.25?

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Seems that its changed...

distant totem
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Don’t know, ever since 4.23 whenever you go to the help menu to try and generate the console command HTML, the engine crashes

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You could try ‘dumpconsolecommands’ to see if that still works

exotic thicket
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the console command HTML page it generates is so freaking bad

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it's completely unusable that's how bad it is... you're better off just looking at the source code it generates...

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it tries to be so smart with only rendering parts of the list instead of all of them.. I'm assuming to have good performance... but the whole reason it's so bad is because they've coded it completely wrong and it performs really badly. It would perform just fine without that crazy ass scripting they've put there...

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:D

autumn elbow
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@plush yew in the project settings, search exposure. Disable it there. Then in ur post processing set something you like

frosty maple
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Does this sound right? I could use a post process volume to simulate a material over the active camera to make it look like I'm moving underground?

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It sounds all well and good to me.

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None of that voxel terrain to worry about either

kindred tusk
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i accedentaly closed the details tab on the main level design page how do i get it back

frigid needle
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Check Windows, it should be an option there

kindred tusk
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ah thank you

noble magnet
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trying to setup a simple sprint here. This is by far the easiest thing ive done so far. But I cant get sprint or crouch to work

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i mean....theres not a whole lot to miss here

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nvm rubber ducky i got it

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crouch is still boned tho

exotic thicket
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Well that was kind of concerning...

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I was doing some refactoring, deleted a struct.. which caused one of my BP's to stop compiling with "invalid variable type Structure" on a variable that didn't even seem to exist

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thankfully it seems an editor restart fixed it...

open gorge
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Hot Reloading is generally bad

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you should use Live Coding whenever possible.

dire parcel
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how would you rate the tutorials on the pinned section?

noble magnet
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why does my character want to autowalk when i crouch now?

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and my run animation breaks

plush yew
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bruh why is your walk speed 200

noble magnet
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that RP walk

plush yew
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ah

noble magnet
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yea now crouch works, but soon as i do i walk in place and when i stand back up my run animation breaks

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sheesh i need to hire a smarter person to do this

blissful trail
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ay is it possible to have a game going 10,000 times faster then normal ?

exotic thicket
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Depends on what you mean by 10k faster

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The time dilation in UE only goes up to I think 20x at max

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so if you wanted it to go faster than that, you'd have to come up with some solution of your own

autumn elbow
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@noble magnet small steps .. dont get frustrated 😃

fervent sigil
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Hi guys, I'm trying to update my engine but I'm getting "Please wait" for the past 20m or so.
Any idea what's going on?

urban dirge
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Hello. I have a problem when I pack a game for android. For some reason, when the game is launched on the phone, the grass shader is not visible. Everything is fine in the preview on the computer. What could be the problem? The grass is made by foliage.

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Has anyone encountered a similar problem?

rare pulsar
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Small question about AI

Whats the best way to learn and create AI, since i see 2 different types of tutorials.

  1. That works on Charcher blueprint and locate enemy position etc.
  2. The one with Behavior Tree and Blackboard stuff

I normaly saw only the 1.st one and just when i got back to unreal i saw some using the Behavior tree, which on do you recommend or can you even recommend a specific tutorial?

grave osprey
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Why modular statc shadow is weird

dusky hedge
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So guys, its actually right if transparent material like glass, is separated from material which is fully opaque right?

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i.e trim texture with glass material is bad, or is there a way to utilize it this way?

serene birch
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textures are textures

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you can have a glass material and a metal material, that just use the same texture it doesn't matter

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though you'll probably want the alpha channel to be on it's own texture so that the metal material doesn't waste time reading it

valid patio
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is there any thing to start learning programming in unreal ( i know about cpp and want to learn programming on unreal)

plush yew
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if you arent comfortable with coding on unreal just use the blueprint system and make whole games without any code

valid patio
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@plush yew im uncomfortable with blueprint

steep tundra
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Can anyone help me in unreal engine

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i have problem

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if anyone knows a bit about it

fluid lance
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@steep tundra Just say what your problem is man

dusky hedge
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Stof, yes it seem like it has to be separate, because if I use 1 material for opaque and transparency, I cant have it in the alpha channel, needs a mask, else the entire opaque materials like walls and metals get semi transparent too or at a specific angle clip through

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its been my 4th day in UE4 and I used unity before for several years, but this is just amazing how simple it is with such powerful material system

plush yew
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anyone know something about blender

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since i need some help-

dusky hedge
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if its with ue related too, i can try, but not 100% sure yet Im confident enough, I have troubles to get blender export to ue done, but if its blender specifically shoot, i might be able to

plush yew
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its belender specifically

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basically

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when i scale something, it goes two ways.

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how do i make it so it only scales the way i need it to.

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oh nvm

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figured it out, i can use verticies.

dusky hedge
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yeah it scales from the origin

plush yew
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how can i remove this thing

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when i do x > dissolve
half of my thign gets destroyed

dusky hedge
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check this one out, specially scroll to pictures, so you get a quick idea
dissolve and delete are 2 different things

plush yew
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yes

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ty

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im havinga problem

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i used a image texture

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but

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the texture isnt showing up??

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oh nvm

unreal rampart
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Is it possible to generate animations based on actions in the game? For example if I wanted to be able to swing a sword in any direction I wouldn't want to make a thousand animations for it so could I just have them generated when the player chooses a direction? If so would it be extremely slow?

dry tapir
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are there premade themes for the UE4editorcustomize plugin

plush yew
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How can I create a gun.

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From scratch

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I cannot find one tutorial on YouTube without them using the first person template.

honest vale
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what do you think a gun in UE 4 does exactly?

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basically you want an actor that has a mesh (the gun mesh) and that it somehow either spawns projectiles or does line traces against objects

dusky hedge
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yeah unfortunately naive gamers have to sacrifice that and face the truth in gamedev.. , its rather often primitive and weird how things actually are behind the scenes

frigid needle
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Smoke and mirrors, smoke and mirrors.

thick herald
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Mine some iron, mix in about 3% carbon, hammer out some metal and bash into gun shape. Bullets and powder are tricky to make though.. 😄

frigid needle
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Also, do realize that there's no shame or offense to be taken by not starting from scratch. Case in point, Valorant is made with UE4, and they hadn't even renamed their project from the ShooterTemplate to start.

dire remnant
frigid needle
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So making a gun off of the FPS Template's a good way to start

dire remnant
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i think it's good to test the mechanics of how guns work and test gameplay features with the starter templates

eternal flame
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yeap no reason to reinvent the wheel.... is that not the reason you are using UE4 in the first place.lol

dire remnant
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if you make something you really love but want to make your own guns you'll want to model them in blender / maya etc

safe shoal
digital badger
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What's the best way to create a grid system, such as the one seen in Turn Based Strategy games like XCom or Phoneix Point?

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Would each environment have to be divided into tiles and have the grid be built in coordinates?

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Or perhaps a volume over each tile, while the environment can span multiple tiles( e.g landscape actor, or large mesh)

haughty willow
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Does the material preview scene have the effect you get from a pixelnormal for lighting?

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I mean this

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It looks like my material is reacting to where the light is in this scene and not the actual point light ingame

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Am I even using the right nodes 😅

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If it is because of the scene can someone tell me how to change the material preview scene?

eternal flame
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@digital badger In the Learn section of the Unreal Engine Launcher scroll to the bottom. You will find a downloadable starter project Called "Turn Based Strategy". This might help. there are tutorials that go along with that one on Youtube as well i believe.

digital badger
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I didn't know about that, I'll check it out - thanks!

eternal flame
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enjoy that then

plush yew
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Can someone help me find a video?

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I’m looking for how to make a gun.

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From scratch

frigid needle
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How "scratch" is scratch?

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Because your best bet is to open up the FPS Template, take a look at the default weapon that's been created, and then replicate those steps

plush yew
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Nothing.

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Blank plate.

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But I found a tutorial

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I have a question though.
I’m planning to create a launcher for my game, I’m wondering how I can get the players username?

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From the launcher

remote tide
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How do you undo r.forcelod?

thick herald
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@plush yew I'd worry about getting an actual game working first before thinking about any of the kind of stuff.

plush yew
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Ah alright.

foggy jetty
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What is management references in reference viewer? There's no documentation on it

lucid grove
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Sup guys! Correct me if im wrong. I cant cast directly to actor component right?

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Like: set custom event inside component and then fire it from player character

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nwm, figure it out

unreal rampart
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Is it possible to generate animations based on actions in the game? For example if I wanted to be able to swing a sword in any direction I wouldn't want to make a thousand animations for it so could I just have them generated when the player chooses a direction? If so would it be extremely slow?
@unreal rampart

lost niche
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Where (which ini file) and how can I change the default value of this?

sick escarp
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Tips for how I could go about trying to create data only in game events? I'm more specifically wondering how I would be able to set expressions like "Starting conditions", would I need the expressions to be their own objects? Say for example I want an event to trigger if Temperature >= 30C. Would be wonderful if anyone could send me some article etc about similar systems

merry gazelle
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Does an actor with a fair bit of blueprint logic impact performance even if the logic isn't fired or ticking?

pulsar badge
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Does anyone know how to increase the view distance for the grass when i click play i only see a little part of it

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circle around me

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like 5 feet around me

sick escarp
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@pulsar badge Might have something to do with the LOD/LOD distance of the grass

plush yew
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or its a lod problem

pulsar badge
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@sick escarp Can I change the LOD distance

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@plush yew Ok I'll give that a shot thanks

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@plush yew It's attach to the landscape, I only see that option in the foliage.

vale silo
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is it just me or UE4 forums are impossible to access ?

frigid needle
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Might just be you. I can log right in

vale silo
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nm, the page loaded.. It's been horrible a few hours ago - infinite loading times..

plush yew
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So, my friend told me I can do collaboration on unreal engine. How can I do that?

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Where he can join my project

eternal flame
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@plush yew i feel you might need a better understanding on the subject.... I suggest Every single person to do all training on the course "Unreal Academy 2019" but inside that course there is a subsection titled "Tools and Techniques for Team Collaboration" so Unreal Online Learning > Content > Unreal Academy 2019 > Tools and Techniques for Team Collaboration that Will Help

plush yew
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has anyone had any issues with the texture streaming pool? im at my cap and the command that sets the cap higher isnt working

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do i have to clear a cache somewhere?

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nvm, found the correct command, "r.StreamingPool.Size

frozen stirrup
grim ore
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if it's a variable intended to be used in the children then having it in the parent makes sense so all children have it

topaz moth
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Hello! Can anybody assist me with why unreal is suddenly using up 30GBs of ram and 40-50GB's of cache to render a paper2d game ?

grim ore
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what does your task manager show for the processes for UE4

topaz moth
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32GB's of ram taken (Not Responding) and the like

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once it either fills up the cache, it crashes

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if it decides that 50GB's of Cache are enough the PIE instance still lags a lot

grim ore
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yep sounds weird but we can't see your project or know whats happening 😦

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the log might have info on what it is trying to do

topaz moth
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Trying to figure out which log to look at

plush yew
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why is my view inverted

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nvm

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ok so

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i added third person feature

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how can i fix this problem

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i fixed thjat aleady

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nice

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im now dealing with a new problem

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what?

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i cannot find it.

grim ore
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you show a screenshot but without knowing what you are expecting how can we know what is wrong with it?

viral veldt
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Are Camera Modifiers used a lot? I can't find much info on them in the documentation. Could you just implement the same logic in the CameraManager?

plush yew
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@grim ore the problem is im inside the character instead of looking at the back of it. I imported the feature and play tested. and it did this. I did not edit anything

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oh alr.

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Also hi Mathew I am a big fan

grim ore
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how are you using it? if you imported it you will still be using the older character.

plush yew
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@plush yew it did nothing.
@grim ore I just imported it and did nothing. I used the mesh inside the character and play tested.

grim ore
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if you just imported it ou need to tell your project to use the imported character that is set up for third person

plush yew
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i did.

grim ore
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uh.. .you said you did nothing lol

plush yew
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i used the mesh

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i have 2 players

grim ore
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the mesh is just a mesh, its got nothing to do with the camera

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you want to tell you project to use the third person character you imported

plush yew
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yes.

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does it have to do with the matter that there is more than 1 charcter?

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I set my Lens Exposure Min and Max to the same value, in the PostProcessVolume, and uncheck AutoExposure in my Project Settings, but it doesn't solve the pb.

grim ore
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I dont know, I dont know what you did but from the sounds of it you are not using the new character you are just adding in the mesh to your existing first person character

plush yew
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should i remove these?

grim ore
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you dont have to, you just have to tell the project to use the new character you imported

plush yew
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how do i do that

grim ore
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you change your default pawn in the project settings -> maps and modes, or you have it in the level and set it to auto possess. I dont know how your project is set up to do it now.

plush yew
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ah alr

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ty

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go sleep.. bro

tribal marsh
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how does UE4 check for overlaps internally? and is it more efficient than doing a linetrace on tick?

plush yew
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@tribal marsh overlap works as multicast delegate, try to use Event Hit

manic pawn
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overlaps are significantly slower than line traces

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they work by performing overlap queries every tick

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which is a shape vs shape test, significantly more complex than a line vs shape test

tribal marsh
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ic

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is that tax everpresent as long as the actor is set to generate overlap events?

manic pawn
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yes

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even if you don't hook them up

tribal marsh
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ic

plush yew
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So im having a bit of a problem

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i did third person myself

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but

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i cant move my camera

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can someone help me fix this?

frigid needle
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Your spring arm isn’t set to inherit the controller rotation. It’s a tick on the Spring Arm details.

plush yew
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ohhh

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which tick is it

frigid needle
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I meant “check mark” or “toggle”. It’ll say inherit the controller rotation

plush yew
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ah

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yes i knbow that

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do you mean "editable when inhjerited"

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or inhert pitch yaw and roll

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since they are all on

pulsar badge
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Does fortnite use the Particle system to have there skys go crazy like that

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just wondering

plush yew
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no

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if you came here to advertise your youtube channel then get out. This is a place for game development

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not videos.

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you lie like a filthy pig

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how so?

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im not spick inglish

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jajjajajaja

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heres your spanish explination

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si viniste aquí para anunciar tu canal de youtube, sal. Este es un lugar para el desarrollo de juegos.

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ok lo siento

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esta bien,. Pero tal vez vaya a un servidor diferente para la publicidad. tal vez uno que encaje más en el contexto.

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ok

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perdón si esto salió un poco duro. No quise proyectarlo de esa manera.

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no pasa nada

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¿Qué quieres decir con eso?

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I will try to speak in English

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what language do you speak

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está bien hablar español. solo habla aquí si se trata de desarrollo de juegos :)

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i speak Polish/American/spanish halfly

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how can i fix this?

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what i want it to do is that you can move your camera, only halfly though (half of your sides) and it the camera movement goes with your character movement aswell.

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kind of like fortnites camera movement

solemn siren
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Can we create a procedural spline tool or just procedural volume inside unreal that automatically applies cliffs on the slope of a landscape?

frigid herald
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Hi all! How do you call a function on main thread after a worker thread finishes working?

plush yew
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how do i make it so the camera moves with the player?

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or when the camera moves so does the player

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kind of like fortnite's camera system.

serene birch
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you read the 3rd person tutorials then you'll know?

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like it's basically the most basic part they teach you 😛

plush yew
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i have wtached a tutorial on this.

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all i got from my tutorial was how to create the camera, movements, and mouse.

serene birch
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did you try to make a project based on the Third Person template? you should be able to just use the provided playerpawn for all that

plush yew
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no i didnt

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this was complete scratch

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@serene birch question: can you maybe link me a tutorial that explains what im trying to do?

serene birch
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I don't really have much other than just starting from the third person template
did you try looking at it? just make a small temporary project to play with it and see how they made their blueprints

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you can try to import them to your own project after

plush yew
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alright im looking at it

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so, in the playerpawn where do i exactly enable it

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or do it

serene birch
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the gist of the system is

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you have a camera component in the playerpawnBP

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when the player possess that pawn, the camera in the BP will be the camera you see

plush yew
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mhm..

sly pollen
plush yew
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i understand waht you mean. but dont at the exact time./

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im trying to make my third person camera like fortnite's

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what is a realistic walk/jump speed?

honest vale
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walk would be around 5 km/h

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in real life

plush yew
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i mean in ue5

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*4

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whats a good speed for it

honest vale
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ah, I thought you wanted realistic 😄

plush yew
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half half.

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somethign thats efficent.

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Im trying to find the answer to this

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but i cant.

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how do i make it so my mouse moves with my player]\

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like fortnite does.

sly pollen
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@plush yew have a look in the documentation/watch a tutorial or something

plush yew
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ive watched a tutorial

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by "{script} ninja"

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and what would i even search up?

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since i dont know what to describe it as

errant venture
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hey @plush yew , fortnite is kinda like first person

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but the camera is behind you

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instead of in your eyes

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so get a first person player

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and then move the camera back

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i can show you an example rn if you want

plush yew
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alright.

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but how can i do this from scratch doe.

errant venture
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well

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do this, then maek the player a body, then move the camera back a little bit

plush yew
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ok,

errant venture
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body could just b a cube for now

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but that's a good tutorial, works completely from scratch

plush yew
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im using the animation starter pack for now.

errant venture
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thats not scratch.

plush yew
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yes i understand that

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but its just a placeholder

errant venture
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dont worry abt animations for now, just make the character a cube

plush yew
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until my designer gets the character

errant venture
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yes.

plush yew
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just starting the tutorial.

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and it has already broken my game

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ok i have fixed it

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but ive followed the tutorial

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and it still has done nothign to what i want to do, @errant venture

errant venture
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hold up

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make a new, empty world

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and do the tutorial to learn the content

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and what you want is kind of unclear, but just move your camera back away from the character's head

#

and it will be kinda like fortnite controls

plush yew
#

yes i have done that

#

let me show you what i mean.

#

when i move my mouse it does a 360

#

but in fortnite, the player moves with the mouse

serene birch
#

that's a setting in the player controller or so

plush yew
#

where in playercontroler?

serene birch
#

2s warming up shader compiler 😄

errant venture
#

i think thats what you want?

serene birch
#

yes

errant venture
#

yes

plush yew
#

where is that?

errant venture
#

go to your character, its the top component (self)

plush yew
#

YES

#

THANK YOU

errant venture
#

you are welcome good sir

plush yew
#

YOU ARE THE BEST

errant venture
#

i am aware

plush yew
#

Alright, small question though

#

can i hookup my gamemodes to firebase?

errant venture
#

what

grim ore
#

too bad you didnt just use the third person character to make this easier

errant venture
#

a real shame

#

what's firebase

plush yew
#

alright so. Firebase is a chrome thingy. you can kinda control stuff with it and its sometimes used with apps, In my game there certain limited time gamemodes I want to publish. So is there a way i can use firebase or something else for them to be published on-time?

#

Firebase is a platform developed by Google for creating mobile and web applications. It was originally an independent company founded in 2011. In 2014, Google acquired the platform and it is now their flagship offering for app development

errant venture
#

no idea,

plush yew
#

i guess that might be a later question 🤷‍♂️

errant venture
#

proabably.

fierce forge
#

hello , how i can get if this array have a number in any index or not ?

#

like 12

shut scaffold
#

I mean

plush yew
#

alr, question. How do i make it so i can move it, like i can see the sides a little?

#

not only keeping it 3rd person

shut scaffold
#

If its an integer/float array @fierce forge there will be a number

grim ore
#

you might as well just write out your game design doc and post it here since everyone else is doing your work for you

fierce forge
#

ok but if there's like 12 , 10 , 11 , how i can detect if there's 12 or not in the entire array ?

shut scaffold
#

Aand you could simply make a check using foreach loop

grim ore
#

there is a contains and a find node for arrays

shut scaffold
#

Oh, there is?

#

Sorry, didn't know

fierce forge
#

@grim ore tnx

grim ore
#

drag off the array output, scroll down to array and look.... its literally a list of stuff you can do

lucid grove
#

Hi there!

Help, I broke my head over a seemingly extremely simple task. I have a component that I use to output a function that I need to output dialog options. Animations, sound, camera position, and duration until the next dialog. Everything works great. However, I started adding the option to skip dialogs and ran into a problem.

Skipping is quite simple: we destroy the sound, stop the animation and... I have another element-DELAY to the next dialog, which is taken based on the duration of the audio file.

So I have no idea how to stop it. I can't do anything in the function - I need to output the duration of the dialog separately in output and then put delay next to it inside the character.

And at this stage I have a dead end. Because the function happens instantly-the signal for delay goes immediately and I can't do anything with it.

How do I solve this?

plush yew
#

( I specify that I set my Lens Exposure Min and Max to the same value, in the PostProcessVolume, and uncheck AutoExposure in my Project Settings, but it doesn't solve the pb )

grim ore
#

if auto exposure is disabled in the project your pp settings shouldnt matter, also your pp needs to be unbound probably. Ignoring that it looks like a rendering issue and not auto exposure.

#

your project itself looks like it is having issues, like your card isnt compatible or you changed a rendering setting

#

@lucid grove is the issue you cant stop the delay?

lucid grove
#

Yep

grim ore
#

you might want to consider using timers then since you can stop them, delays are more fire and forget

#

for the rendering issue grab those weird items that are having problems, copy them, start a new level and paste them into it and see if there is a problem in a new level

plush yew
#

@grim ore « or you changed a rendering setting » => I deleted 2 PostProcessVolume that I do not need and changed the Min and Max Brightness in the Exposure panel. That's more or less all I did. Can it be the cause of the issue ?

grim ore
#

well if you click the view drop down in the editor and uncheck the use game settings for exposure you can see if thats causing the issue

#

but i doesnt look like it, it looks like you have other light related issues. does your output log show anything?

plush yew
#

( Yep my bad : and I also unchecked the Auto exposure in the project settings )

#

Hey can someone send me a tutorial on how to make guns?

#

from scratch?

lucid grove
#

Start from MathewW YT channel 🙂

frigid needle
#

We've also already mentioned firing up the FPS Template and replicating the setup.

plush yew
#

@grim ore I don't understand so much but I don't see anything reliated to my issue in the output Log :

polar fossil
#

I was about to ask if epic is planning to support apple silicon and then I remembered they are having a feud so never mind 😆

lucid grove
#

you might want to consider using timers then since you can stop them, delays are more fire and forget
@grim ore the first thing I looked at was the timers. However, I did not understand how to apply them in this particular case. Let's say I have 20 dialog functions and there should be timers between each one? Timers as I understood are tied to events, but I can't create 20 events for each.

I have a feeling that I either misunderstand how timers work or complicate everything (or worse, I underestimate the complexity).

plush yew
#

@grim ore .. And if I uncheck "Game Settings" in the wiew drop down, I can see the screen becomes darker. But it's all what I'm seeing. 🤔

serene birch
#

auto exposure tricks

plush yew
#

I'd like also specify that I have some minor overlapping issues with the light... Don't know if it can be reliated... And also a warning about the lightmap resolution (total lightmap size for this InstancedStaticMeshComponent is large, consider reducing blablabla...)

#

@serene birch Checking some forum, this issue seems always to be from auto exposure, yeah, but in my case, maybe not... @grim ore was saying it looks like I have light related issues...

serene birch
#

the thing is, that's auto/manual exposure at work

#

if you uncheck game settings, you are in a forced exposure level you set in that same menu, in the editor view

#

if you check "game settings" the exposure amount is controlled by the active post process volume (or just plain autoexposure if there's none)

plush yew
#

hey uh

#

how do i make it so it isnt exactly stuck in 3rd person

#

and maybe let me look at the side of my arms

serene birch
#

if you want some key to unlock free view, listen for that key events and manually enable/disable the setting earlier

#

anything else would need you do go more in details in coding I guess?

plush yew
#

ah alr..

#

how can i create a gun?

#

@serene birch Mh, thanks for this information. Though, the render is still different in my Editor and in my Play Mode.

serene birch
#

did you enable "Game Mode"?

#

well "Game Settings" I mean

plush yew
#

did you enable "Game Mode"?
@serene birch You can see the difference when I check or uncheck the "Game Settings" in my gif (penultimate screenshot)

#

Enable "Game Settings" enlights the scene but it's still complety different from the scene in Play Mode (last screenshot)

serene birch
#

it just means your post process volume causes a different exposure than the one hard set when Game Settings is off

#

as for play mode I'm not sure

plush yew
#

Mh.. Yeah, I understand the thing with the Game Settings. But still doesn't about why play mode has a different render ^^

serene birch
#

this is a different issue probably

plush yew
#

Maybe it's reliated to my lighning issues ? I still have some errors :

#
  1. With the foliage : InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component.
#

How can I create a gun, sorry if i sound repetive but I dont know how to. I want it to work with a inventory system and more.

#
  1. Some overlap with some plants and trees : SM_Pine_Tree Lightmap UV are overlapping by 67.9%. Please adjust content - Enable Error Coloring to visualize.
lucid grove
#

How can I create a gun, sorry if i sound repetive but I dont know how to. I want it to work with a inventory system and more.
@plush yew for gun creation you have two options:

  1. Do it yourself with 3d software like 3dsmax, maya or blender
  2. Buy assets on UE Marketplace
#

How can I create a gun, sorry if i sound repetive but I dont know how to. I want it to work with a inventory system and more.
@plush yew you need basic knowledge about how BP or C works on UE4

plush yew
#

@lucid grove I do not wnat to buy anything from the marketplace, I want everything I make from scratch. buying content from the marketplace is lazy.

#

and finally, 3, on some Point Lights (but not the point lights you can see in the screenshots that I've post up above) : "Severe performance loss: Failed to allocate shadowmap channel for stationary light due to overlap – light will fall back to dynamic shadows!"

lucid grove
#

@lucid grove I do not wnat to buy anything from the marketplace, I want everything I make from scratch. buying content from the marketplace is lazy.
@plush yew then first option is yours 🙂

plush yew
#

Can it be reliated to this maybe ? 🤔 @serene birch

#

ohhh..
I have a graphics designer for my weapons

#

i mean the guns in general.

serene birch
#

well the FPS and TPS template both have weapons

#

so once again, import the template, tweak the BP as you want and enjoy a weapon 🙂

barren flume
#

Was wondering if there was a way to do this but for a character blueprint? I can't find that node for the mesh and I tried turning something like that one in my material settings

#

This picture is from the ue4 docs

#

but for actors placed in the world

serene birch
#

the tech isn't there yet to have emissive textures light up the world dynamically

#

well maybe with RTX

barren flume
plush yew
#

Alright so im watching a tutorial on how to make a health bar. he uses a progress bar, what im doing though is im using images for my HUD. how can i use them?

#

@plush yew i can make models myself, and i also have modelers for my game.

#

i meant how to make the gun work.

mint arch
#

I need help with the ads on android someone can help me? thanks 🙂

plush yew
#

haha. i can understand the confusion

mint arch
#

i have a problem

plush yew
#

Alright so im watching a tutorial on how to make a health bar. he uses a progress bar, what im doing though is im using images for my HUD. how can i use them?

#

Hm?

narrow mauve
#

Anyone good with math. Is the g variable (gravity) multiplied with the top result and not the bottom? also is the +1 added only to the top result before or after the division?

ornate forge
#

It's gonna be difficult to develop games without knowing grade school algebra... Yes, you multiply g with the divisible, and division happens before addition.

narrow mauve
#

I am second guessing myself because the result I am getting is strange

#

thanks

ornate forge
#

When you are dealing with physics equations, don't forget to use dimensional analysis for sanity checking

#

In engineering and science, dimensional analysis is the analysis of the relationships between different physical quantities by identifying their base quantities (such as length, mass, time, and electric charge) and units of measure (such as miles vs. kilometres, or pounds vs. ...

frigid needle
#

Coz, you keep asking the same question and despite getting answers, you keep not listening.

#

If you want to figure out how to make a gun work, fire up the FPS Template, either Blueprint or C++, and look at how it works. Then you can replicate that yourself, even in that same project, and see how to make changes so it works the way you want to

barren flume
#

Asking again because I still can't seem to figure it out

#

How can I show memory usage?

#

I've seen it on the top bar in ue4

#

It would show up right under the project name

latent hemlock
#

Hey guys, for some reason my project is finding thousands of shaders during compile, but my actual number is far far lower. Anyone know what could be going on here?

serene birch
#

a single material will cause a lot of shaders by itself

#

the shadow shader, the normal shader, the different shader quality level versions etc...

#

it adds up fast

latent hemlock
#

Thx, didn't know that a single material broke down into separate shaders. (also, just realized I accidentally imported a demo file when I migrated a framework lol)

barren flume
#

not sure how to enable it

#

well nevermind found it in editor preferences

plush yew
#

Hey uh. Question. So in fortnite. They have customized HUD with images. Like I’m going to have. I’m watching a tutorial on HP bar and such, and they are using a progress bar. Is there a way to make the progress bar with using my image?

polar fossil
#

LogHttp: Warning: 000001F70FE82B00: request failed, libcurl error: 7 (Couldn't connect to server) is this some kind of telemetry?

#

can I disable it?

grim ore
#

you can change the progress bar image yes

plush yew
#

Ah alright thank you

placid wren
#

Not sure if this is the right chat but I imported a mesh and it has some type of weird black shadow parts on it

#

Does anyone know how this could be fixed?

polar fossil
#

LogHttp: Warning: 000001F70FE82B00: request failed, libcurl error: 7 (Couldn't connect to server) is this some kind of telemetry?
@polar fossil Editor Settings > Privacy > Usage Data > Don't Send I think this fixed it.

grim ore
#

@placid wren might need to show the black spots and when they show up (in the static mesh editor, in the game, when you bake light, etc)

latent hemlock
#

@serene birch what actually counts as a shader? is each channel (i.e base color, normal, etc) a shader?

placid wren
#

My bad I’m very new to unreal so it is probably something dumb that I did

#

This is what it looks like

grim ore
#

is this a static mesh and is this after baking lighting?

placid wren
#

I imported it, saw the black spots so built the lighting then realized it might be because it is a static mesh but when I change it to movable it remains

#

Do I rebuild the lighting again?

grim ore
#

when you imported it did you tell it to generate lightmap uv's? if you open it up in the editor (double click it) does it show more than 1 uv

#

usually that happens when you have overlapping UV's and are using lighting

latent hemlock
#

@grim ore Hey man, sorry to interrupt. Just wanted to say thx soso much for doing the WTFis series man. Brand new to ue4 and this has been my mainstay while learning!

polar fossil
#

is there a way to maximize the content browser and output log like maixmizing the main viewport with F11?

grim ore
#

not really but they are their own tabs so you can break them off and put them next to the main tab at the top, or on another monitor

placid wren
#

when you imported it did you tell it to generate lightmap uv's? if you open it up in the editor (double click it) does it show more than 1 uv
@grim ore O damn I literally just pressed “import all” I can try re importing

#

Also I believe it only has 1 UV map

grim ore
#

if it only has the 1 uv map, for textures, then I would bet its a bad lightmap uv so maybe let the engine make one. You can also go into the static mesh editor and do it after its imported

polar fossil
#

not really but they are their own tabs so you can break them off and put them next to the main tab at the top, or on another monitor
@grim ore Time for a feature request hue hue hue

placid wren
#

Sorry to ask how do I let the engine make one?

#

Thanks a bunch already for helping out

grim ore
#

double click the mesh then you have the generate lightmap uv's under the LOD settings

#

hit apply after you check it and it should make a new lightmap. It shows in this one that 1 is the destination for it so now I have UV0 and UV1

plush yew
#

@grim ore few questions about that:

  1. how do I find that option
  2. how is it customizable/ how will it work
grim ore
#

did you try to do any of that yourself?

placid wren
#

Generate light maps was already on

grim ore
#

make a widget, add a progress bar, look at the options. You know try and actually use something and learn it.

placid wren
#

Anything else that could’ve done it?

grim ore
#

what does your lightmap uv look like?

#

you can see here on the right side my lightmap Coordinate Index is 1 and you can see on the top I am showing UV 1

#

my other suggestion is to see if its the actual lightmap UV, make a new level and put that asset into the viewport. Change the lights to movable (all of them in the default level) and see if its still there

#

this would eliminate the light map as movable light does not use it

placid wren
grim ore
#

try the movable light test to see if its the actual lightmap

placid wren
#

Alright will try that out

grim ore
#

the people in #graphics are more art oriented and might have more suggestions if its still black with dynamic lighting

placid wren
#

Still there 😞

#

Alright will try asking there also

#

Thanks a lot anyway man will let you know if I end up fixing it

grim ore
#

yeah its something with the model maybe and might not be lighting

#

or I guess maybe a texture issue, does it do it with a single color texture

barren flume
#

Is it possible to make a material swirl in one place for the emissive only?

placid wren
#

It does it with all textures

#

So is it the model then?

grim ore
#

would have to be my guess but #graphics might have more ways to test

placid wren
#

When I view it in 3D viewer though its fine

#

Alright let me hop there

grim ore
#

if you go to the unlit mode in the editor does it still show it? top of the viewport it should say lit right now

placid wren
#

It doesn’t!

grim ore
#

hmm... sounds like a lighting issue then but that is weird if it does it when dynamic

placid wren
#

Ok I got it fixed lol

#

I just went and unchecked everybox in the mesh

#

And it was

#

Shit hold up now I cant remember

#

Under the light mass settings there is a cast shadow option

grim ore
#

so its self shadowing?

placid wren
#

Thats what caused it

#

I honestly have no idea

grim ore
#

it looked like it might have been it but looks very very very weird

placid wren
#

Ok one other quick question it keeps giving a texture streaming pool error

#

What causes this?

grim ore
#

high resolution textures, large objects (your object looks huge)

#

based on your screenshot it seems to be like 11 miles wide

placid wren
#

Ahhh alright makes sense yeah its 80k vertices I should probably make a way smaller one

soft fiber
#

Kind of worried that my model looks so poor closeup in Blender with the perspective camera vs the orthogonal camera...

#

But it doesn't look so distorted in Unreal?

#

Any advice?

digital anchor
#

@soft fiber ue4 default focal length is 90, while blender is 50

soft fiber
#

I was wondering about the setting. The longer length helps, why is Blender so much lower?

next badger
#

"Blender"(c)

soft fiber
#

Should I be modeling with a 90 length in perspective mode to get it as close to Unreal as possible? Is that what people do?

digital anchor
#

50 is a preset for cameras

#

90 for eyes

soft fiber
#

Should I be trying to adjust my model above to look better in perspective mode?

tranquil sphinx
ornate forge
#

Pretty sure there is a way of managing plugins without this browser

tranquil sphinx
#

oh?

versed bluff
#

@tranquil sphinx whenever you enable/disable a plugin it’s added to the .uproject file with its new state, otherwise UE4 will just load/not load plugins depending on the default load list (which is also why VR plugins are by default enabled even on non VR projects).

Once I disabled that by accident; opened .uproject in notepad, removed the entry about Plugin Browser, fixed in 2 minutes.

tranquil sphinx
#

ah right, i had wondered how that was stored

plush yew
#

did i do this right

#

ik wasd and aim/shoot and vertical mouse and stuff are right but

#

what about jump + crouch
Jump button is gonna be:
A - For XBOX
X - For PS4
Crouch is gonna be:
When you click on the right thumbstick

dreamy sleet
#

how do i do mulyplayer

ornate forge
#

@dreamy sleet Click the Learn tab in Epic Games Launcher, look for Shooter Game and Multiplayer Shootout samples, study them

dreamy sleet
#

ok

plush yew
#

hey uh

#

im looking for a tutorial of how to do team collaboration

#

so my developer can join the place

ornate forge
sudden bridge
#

Hey guys, is it right to use the "Cast To" function when I need to set a variable from another blueprint? For some reason this is where the code doesn't work for me. Thanks

plush yew
#

how can i change my projects location?>

#

without it screwing up

#

ok

#

i created a repository for my devs

#

how do they accept the invite

plush yew
#

how is this related?

#

alright so

#

i put my project in github

#

and now it isnt showing up in my projects

#

nvm

plush yew
#

help

#

how do i open a content browser in a differnt window

#

you can just drag it?

#

i mean

#

im trying to edit a material

#

and i need my content briowser

#

how to i open it there-

#

you drag your material window down and resize it so you can see both

#

I'd like to completely disable an actor from my game (Playing mode) AND disable/hide it from my editor too but I DO NOT want to delete it though. I think that this is the thing I'm looking for ?

#

Nope... I've just tried it. Doesn't work... 😦 [EDIT : Oh ! Indeed, it works ! But simply, it needs to launch the game in stand-alone! 🙂 ]

#

how do i change my landscape texture to my material?

#

i changed the landscape material to it and it did nothing

#

its just grey

knotty rampart
#

As I understand you can make whatever and sell it, but you may not resell the assets.

plush yew
#

hey uh
how do i change my landscape material
its just grey when i set it to my grass material

#

how many invisible actors can the engine handle? guessing virtually unlimited till memory runs out?

plush yew
#

Is there a way I can create a admin panel for certain players?

pulsar badge
#

ue4 lets me walk in the edtior but not when i package it whyy?

#

I checked imput in project setts looks fine

queen summit
#

What does “engine source” mean in install options on unreal. Never really touched it

#

?

#

Wait nvm

hot pine
#

How would you go about splitting revenue in a revenue share team?

frigid needle
#

That sounds more like something you’d want to talk to your team and/or a lawyer about

mystic holly
#

Can someone tell me how I can make fire from scratch in ue4's particle system?

solemn siren
#

Can someone tell me how I can make fire from scratch in ue4's particle system?
@mystic holly Check YouTube and find one to your liking?

mystic holly
#

I have tried

#

but all of them don't start from scratch

analog blaze
#

@mystic holly you dont need videos to start from scratch, just know the concept

mystic holly
#

I know that

#

I just don't know how to make the elements for the fire

#

such as materials

serene birch
#

@serene birch what actually counts as a shader? is each channel (i.e base color, normal, etc) a shader?
@latent hemlock no unless some new rendering technique splits them? what counts as a shader is that a shader is a piece of GPU assembly an engine sends to the GPU to draw something. A typical draw call always has at least a vertex shader and a fragment shader so your material in theory should always build at least two shaders all the time.
how many shaders you need to build depends on what the engine needs to render with all it's techniques

steep ferry
#

i need help with this thingy. I have this kind of weird shading after i import fbx from belnder to ue4

serene birch
#

did you make sure all the textures are correctly imported? correctly set in the material?

#

remember that sRGB is only for "colors" so roughness and metallic shouldn't be sRGB

steep ferry
#

Hm

#

Damn this actually may be it

#

gimme sec

#

i created brand new material now

#

straight from texture

#

without editing

#

Damn lifesaver

#

thanks @serene birch

serene birch
#

normals shouldn't be sRGB either but UE4 detects them at import usually and sets it up

#

hmm so did it solve it?

steep ferry
#

checking rn

#

compiling shaders

#

it didnt

#

srgb isnt checked either

#

but the shading is broken by normal maps

plush yew
#

help

steep ferry
#

What is it

plush yew
#

how do i make the texture work on my landscape

serene birch
#

show your material graph then (Mikolaj)

steep ferry
#

I fixed it

#

idk why but switching to normal materials isntead of instanced ones helped

#

¯_(ツ)_/¯

serene birch
#

ok

steep ferry
#

thanks bud

plush yew
#

im confused

#

cus

#

when i make it simple like t his

#

it doesnt work

#

instead

#

i get this

supple crag
#

Hey everyone, i have a question regarding ui widgets. I have this widget and the ItemButton has a size of x=100 and y=100. I'm using the widget at two different places in my UI. At one of those places I would like to scale up the size of the buttons to about 150x150. I thought just increase the render scale on the widget would work, but they are inside a horizontal box and that doesn't scale with the scaled buttons so they start overlapping. Is there a way to make it so they still keep their padding to each other? I can't seem to figure out how to just increase their actual size without using render scale

#

That's what i want to solve. I have now scaled the buttons using set render scale to 1.3 but they overlap. I did this in the editor manually and it seems like the main size (without scale) is used to position the widgets and set the layout :/

plush yew
#

put the button inside a SizeBox

#

that way you can manually set the width/height even if not inside canvas panel

#

alr question

#

so yesterday i created a github repository for my game

#

how can my devs join it?

#

join the game

supple crag
#

@plush yew i forgot to add that i add them dynamically inside an event to the parent widget. Is there a bp i can use to then set the size dynamically?

plush yew
#

you could put the new widget in a size box. you can also use BP and expose override height/width yea

supple crag
#

I added the size box. How do i actually set the size now? I can't seem to find the bp for that :/

plush yew
#

oh with size box you can get rid of the canvas panel

#

to set the width/height, click size box and in details there's options for override height and width

supple crag
#

Ok that kinda works. I set the override to 100 for width and height

#

This is a different place though where i now need to set the size to 150x150

#

I still want to keep the default 100x100 for another UI

#

Cause I want to reuse the widget and not create a duplicate with another size

plush yew
#

can someone help me with landscape?

supple crag
#

Nvm i already got it

plush yew
#

instance editable Height/Width variables that update the size box

supple crag
#

@plush yew yeah i only had set the item button as variable. I just set the size box as variable and could access it like that. I am doing the same now as your example 🙂 Thank you very much for your help!

plush yew
#

np, just don't forget to set the default values to 100

#

how can i create a admin panel for a multiplayer game?

#

(spawn weapons, kick players, revive myself, etc)

mystic holly
#

If anyone knows about source control can you check the Source-Control chat

#

I have a problem

barren flume
#

How do I get an ambient sound to play in game?

#

I can't seem to hear it at all while playing

mystic holly
#

on your player

#

or level blueprint

#

event begin play, play sound at location

barren flume
#

Weird it used to play by itself without doing that just by being placed in the level

mystic holly
#

then you can adjust the sound volume

frigid needle
#

If you're doing ambient, you probably don't want Play Sound at Location, but rather Play Sound 2D

turbid jacinth
#

Hey, I have an array of Boolean arrays and I want to change only one value, in this example of the second boolean array the third element to true. I printed it out afterwards but all values are still false, how do I change one value in a 2d array?

mystic holly
#

oops

#

that's what I meant

#

play sound 2d

#

thank you

plush yew
#

Hey uh. I have a question about collaboration. I made a GitHub repository for my game, and I’ve invited my developers. I’m wondering how they get into the project and if I can see there changes live so I can add my own aswell.

mystic holly
#

You must do stuff

plush yew
#

Yes I understand that

#

Can I add my changes while my developers add their own?

turbid jacinth
#

Normally you can change things in diffrent files without a problem, if you change stuff in the same file you gotta merge it. Thats how it was when I made a website at least, but I dont think it will be much diffrent when working on an ue project

plush yew
#

Ah alr

#

I have a question. How would I make a admin panel. (Kicking players, spawning weapons, reviving players, etc)

barren flume
#

I fixed it, I set the sound as looping and now I can hear it

forest steppe
#

hey everyone, I have a question, should I or should I not add the "Cinematic" overall scalability level in my game graphics' option?

plush yew
#

Question: how can I make a startup screen like fortnite has?

frigid needle
#

Question: have you attempted to Google that?

plush yew
#

for very vague questions, tutorials will do a lot better than discord chat

frigid needle
#

Because I see an actual tutorial on one of the first couple of results when I Google that

brittle tundra
#

Hello guys,
Any ideas why I can build for Shipping but development is not working since I build once in shipping ?
LINK : fatal error LNK1104: cannot open file 'G:\Powerz\Binaries\Win64\PowerzTest.exe'

frigid needle
brittle tundra
#

I did try the solutions I could find everywhere

#

It's only on development...

frigid needle
#

So was this one, yeah

#

Someone in that same thread mentioned a rogue Visual Studio process, but I'm not certain what that exactly entails

fierce forge
#

because i think this is why i can't package to android

manic pawn
#

have you bought one?

plush yew
#

@frigid needle I haven’t googled but I’ve watched some videos, and couldn’t find a result.

#

Can you maybe send me a article or such so I can attempt to make it?

frigid needle
#

Just do a quick search. "UE4 How to create an external launcher"

#

Make that your first step for most every question, and you'll find results a lot faster than waiting for someone here.

#

Then come back here and ask question if there's something you don't fully understand

plush yew
#

Ah alright.

inner cloak
plush yew
#

@frigid needle I didn’t mean a launcher. I meant how I make a launch screen when I start the app (like how fortnite has the loading screen and such?)

frigid needle
#

Then just change your search terms.

#

Dark, unselect your actor

fierce forge
#

@manic pawn I need to purchase one just for packaging to Android ?

manic pawn
#

if you don't have a license, why did you install expensivebuild? go uninstall it

woeful wadi
#

I've got a quick question

#

How do I set a material that's attached to the player

#

for example

#

this right now is grass but I need it to change based on on int value

stark marsh
#

help does anyone know how i can make my armour move with my mesh

#

i don't want it a permenant part of my character since i want to equip and unequip each piece

#

and swap them out

#

wait i can parent it to my cahracter bones

#

so it will move with it when i add animations

woeful wadi
#

I'm actually so confused

#

How do I switch cameras in the player blueprint

stark marsh
#

help

#

so i made some armour for my cahracter

#

but i want it to move with him when he is animated

#

but the thing is i don't want it a permenant part of his mesh

#

since i want to equip and unequip armour eventually

woeful wadi
#

can't you just attach it in the viewport and toggle it's visibility?

#

Also I need help, does anyone know how to delete an instance that is hit by a raycast

#

Also how do I get something to happen when the game starts

#

I have something in Construction Script that only happens when I compile, not when the game starts but I need it to happen when the game starts

rocky radish
#

Also how do I get something to happen when the game starts
@woeful wadi event begin play

stark marsh
#

if i attach it in viewport i don't know if it will actually move with him

woeful wadi
#

I need it to happen in construction script

stark marsh
#

when he's animated

woeful wadi
#

it should

#

if you attach it to the joint

barren flume
#

Oh I finally figured out why sometimes the perspective and view modes disappear on me sometimes

rocky radish
#

I need it to happen in construction script
@woeful wadi why?

woeful wadi
stark marsh
#

if i attach it to joint it goes really dodgy

woeful wadi
#

That's what the tutorial did idk

stark marsh
#

the size of it goes absoloutely massive

woeful wadi
#

I'd just rather do it in the construction script if possible

stark marsh
#

and i can't shrink it precice enough, or move it precise enough

woeful wadi
#

wait actually I'm stupid

#

I can do it in the event thing

#

graph*

rocky radish
#

I'd just rather do it in the construction script if possible
@woeful wadi that sounds unnecessary to me

woeful wadi
#

it's not working in the event graph

rocky radish
#

it's not working in the event graph
@woeful wadi why not? what is it doing that it shouldnt do?

woeful wadi
#

the problem is it's not doing anything

#

it should be randomly setting variables

rocky radish
#

the problem is it's not doing anything
@woeful wadi can you show me your blueprint?

woeful wadi
#

this is the important part

#

that should be randomizing this

#

also if anyone knows a good tutorial on like, chunk systems and/or just a better way to do seeds lmk please

fierce forge
#

@manic pawn without incredibuild I can't export on Android , it worked 5 months ago

rocky radish
#

and how do you know its not setting the variables? i'd recommend doing a print string to make sure

woeful wadi
#

it probably is

#

it's probably just not working because the thing can't check in time or something

#

what happens first

#

the construction script or the event graph

#

if it's the construction script then that's the problem

rocky radish
#

make a print string to check. also, what exactly are you trying to do with these variables?

woeful wadi
#

it randomizes the blocks that you see in the picture that I just sent

#

If the construction script is executed before the event graph then that's why it's doing nothing

plush yew
stark marsh
#

why when i parent it to the sockets i can't change it's size precise enough

rocky radish
#

If the construction script is executed before the event graph then that's why it's doing nothing
@woeful wadi because you're setting these variables in begin play, not construction script

stark marsh
#

why does it all mess up and make it change by massive amounts at a time, so instead of dragging it i have to manually type in numbers

rocky radish
#

begin play happens after the constructor, it happens when the actor is spawned in the world

stark marsh
#

is their any way to make it precise and accurate when moving it

woeful wadi
#

yeah that's why I said it has to be in construction script

stark marsh
#

like it moves by absoloutely massive amounts each drag, instead of tiny amounts which i want

rocky radish
#

yeah that's why I said it has to be in construction script
@woeful wadi but do you want it to randomly generate the blocks when the game starts or before that (in the editor)?

woeful wadi
#

like

#

it has to do it when I hit play or when the game starts up if it's exported

#

because if I have it in construction script it only works when I compile

rocky radish
#

it has to do it when I hit play or when the game starts up if it's exported
@woeful wadi for that you'd have to do everything on begin play, when you do that, it will generate the variables when the game starts (or when the actor is spawned)

woeful wadi
#

ah

#

do you have a better tutorial for how I can make a sort of minecrafty kind of game with random generation and chunks and seeds and all that

rocky radish
#

sorry but i dont 😐

woeful wadi
#

rip

stark marsh
#

ok

#

i have successfully parented the helmet to my meshes head

plush yew
#

@stark marsh make sure that the orange button shown here (located in the top right of the viewport) is unselected so you can make small changes

stark marsh
#

okay thanks

#

can i have the same skeleton along with animations but with a differant mesh

#

like if the mesh is very similar in shape

light oriole
#

why*

plush yew
#

drag from overlapped actor and make a node called cast to first person character

#

@light oriole

light oriole
#

wdum?

plush yew
#

wait no im stupid that wont really do much

light oriole
#

so you don't know

plush yew
#

what do you want to collide with the cube?

#

the character?

light oriole
#

yea

#

and reset the level

plush yew
#

try this?

light oriole
#

i can't find the middle block?

earnest violet
#

My remove from parent is not getting rid of the text widget

plush yew
#

itll be called whatever you character is called

light oriole
#

ok

#

it didn't work

plush yew
#

bruh

light oriole
#

i got it now

noble magnet
#

anyone know why i hit the top of the ladder and just keep flying? I think i tied in wrong somehow

#

should one of those branches be a sequence?

#

i see where the disconnect is, i just dunno how to fix it

woeful wadi
#

I'm so confused

#

Why is my material not working

#

I have 4 types of blocks but only 3 of them have textures that work

#

this works

#

works

#

this does not work, nothing was changed, the default one doesn't change, my custom one doesn't change, etc

#

Gold also used to not work until I made a brand new material and copied over the data for gold

plush yew
#

Intellisense and syntax highlighting in my Visual Studio is very slow. Are there any settings I can change to improve it?

rocky cypress
#

Hello guys I’m playing around with mocap . ARKit in with LiveLink face. But I’m struggling with the eyeballs I don’t know how to link the eyeballs. Don’t know if need morphs in the eyeballs or remap the bone with nodes . Please somebody know about this? I can’t find documentation of this section.

plush yew
#

Intellisense and syntax highlighting in my Visual Studio is very slow. Are there any settings I can change to improve it?
@plush yew
So i think i fixed this with installing a better Intellisense (Recharper) Its like 1000x times faster and provides additional informations that vs didnt even get. (e.g. Reflection Specifier)

earnest briar
#

visual assist is another option but ya stock intellisense can't handle unreal

vestal ferry
#

hey all, so i'm trying to build my loghting (1116 unbuilt objects) and it stops at 0%, this is what opens

#

nothing in the Lighting Results log tho

vestal ferry
#

any ideas ?

grave spruce
#

missing dll

halcyon flame
#

does anyone have the automotive materials (Epic asset) on version 4.22 or prior?

#

the vault/marketplace no longer has that version available

vestal ferry
#

missing dll
@grave spruce alright gonna try to update

open gorge
#

@vestal ferry are you using an epic binary? Do you have debug symbols installed?

#

@plush yew intellisense is fairly garbo for ue4. Use Visual Assist or another extension and disable Intellisense

plush yew
#

Yes found that out too. as i said im using recharper c++ for now on. Works great. Thanks anyways

open gorge
#

ReSharper is good :)

vestal ferry
#

@vestal ferry are you using an epic binary? Do you have debug symbols installed?
@open gorge i installed UE 4.25 on the store, updated it, still can't build lighting

jolly jungle
#

in blueprint, is it possible to make a delay that i am able to cancel before it is done?

frigid needle
#

You will want to do that with a Timeline.

plush yew
exotic thicket
#

@jolly jungle probably easiest by using set timer by event, you get a timer handle which you can use to invalidate the timer

open gorge
#

@plush yew Yes, I use that as well.

#

@vestal ferry may need to reinstall it entirely.

alpine laurel
#

my unreal engine just started being slow as hell. like not responding, delayed reactions

#

4.25.3 this normal or is my computer acting up?

formal pebble
#

Hey, I've set custom mouse cursor, when I press play in one map it works, but if I try in another map it doesn't .. What can be the problem with this, if I'm setting it on project settings

frigid needle
#

Reboot your machine, Ep.

stark marsh
#

i need to know how to change a variables max value through script

shut glen
#

anyone know how can i make fast paced movement in unreal?

stark marsh
#

i want to make dungeons full of puzzles and enemies, and once you reach the end you get the choice to upgrade health, mana or stamina

shut glen
stark marsh
#

thanks

#

then i can just said it so when i walk over something it plays a script to icnrease it

#

nah that's not it at all

#

nothing to do with what i'm doing

exotic thicket
#

you could have two variables, Health and MaxHealth, let's say both start at 10

#

then when the player chooses whatever, you increase MaxHealth to 15 and set Health to match

#

that'd do it

stiff mirage
#

Hello!

stark marsh
#

@exotic thicket

#

to display it on my healthabar do i just divide the two then?

exotic thicket
#

yeah something like that should work

odd steeple
#

Hello, I have a separate geo on my main mesh that translates a lot further on the skeletal mesh in Unreal than it does in Maya, has anyone seen this before? I do have a stretchy spine rig on the joint it is weight painted to, could it be that?

hot canopy
#

@odd steeple Do you have a picture to show the issue?

odd steeple
#

Yeah I sec!

#

It seems to be the only piece of geo that doesn't act correctly.

#

@hot canopy It also seems to push out a little too much on the walk cycle. I guess it probably is the joint it's attached to.

#

I'll bind it to another joint and see how it reacts.

hot canopy
#

(Probably) The monsters' chest have weights from more than one bone while the chest piece only from one OR the chest and piece have different weight ratios between different bones.

#

Does the animation work in Maya?

odd steeple
#

Yeah it looks just fine in Maya.

#

That chest piece just really seems to stretch in Unreal.

hot canopy
#

Can you show the mesh weights?

#

Or the material adds some displacement?

#

Sure that can cause some troubles. I don't he should make 2 separate skeletons in this case.

chilly gale
#

I got the Sparrow hair exported BUT could not export the textures, the export and bulk export options are not showing for Paragon characters. Is that a thing? on export for the Paragon characters textures

ornate forge
#

Is it possible to change the scale of a static mesh in the Static Mesh Editor?

#

I would like to avoid rescaling every instance of it separately

#

Guess I'll have to change it in Blender and reimport

serene birch
#

you can apply a manual scale in the import settings

dusky crest
#

@chilly gale you can using export texture 2d to export
but the paragon character license is only use in unreal engine project

chilly gale
#

@dusky crest It's for an Unreal project, just trying to fit hair etc to another UE4 character

#

Wanted to try making RPG characters in a Skyrim style of play where they can change cloths etc, with more customising options

dusky crest
#

using Export Texture 2D

chilly gale
#

Maybe use CC3+ characters to put Paragon cloths and hairs on

halcyon flame
#

anyone know why this would happen? pasted the filename from the output log into the search bar

dusky crest
#

unreal doesn't like underscore

#

try to change the name

halcyon flame
#

I don't think that came from me

#

I guess I need to get the UE4 exporter for blender

bold fog
#

Hi, sorry if this isn't the right place, but I built lighting in my map and it says lighting needs to be rebuilt bc there are two unbuilt objects.

#

Anyone know what sort of thing would cause that to occur?

rocky radish
#

I think you can't have the name start with a underscore @halcyon flame

halcyon flame
#

ok. weirdly it can find some of them

#

is there official support for a blender to unreal batch exporter yet?

#

bc what I did to get the underscore names was having all of them in the same .fbx

dusky crest
halcyon flame
#

does that support batch export?

#

just seems like more clunky file management from the video

dusky crest
halcyon flame
#

@dusky crest ty. I'm trying to install this plugin on Blender, but typing in 'send' or 'unreal' after installing BlenderTools-master.zip doesn't return any results...