#ue4-general

1 messages Β· Page 829 of 1

dusky crest
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download zip file from release folder

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the zip file name should be has version

halcyon flame
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got it

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I guess they took away write to disk

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nevermind it's still there

zenith pebble
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but then opens the code anyway like 15 minutes later

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this isnt something ive ever had to deal with in ue4 before, anyone got an idea why this may be happening

alpine pendant
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yoo whatsupp some buddy wanna make a game? i am newbie and need help

open gorge
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@zenith pebble have you tried doing what it says?

alpine pendant
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im sorry im here in wrong chat?

open gorge
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If you have a question, ask away

alpine pendant
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okey thanks

open gorge
alpine pendant
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i wanna make a game in thirdperson look

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πŸ‘

tiny sonnet
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ofc i do have sand textures to replace it with but thats too tedious

alpine pendant
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somebuddy can help me about crashes from windows when i start unreal engine projects

open gorge
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what's the crash?

alpine pendant
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bluescreen crash

tiny sonnet
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prob a RAM problem

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but i cant tell unless u give us the BSOD error code

distant totem
thorny horizon
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Does anyone know why this isn't calling? I have it in the level blueprint. Anything the Zombie IsAttacking, this should be called and spawned but it's not.

latent sedge
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Hi, I'm still new on UE and I've watched tutorial on youtube but I still confuse with Root motion animation function. Can explain what the diff between if we use and not use the root motion?

fierce hedge
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#RealGameDevHours
Good Morning, I'm here trying to not to pull out my hair any further on why i can't find information on how to install this plugin
Called "Modeling Tools Editior Mode"

Can anyone explain to me why i can't find it or how i can install it?

fierce hedge
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Figured it out, just needed to recreate my project with the updated engine

hexed flax
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Question about SDF and distance to nearest surface . Is there a way we can embed a object ID into the mask generated with an object Intersecting with a grid ? I am capturing this grid via a screen capture 2D to generate a render target . Looking for a way for the render target to somehow embed the object/instance ID of the intersections

rancid lynx
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IMPORTing and EXPORTing seems to be broken with PROJECT SETTINGS. CONFIRM DENY please. I can export project setting sections like INPUT and COLLISION, but when i Import them, absolutely nothing is updated.

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sorry. closing and opening the window a THIRD time seems to solve the issue.

earnest violet
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Is there anything else I can use (NODE) that will get rid of a widget other than remove from parent?

polar fossil
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hi, is there a way to have a certain aspect ratio (maybe with black bars) when playing in the viewport?

summer harness
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Hi, im working on theatre setdesign and projection previsualization and im trying to make translucency material like tulle canvas. I would like to create lighting thru tulle with gobos (lights function) but it dosentΒ΄t work like it should. Gobo effect dosenΒ΄t show in tulle canvas (picture) . Does anyone know how to fix it? Thanks advance. (leftside normal material without opacity and right with small amount opacity)

polar fossil
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hi, is there a way to have a certain aspect ratio (maybe with black bars) when playing in the viewport?
@polar fossil Found it. Just check "Lock aspect ratio" in the camera settings

strange mantle
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I'm super new to ue4. When I use the localposition node in the shader/material editor how do I split it into its rgb channels?

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oh lol

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The node is literally called splitcomponents

viral fractal
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this is an error i see since many years in unreal engine, appearing for not a single logical reason, im sick of it

radiant haven
manic pawn
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the padding around letters is defined in the font

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so there are two options

  • you're not giving it enough space, and it's aligned to the top
  • the font is just bad
radiant haven
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ok thx

stiff mirage
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What you delete?

radiant haven
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What he ment by front

viral fractal
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you even mistyped multiplayer

radiant haven
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idc

viral fractal
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i would care about UI πŸ‘€

radiant haven
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I know that but its not needed now

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I removed it anyways

viral fractal
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πŸ‘Œ

stiff mirage
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If you don't care about your project why bother lol?

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Nvm

radiant haven
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lol

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I sadi idc if its miswritten now itll be overworked anyways its not the problem rn 😐 Sry @viral fractal

viral fractal
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i understand, i just noticed it and i know that sometimes people forget about such things in the future and it gets to release that way

radiant haven
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ah ok thx πŸ˜„

viral fractal
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like in a game i worked on where we placed a bunch of 1x2x1m blocks for scale reference and forgot to remove them πŸ‘€

radiant haven
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sry If i was a bit aggressive I am pissed cause I bought a VR headset and sadly the Cable was brokenl but the Company Oculus just stopped supporting its product fter only 2 years

viral fractal
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well that sucks

radiant haven
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yeah kinda

robust oar
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I want to attach the red shoe to the foot, so when I move it moves with the foot and does not go off set. how to do that?

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I tried attaching the socket but it didnt work well

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mmm anyone

plush yew
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look into modular character meshes

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socket would work well for say a backpack, helmet or gun. But I don't think it will work well for something like shoes/clothing

robust oar
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thank you

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damn thats some advanced shit right there

plush yew
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Im looking for a very s[pecific video and idk how tf to find it. I need a working gun with a inventory system, ammo system, drop system, and pickup system

calm oasis
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hey quick questions, how do i disable eye adaptation on my game? like definetly, not in the editor

stark marsh
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hello my attacking is based on collision, so when my sword hits in enemy's capsule collider it registers as a hit and does damage

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but sometimes if i attack at a weird angle it registers a hit when he swings, and then registers a hit when he's going back from attacking to his idle / walking animation

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which i really don't want, i want it so it only can count a hit once per swing, and no more

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maybe i could create some sort of variable that lasts for like half a second which if it's true damage will be dealt

robust oar
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um

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you can make a branch so u can set the rules for when to register damage and when not

stark marsh
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i really don't know how i'm going to get this to work

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i want it to only attack once per swing

robust oar
teal mulch
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You could set a variable CanDamage to true when you start your attack, the once you hit the enemy, set it to false. Only allow damage when CanDamage is true.

stark marsh
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how

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just like take a screenshot

robust oar
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yeah

stark marsh
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ok

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i hope you can read it fine

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so when i click a "swinging sword" variable is set true for as long as the sword swinging animation lasts for

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once it's finished swinging is sort is then set to false

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but i've used that same "swinging sword" bool to tell whether i'm attacking, so my game knows when to deal damage

robust oar
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so your problem is when you run into other player collisions it applies damage to them?

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oh

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I think u can put a delay between each register damage

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its not that flexible, but you can put a delay so that if u register damage when u hit the enemy with your sword, it wont register the damage when the sword swings back, a delay that depends on the animation

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I guess that would work

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@stark marsh

stark marsh
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my games singleplayer but it will still work i think

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so the problem is it registers hits by collision from my sword onto an enemy's collider, but if i attack and hit the collider multiple times whilst "is attacking" is still true it doeals damage multiple times

plush yew
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how could i make a gun/inventory system like fortnite?

robust oar
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oh hehehe I got ya @stark marsh

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use do N

stark marsh
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ok

robust oar
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before you run the register damage event, add the node do N and

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and put in the checkbox number 1

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just for example

stark marsh
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ok

robust oar
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if it works tell me

stark marsh
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ok so it's sort of working

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it can only attack onece

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which is good

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but i've got to reset it now once is attacking is false

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how would i reset it once is swinging sword is not true

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it only does it once

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and once only

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i can't get it to reset so i have the chance to attack again next time i swing

robust oar
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oh

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sorry put is swinging to false

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^^

frigid needle
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You can either loop it back around once you set "IsSwinging" to false, or you can create a custom event called "EndSwing" or similar, that you call at the end of your system, and have that set "IsSwinging" to False, and then link into Do N's "Reset"

stark marsh
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maybe to shorten my code i could put all the damage enemy code into a custom event

stark marsh
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and just set the custom event to fire after do n

robust oar
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yeah that will help you alot

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and it will be much more flexible

stark marsh
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ok so this is damage enemy

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and it will fire off if swinging weapon is true

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but i need something for the object of "cast to weapon pick" and i don't know what

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on the damage enemy script, i need an object for cast to weapon_pick

robust oar
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capsule component like above

stark marsh
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weapon pick does not inherit capsule component and will always fail

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wait

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i jst dragged other attack from above and it works

robust oar
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m

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is your variable true or not

stark marsh
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but now i just need to figure out how to reset once attacking is false

robust oar
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you mean

stark marsh
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swingingsword1 i mean

robust oar
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reset once you press attack button?

stark marsh
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no, reset once attacking has finished, so i can attack again

robust oar
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yeah it should make sense,

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if u rename your variable to isSwinging and set it to correct

stark marsh
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no but like i need to know how to reset it please

robust oar
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and make a branch so that if swinging is false you can reset your event

stark marsh
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so if swingingsowrd1 is not true, branch then that's the reset

barren flume
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Okay I know udk is very very old but I want to try some stuff on it and I'm creating a physics asset for my character and I'm trying to manually type in a value for the bodies but I can't change them and not sure what to do to let me manually change it

robust oar
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yeah yandere

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it should be working

stark marsh
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nah it's not properly

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it still is only letting me attack once

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it's not resetting after attacking has finished

robust oar
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yeah thats because you are writing that code in the dummy character

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and not the third person character

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you must keep the damage and everything in the dummy character

plush yew
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a

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uhhhhhh

stark marsh
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it doesn't make sense

plush yew
robust oar
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but the do N in the third person character

stark marsh
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ok

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oh

robust oar
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it does. how are you going to reset your character attack from the dummy?

stark marsh
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by accessing my players swinginsword1

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from as third person character

robust oar
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you are doing stuff in reverse I guess

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can you show me the code in third person character, because your problem is not in the dummy

stark marsh
robust oar
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idk bruh

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thats the first time I see the main attack code written inside the enemy

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its in reverse xD

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imagine if u want to create a second enemy, you would need to write another code there

stark marsh
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but it makes sense though? because it's if a sword hits the enemy

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maybe i should put it in sword

robust oar
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it does make sense but it doesn't look health

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y

stark marsh
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and if hits enemy

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not if enemy hits sword

robust oar
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yes

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that is what should be done

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all of your character logic should be written inside your character blueprint

plush yew
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i tried that method 1 million times at least

robust oar
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umm is your camera attached to a socket?

plush yew
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iv a CameraBoom with "Do Collision Test" true and it still doesn't work

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the CameraBoom is attached to head socket

robust oar
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wait

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I have the same problem in my project too lol

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lemme try to fix it

plush yew
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let's solve it together

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UE has some serious bruh moments inside lmao

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more like it generates bruh moments

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actually

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have any1 done Head IKing b4

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i think we're gonna be able to fix it if that's present

robust oar
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its an easy solution I guess

stark marsh
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wait i'm following devsquads video

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he has an episode that comes after the sword damage video where he fixes bugs

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that might include the fix i want to do

plush yew
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if you mean Virtus his tuts are pretty good for fixing insects

stark marsh
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pog

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the first thing he says he'll fix is that my issue

brisk pebble
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would anyone happen to know what would cause the skin to detach itself from the skeleton when ive created a basic ik using control rig? the leg joints themselves are fine but the mesh has completely moved away from it. the ik leg functions correctly

stark marsh
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pog

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i fixed it

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now i have to wait 1 second each time become i can attack again

robust oar
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@plush yew I have an idea

stark marsh
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finally i fixed it

robust oar
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a trigger box in the level, so when u are in a narrow hall way u can move it

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nice

stark marsh
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it does a delay for the lenghth of the animation

robust oar
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with timeline

stark marsh
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and it prevents spamming too

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so you can't just keep clicking to kill him

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you actually have to wait a little

plush yew
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a trigger box in the level?

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trigger box to fire what

robust oar
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yeah but it will not be that useful

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a trigger to cast to third person character, as third person character u add a timeline and change the position of the camera

plush yew
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i'd rather have invisible walls instead but that'd ruin the overall experience with physics interactions

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nope not useful either

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that's gonna make your camera clip through the character

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i've tried that b4

robust oar
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mmm

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I have another idea but idk how to implement it

plush yew
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what idea?

robust oar
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your camera has collision and as example when it hits a wall it tries to find the best solution to go away from that wall while focusing on the player at the same time

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you get what I mean? alot of games implemented that already

plush yew
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yeah kinda

robust oar
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OH YES

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I FOUND IT

plush yew
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that sounds like something really complex to do

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oh really?

robust oar
plush yew
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brb

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oh

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lemme try that

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so all i have to do is to place the Camera Blocking Volume?

robust oar
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yeeees

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it workks

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finally

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idk if it works well with first person tbh

plush yew
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wtf

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it's not working?

robust oar
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how so

plush yew
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i have an FPP camera

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that might explain it

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basically no difference

half wedge
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new to unreal just testing some custom assets out anyone know how and why to fix this (i have ao off)

plush yew
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terrible video

robust oar
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lol :c

plush yew
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i gave a πŸ‘Ž already

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basically

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i wanna have advanced physics interactions

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and camera blocking at the same time

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so yeah not good

robust oar
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is it essential that u have to use fpp?

plush yew
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yep

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that's the direction i'm going for

robust oar
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idk just set the clipping to 1 and restart the engine

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everyone says it will fix it

plush yew
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have done that already

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lmao i even

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set it to 0.01 and it didn't fix the problem

robust oar
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did u restart the engine?

plush yew
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yes

robust oar
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um

plush yew
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i restarted the engine everytime i did that

robust oar
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it works while standing right?

plush yew
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yes

robust oar
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yeppp

plush yew
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crouching fucks it up

stark marsh
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hello so basically it says when it does damage to an enemy on screen

plush yew
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walking and running works fine

robust oar
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then change the damn capsule size when crouching ._.

stark marsh
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but in the actual full built game that won't show up, so i want to just replicate damage numbers showing in the top left

plush yew
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i'm using the "crouch" feature which changes the capsule size while crouching ._.

robust oar
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@stark marsh because u are printing strings, strings only work in the editor

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@plush yew lol when u crouch the head goes outside the capsule

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thats the main problem

plush yew
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actually

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if i increase the capsule size

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the character prob won't be able to go inside small areas like vents i.e

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or

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wait

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yeah

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imma make a crawling feature instead

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and make the capsule size go 200 tons fat when i crouch

robust oar
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Imma go to lunch

plush yew
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good day

robust oar
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soo dm me if u need anything

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cya

stark marsh
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so basically my code in my weapon says cast to dummy

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but not all enemy's are going to be the dummy

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i need lot's of differeant enemy's

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so i will have to do some sort of actor has tag

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oh nice

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so now instead of "cast to dummy" it just does and actor has tag, so i can just call any enemy an "enemy" tag

sudden bridge
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anybody have a good tutorial where I can learn how to replicate a door?

plush yew
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Are the settings in "Project Settings" applied in the Editor Mode and in the final game (the packaging game) or is it into Editor Mode only ??

stark marsh
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this is great now

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i can only attack things if it has enemy tag

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wait so how would i set the enemy's health to go down once it's got hit?

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but i don't want to do it in the weapons script

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i want it to happen in each enemy's scripts

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as i don't want universal hp obvosiously

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each enemy will have it's own hp

plush yew
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plenty of youtube tutorials for that

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@stark marsh

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Anyone know why my variable cant be watched?

stark marsh
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so this is my script

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this is in the weapons blueprints

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but i can't just say "set enemy health ..."

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inside the weapons script since obviously that weapon is going to be used for more than just one enemy

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maybe i can do something inside each enemy's script like if it has been hit by the sword take it's health away

plush yew
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@stark marsh on the enemy you want to be damaged, set up a float variable called health, set its default to something like 100

stark marsh
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yes i know that

plush yew
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do this inside the enemy

stark marsh
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but the thin is i need that health to go down each time they've been hit

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how would i like the any damage to the sword script

plush yew
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use this in your character

stark marsh
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my sword script

plush yew
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or that yeah

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and set damaged actor to the one that overlapped

stark marsh
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the actual sword has the scripts on it, since i'm making it an rpg game with lot's of differant weapons eventually

plush yew
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Anyone know why my variable cant be watched?

stark marsh
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no i can't set damaged actor

plush yew
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wdym

stark marsh
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like at the end of my script

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so at the beggining there's a begin overlap for the swords hitbox, and it can hit anything with an enemy tag

plush yew
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yes?

stark marsh
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i need to set who the damage is going to be applied to

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but i don't know how to make it go to the enemy that overlapped the swords box collider

plush yew
stark marsh
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ok i think this should work now

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but i'm not sure if it would work with the tag system

plush yew
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it will

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add the apply damage to the end

stark marsh
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no

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it's not working

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i've set it so each time it's hit the health goes down by one

plush yew
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it literally should work bro

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send a photo

stark marsh
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so this is the damage in my dummy's script

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and i just have this for when he get's hit by the weapon

sleek karma
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hello

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could someone help me please, i have a problem with setting a variable from another blueprint

stark marsh
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maybe do cast to whatever

sleek karma
stark marsh
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maybe do cast to something

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and then as that something set <variable name>

sleek karma
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yes, cast to chestbp, chestbp is the blueprint where the variable hasKey is

plush yew
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@stark marsh it works for me, go watch some tutorials on applying damage

sleek karma
stark marsh
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right ok so it is taking some damage

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but i jsut need to set it so when it takes too much damage it will die

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yay

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it works

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right now it's only text

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but eventually i'll make it actually disapear and drops items or something

plush yew
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good to hear

stark marsh
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thanks for the help

sleek karma
#

why doesnt this work?

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when i click on it nothing happens

stark marsh
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let's goo!

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i've set it so when i kill an enemy my health increases

plush yew
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@sleek karma cast to must have an object input into it

sleek karma
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yes and what object

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the chestbp

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but i cant select it

plush yew
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make sure the Action Name is the same as the input name in project settings

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idk how you could get chestbp in there

loud prism
#

Hello buddies I am completely new to unreal I have one question can i use python in unreal engine?

plush yew
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although you cant code entire games with python ;/

loud prism
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@plush yew ty πŸ™‚

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Y?

plush yew
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just how it is, only c++ can be used i think

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or blueprints

loud prism
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Sorry if I speak like noob sometimeπŸ˜…

plush yew
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which is just no coding at all

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all good

loud prism
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I have no idea about unreal

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I am a complete beginnerπŸ˜…

plush yew
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there are some very helpful youtube tutorials out there

loud prism
#

Only know py

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Ok can u give some link

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I will bookmark them

plush yew
#

in unreal engine you can make entire games without code

loud prism
#

πŸ™‚

plush yew
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alright

loud prism
#

Wow without code

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Awsome

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😍

stark marsh
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i'm sort of basing my game off of kingdoms of amalur

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i like the setting, and the ui is sort of inspired by it

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fantasy mediaval is great for games

plush yew
#

this is a good one

loud prism
#

Ty

stark marsh
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you know back in like 2005 - 2013 when ui of games were sort of 3d looking, not flat like they are now, i want to do that

loud prism
#

Hmm

stark marsh
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now eveyrhting is plain and simple but i love the old look of things, i'll show you what i mean

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darksiders for example

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more 3d looking

plush yew
#

Hello, this is first time me typing here. :)
i am making a horror game and i am painstakingly i am trying to make where the player is hiding in furniture and to no avail.

here's what i have

plush yew
#

is it possible to override the landscape brush size limit of 8192?

glacial basin
faint roost
#

Am I the only person who just doesn’t fuckin’ understand the UMG system? Literally every other aspect about unreal has come naturally to me, but trying to make a simple inventory UI has been a week long nightmare. Has anyone else found it more difficult than most things in the engine?

glacial basin
#

@faint roost I created the RPG User Interface Kit product on the marketplace. I learned how to do it by following the tutorial on the unreal youtube channel. It was tricky at first but eventually it came together in my head.

gritty marsh
#

Hi. I am getting a problem with mixamo animations. The project is packaged correctly but when trying to open the cooked file you notice problems with defaultAnimBonecompressionSettings. The version I am using is 4.25.3
Is anyone getting this same problem? I can't find a way to fix it

glacial basin
#

I still understand modules in Niagara tho. that stuff is magic

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I still dont understand i mean

faint roost
#

@glacial basin Are you talking about the three part "Drag and drop" tutorial livestream they did?

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Because I did watch that one, and it was severely out of date, and didn't include information such as "we no longer allow you to use the left mouse button to drag and drop buttons"

faint roost
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Even though that's still listed as an option on detect drag events

glacial basin
plush yew
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uhh well could someone help me with my problem?

glacial basin
#

I dont think it covers drag and drop tho

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@plush yew depends on whether anyone knows the stuff its related to

faint roost
#

@glacial basin Thank you for the project link. I'm on 4.25 so hopefully it will work. Do you remember offhand if those tutorial series actually explained what things like horizontal boxes, borders, size boxes, etc. etc. actually are and do? That's been a huge source of frustration for me, just how opaque all the naming conventions are and how unhelpful the official documentation seems to be

fluid lance
#

@faint roost UI in unreal is awfully underrepresented in tutorials and from my experience, many don't usually know much about it. Either way. Searching youtube on WTF is name of ue element you want to know about will bring you to Matthew Wadstein's page. He explains almost all elements of the engine one by one, with good, solid examples. https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ

glacial basin
#

@faint roost Yes it does explain some of them. It was a very useful tutorial series.

faint roost
#

Thank you guys, both. I will try again with both the UE tutorials and with Wadstein's page. I would pay (at this point) hundreds of dollars for a comprehensive and up to date course on this subject, because by now I'm starting to understand why so many devs go with middleware for their UI πŸ˜…

glacial basin
#

Youre welcome.

plush yew
#

Will there be performance saved if I attach many many actors to a parent and just transform the parent vs just transforming them all? Or does it treat it the same regardless?

lucid grove
#

Sup people!

#

I want to make random idle pose based on int

#

But have only Speed input insde it

plush yew
#

@lucid grove
Create a regular Blendspace rather than Blendspace 1D

lucid grove
#

Well ok, now i have two inputs - X and Z

#

Im using it for strafe animaiton. But still cant add additional input

unique timber
#

How can I get debug symbols for my packaged project?

fluid lance
#

@lucid grove You can't have multiple idle poses inside your blendspace.

#

You need to make multiple blendspaces and random them inside the abp

lucid grove
#

That was my last option

fluid lance
#

there was a stream about it, a question was asked, and Epic said it's not possible to change ASs inside a blendspace at runtime

lucid grove
#

The last one i thought was combine all idle animation with some external software

fluid lance
#

@lucid grove reference, look towards the end for the question:
https://www.youtube.com/watch?v=YVC-DL9Ibf0&t=4997s

In this stream, Wes Bunn takes a look at the quickest way to get a humanoid character up and playable from a Skeletal Mesh and a series of animations. We’ll talk about different workflow tips for the various types of animation assets (Anim Blueprints, Blend Spaces, and State M...

β–Ά Play video
lucid grove
#

I cant use montage inside anim bp right?

fluid lance
#

oh, inside the animbp?

lucid grove
#

blendspace ofc

fluid lance
#

afaik no.

#

oh, blend between motages you mean?

lucid grove
#

I mean i cant combine 3 animations inside anim montage and save it as ordinary animation (and use it inside blendspace)

fluid lance
#

@lucid grove that you can!

lucid grove
#

yeah?

fluid lance
#

the blendspace accepts AnimSeqs

#

if you cook an anim from the montage, then you can use it like any regular AS

lucid grove
#

If i understand right - i need to combine few animation inside montage and then export it to fbx. For some reason its grayed.

#

it seems like it only active inside animation, but not montage

tiny raven
#

Hi guys, Has anyone managed to create multiplayer via steam?

vapid cedar
#

This might be a stupid question - But in Editor Perspective, is there any way to change the marquee/drag select from Ctrl+Alt+Left Click Drag to just.. Left Click Drag? I don't need whatever this left click navigation is.

spice basalt
#

not sure if this the right chat group for this but out of no where my xbox controller stopped working in my UE4 game project

#

the contoller works fine on everything else even a new project in ue4. I even went back to a build I made months ago and that does not work. I tried the build on another laptop that was older and it worked fine but a newer laptop same problem not working. Is there something that could have updated around me that made my project all of a sudden not work with controllers in UE$

stark marsh
#

need help right now i've only got 1 attack animation

#

but i want to cycle through multiple

fluid lance
#

@stark marsh if you randomly want to just pick one, use a random sequence player in the animbp

austere scroll
#

Is it possible to make a 2d game in ue4 ? i know its possible in unity but i dont feel comfortable using that engine

stark marsh
#

it is but i found it's really bad

#

when i wanted to make a 2d game i just went to unity the 2d is so much better

#

just learn unity for 2d, and use ue4 for 3d

plush yew
torpid bluff
#

hello everyone, quick question, is there in unreal any node or any way to constantly turn on/off the material from a object/mesh ?

quick kelp
#

you can use set material node on a mesh

#

set it to the default material if thats what u want

#

@plush yew reroute node

#

drag from anywhere and type reroute and you get the dot

latent warren
#

As for in material. You can have a bool or var in the material and have other bp's interact with those

quick kelp
#

@latent warren do you happen to know what the difference between toggle visibility and toggle hidden in-game is?

solemn siren
#

Need help in Slate, if anyone can help out... It's posted in the #slate channel.
Thanks

torpid bluff
#

@latent warren thank u very much!

latent warren
#

The toggle visible also hide it in editor. In game is only in game when you play it in any way

chilly skiff
#

Anyone can guide me for simple things

lucid grove
#

Hey guys, another one about blendspaces. In 2d i can set speed to make character move faster, in blendspace i can give it X and Y axis, but not speed. Am i right that i need put X and Y direction inside X (call it direction) and then put speed inside Y?

chilly skiff
#

i am new to unreal and i am lerning game game dev.

#

i just need to learn to implement textures.

#

I have Quixel bridge

#

but after exporting when i drag drop.......it stretches. ......and no tiling option.

#

looks like some noob gmae dev. model.

#

can u please guide me

#

please

latent warren
#

@austere scroll
Yes ue4 is actually real good for making 2D stuff

maiden sparrow
#

Is there anybody has c# unity background?

#

How long does it take to learn c++ for intermediate c# user?

main chasm
#

GetComponentByInterface is still a thing isn't it? For some reason I can't seem to find it anymore.

plush yew
#

very subjective question. I think a good c# developer with gamedev experience could easily pick up c++ in UE but my definition of good could be completely different from yours

latent warren
plush yew
maiden sparrow
main chasm
#

@latent warren I've already done that. I checked the UE4 docs but it just shows the node and what it does.

#

I've tried pulling off another node to find it and I've tried just plain right-clicking to find it but neither has worked so far.

main chasm
#

Ok I'm seriously confused

#

I've tried pulling this node from everywhere I can think of

#

From the 3rd person character to level blueprints to the behavior tree

#

But is just doesn't show up

#

Maybe a plugin is messing with it

#

Nope, all plugins removed

narrow mauve
#

I have a question about world composition. I notice when importing a tiled landscape there is no option to enable edit layers. However if you create a landscape in editor and enable edit layers..all adjacent layers you add in world composition have layers to work with...

#

Is there a way to enable or use it when importing tiled landscapes

#

or is there something in the bigger picture I am not seeing

plush yew
#

hi i have unchecked auto-clear but in here it is still making a black frame happens

#

when the video loops

stark marsh
#

how do i change my players maximum health

#

right now it is a float 1.0

#

but i want to be able to upgrade it eventually

#

like when i walk over something it will change

whole quarry
#

maxLife * Level or something

plush yew
#

you just do a on collsion event

#

cast to your plaeyer

#

then increment int for player health

#

but if you want a upgrade system

#

somthing like a coin vaule

#

you walk on something you get a coin then just a button event check for the coin ammount for it to run get all actors of class then add players health by one etc

prisma seal
#

I've reached a point in my project where I need to rethink how I'm planning it out. I'm using trello but I can't really seem to find a good workflow on how to organize my to-do list. I currently just have a to-do and doing list that is unorganized. And as for my general game plan, I don't really have anything written down for everything that's going to be in the game, it's just currently sitting in my head. Are there any good sources that can help me find a good method of managing tasks that need to be done and how to write a game plan?

stray briar
#

honestly i would say its more about breaking your project down. literally make a list of how to work towards your first game mechanic or something. Ive done that, and i could use trello, but I just have a physical bulletpointed notepad and tick each thing off one by one

#

it makes you think more about how you will go about making specific things too

hollow ridge
#

Can You export to html5 in 4.25? I see the docs on it but I have no options for it in the editor or launcher

rocky radish
#

Can You export to html5 in 4.25? I see the docs on it but I have no options for it in the editor or launcher
@hollow ridge i think you have to build the engine from source or something like that

hollow ridge
#

ah that sucks

rocky radish
#

actually idk

silent walrus
#

can somebody help me with this problem i ran into

hollow ridge
#

@silent walrus whats the problem?

silent walrus
#

so im following this guide for items and inventory, i have the same blueprints as him but mine just doesnt work

#

its picking up the items but its not adding them to my inventory

sudden bridge
#

hey guys I want to play an animation but be running code at the same time, but my blueprint waits for the animation to end before starting the rest of the code, how can I fix this?

hollow ridge
#

oh @rocky radish also it isnt that here is what it says in the docs
HTML5 SDK Setup
The Unreal Engine 4 (UE4) HTML5 implementation utilizes the Emscripten toolchain from Mozilla to cross-compile UE4's C++ code into Javascript. When you download UE4 from either the Epic Games Launcher or from Epic's Github repository all of the needed Emscripten and Python files for HTML5 development will be included. This means that you can start creating HTML5 projects without having to perform any additional setup steps or install any additional software.

#

@sudden bridge r u using a sequence?

sudden bridge
#

wait

#

I think it's fixed

#

Nvm, thanks anyways lol

hollow ridge
#

k

rocky radish
#

oh @rocky radish also it isnt that here is what it says in the docs
HTML5 SDK Setup
The Unreal Engine 4 (UE4) HTML5 implementation utilizes the Emscripten toolchain from Mozilla to cross-compile UE4's C++ code into Javascript. When you download UE4 from either the Epic Games Launcher or from Epic's Github repository all of the needed Emscripten and Python files for HTML5 development will be included. This means that you can start creating HTML5 projects without having to perform any additional setup steps or install any additional software.
@hollow ridge oh so nvm

hollow ridge
#

@silent walrus I need to see what you have

silent walrus
#

like my blueprints?

hollow ridge
#

ah wait

#

look in the comments

#

of the tutorial

silent walrus
#

yeah i did but none of the things they said worked for me

hollow ridge
#

just from the comments this seems like it might be a bad tutorial

silent walrus
#

yeah, but it was the first one i found so i thought it wouldnt be bad

bitter iris
#

hi guys, i have a setup so these green boxes have their own location info, to display on hud, the problem im having is, if the player spawns in 1 of the boxes, it doesnt "activate" to show on the hud. How could I bypass it

silent walrus
#

could you point me to a better one @hollow ridge

hollow ridge
#

idk Ive never made an inventory system I can look tho

mossy nymph
#

@bitter iris by the looks of it you could check which one he's in using simple vector math

#

instead of im guessing collisions?

silent walrus
#

@hollow ridge did you find anything?

hollow ridge
#

nah

silent walrus
#

so should i keep following this one?

#

cuz im really new and dont think i can do it without a guide

hollow ridge
#

maybe I would think you just have an array and add the item you need to it

silent walrus
hollow ridge
#

hm I think that works but also depends on what that input value is

deep viper
#

I'm playing around with the UMG [scroll box ] item. It seems to squish my children into thin lines (it does not stretch them vertically to match the height of my [scroll box] height. Note, the green bar is an image, and the line with 5 colors is a grid box, all the empty space is the [scroll box] area.

hollow ridge
#

try to disconnect everything from the node and put all the values in manualy and see if it works

silent walrus
#

wdym, as in like disconnect everything from the array ?

stark marsh
#

help i want to make armour that moves with the players body with animations

#

i also want to equip and unequip

hollow ridge
#

from the set array elem

#

well except the inventory array

silent walrus
#

how do i put the values in manualy

hollow ridge
#

hm you cant

#

idk

bitter iris
#

@mossy nymph id prefer to stick to collisions

silent walrus
#

so then what do i do in this situation ?

mossy nymph
#

vector math is significantly more performant @bitter iris

bitter iris
#

yeh if you know what youre doing sure lol, idk this is how my head done it

mossy nymph
#

there is a spatialization grid plugin even, somewhere on the marketplace

#

that does exactly that

ornate forge
#

When I convert a skeleton with UE to Rigify, the converted rig ends being detached from the mesh, is this normal?

#

Seems to break animations too

#

I do the same things that the official tutorial does

#

Not sure what can even go wrong

plush yew
#

Hiring devs dm me if you want info and 3d modelers

versed lion
#

Quick question, Can the engine be crashed because of low pc specs?

latent thorn
#

saddly yes i believe

versed lion
#

oh, ok thx πŸ™‚

latent thorn
#

good luck dude 😬

wooden kayak
#

I had a question about Lightmaps and Shadows in Unreal. It seems like when I build the Lighting I get these wiggly shadows. I think it has to do with the models Lightmap but I'm not sure how to change it, has anyone had these problem before?

rocky radish
#

I had a question about Lightmaps and Shadows in Unreal. It seems like when I build the Lighting I get these wiggly shadows. I think it has to do with the models Lightmap but I'm not sure how to change it, has anyone had these problem before?
@wooden kayak increase the lightmap resolution

zenith pebble
#

@open gorge yeah I did, but it still isnt working

open gorge
#

@zenith pebble sorry, refresh me

zenith pebble
#

When i go to edit code in ue4 if returns an error saying that Visual Studio isnt fully installed or something

#

I think I'll try reinstalling again and see if the issue persists

safe swallow
#

I am wondering, if someone can answer a question, when I retarget my animations to another sk_mesh... is there a simple way to retarget sockets on bones too? Or is it all manual?

sudden bridge
#

anybody know where I can go to add a post process volume to my level?

#

can't seem to find where that would be

open gorge
sudden bridge
#

oooooh

#

thank you

alpine laurel
#

google is so stupid

#

cant even track cookies right

#

i have been getting unity ads ever since i started using unreal engine. i have literally never looked up unity

noble magnet
#

So i downloaded the creator version of UE4 to see if making this game was even possible, but now that I've found that it is do i need to upgrade it to a publishers version?

#

does it even matter?

open gorge
#
Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD. 

Unreal Engine End User License Agreement for Creators: This license is free to use and 100% royalty-free; you can use it to create internal or free projects, or to develop linear content or custom projects for clients, but not for publishing off-the-shelf offerings.```
#

If you plan on releasing your game, you need to use the Publishing version yes.

#

@alpine laurel Unity probably signed a deal with google or something and if you're searching general game dev things or UE4, they'll try to attract you to their product. So less stupid on google and more of a ploy to get you to use Unity.

alpine laurel
#

oof

loud prism
#

Is there any site which can publish my game for free, I am just asking πŸ™‚

alpine laurel
#

yeah i tried unity before (used a seperate web browser for it) and not that fun

open gorge
#

@loud prism define Free

alpine laurel
open gorge
#

I think they take a cut

loud prism
#

@open gorge free here means without any money can they publish my game

open gorge
#

they also have size limits

alpine laurel
#

yeah they prob do

open gorge
#

Publish? no

#

Host? yes

#

but they take a cut

deep viper
#

Where can I find [z-order] in the UMG* editor? I can't seem to find it on [image ] components. (I am also having very inconsistent draw order behavior judging from the order of my objects in the hierarchy.

loud prism
#

I don't wnt to earn money from my game for now I wnt to give my game for free to people

open gorge
#

You can do that too

#

but they still take a cut of any money you make off your game

#

including donations

#

you need to report those

#

or you can get in trouble, technically speaking

#

@deep viper have you tried searching the panel, iirc there's a search bar at the top of the details window for UMG

#

in the middle of code iteration so can't open editor

deep viper
#

I just learned that z-order seems to be a "Canvas Slot" property, so only available to immediate children of a [canvas]. I'll try juggling the children of the [vertical bar] and [scroll box] for now, since the draw order is a total mess atm.

open gorge
#

ah

#

TIL

deep viper
#

In which order to UMG objects in the hierarchy render? (Boy this information is not easy to find with google) Turns out the lower umg objects have priority.

deep viper
#

Anyone know how to close any pop up windows you accidently left open without closing? (e.g. color selection window)

ember cliff
#

is it normal that my packaging action announces 2700 shaders to compile when I only have a dozen very basic materials ?

grim ore
#

yes as other items might be packaging that you did not count on, like engine stuff. and every material has different variations which is why so many shaders

deep viper
#

I can't seem to be able to create a [Make Float] node in the material graph for a [UI domain] Material. I was hoping to input it as a value for a radial gradient node.

upper oasis
#

Hello guys. Does viewport screen percentage affect screenshot quality?

grim ore
#

a single float would be a scalar or constant 1 in the material

deep viper
#

Thanks.

upper oasis
#

New to Unreal engine. 200% screen percentage seems to make my screenshots blurry compared to 50% or 100%.

#

I tried to look into youtube but theres not enough explanation. Any inputs would be appreciated. Thanks.

grim ore
#

how are you taking the screenshot?

upper oasis
#

@grim ore I am interested in archviz that is why I am also trying to make use of the screenshot feature. I took screenshots of two 5X multiplier. One 100% & the other one 200%. I am taking a shot w/ a depth of field blur. the 200% seems to look blurry all around.

#

is it allowed to post image links here?

grim ore
#

it is, but how are you taking it? the high res screenshot option in the viewport or the console command or ?

upper oasis
#

I have heard of the command version. Does the viewport screen percentage not affect the render/screenshot result? I am still about to study the command version.

restive rivet
#

I'm about to set up a new computer so I need to transfer my in-progress Project over. How do I gather up all the files so I can upload them somewhere?

grim ore
#

based on it only working at runtime (screen percentage cvar) I would asssume high res screenshot doesnt play nice with it

#

@restive rivet Your project should be self contained so if you move the entire folder it should work on a new machine

upper oasis
#

@restive rivet You can probably look it up in the epic game launcher library. Open file in folder.

restive rivet
#

I see it all there, but it shows the project file size as 1KB, so I wasn't sure if that was actually accurate

grim ore
#

the .uproject file or the entire folder?

upper oasis
#

@grim ore Is the code version a standard workflow?

restive rivet
#

The project file.

grim ore
#

the folder is what you want, the entire folder where your project is at

#

@upper oasis the high res screenshot should accomplish what you want, I dont see a need for trying to get it at 200% scale. Thats basically the same as rendering it at 2x resolution internally then scaling it down to 1x to fit the screen. If you use 2x high res and then scale it down to 1x its the same effect.

#

screen percentage scaling is intended to be a performance at runtime feature

upper oasis
#

@grim ore Thanks for the input man. Appreciate it.

grim ore
#

@restive rivet you want the project folder, compress it or move it, not just the .uproject file.

#

so in my case I would move the tpp folder and it would contain my entire project

restive rivet
#

@grim ore Got it, thanks!

noble magnet
#

Anyone feel like taking pity on a newbie and helping me figure out how to tie some things into this really nice advanced locomotion asset? Everything I do breaks something. Even the smallest thing. Its pretty beyond everything ive learned so far

pulsar badge
#

Does anyone know how to remove grass out (foliage) of a road its on the landscape already. I checked paint and there is no removal for foliage

final stratus
#

Will UE5 have more thorough C++ documentation? Unity's docs are really great and descriptive with examples. It's very approachable compared to UE4, where docs seem to consist of only a few sentences on a topic.

sinful egret
#

hey guys what's something that that it's very time consuming, repetitive or just difficult in UE4? I'd like to build automation tool for UE4 so I'd like some feedback unreal πŸ‘

plush yew
#

Can somebody check the #linux channel?

noble magnet
#

If i make a BP out of destructible meshes, why does the bp have no collision when I drop it into the world?

loud prism
#

whats the downloading size of unreal engine??

pulsar badge
#

It tells you the download size before u click the install button lol

loud prism
#

only 42 mb nice

#

i asked because i have only 2gb left

#

hehehe

#

@pulsar badge

vapid spoke
#

Hi all,
Does anyone knows how to convert the quaternion from unity to unreal?
The following link is a similar problem.
But it is not workable after my test.
https://stackoverflow.com/questions/46769710/how-to-convert-quaternions-from-ue4-to-unity3d

loud prism
#

getting this error

#

what should i do

rocky quiver
#

check for updates for Windows Installer

loud prism
#

ok

loud prism
#

same error

#

still

fresh shuttle
#

Hey guys i am trying to record my packaged ue4 game,obs's quality is horrible and i can't sequence record can't follow my 2dpaperflipbook character's camera, any way to solve this?

loud prism
#

it errors out in dx installation

#

@rocky quiver

fresh shuttle
#

i see we both are having trouble

#

i tip my hat to you

loud prism
#

i am trying from last 3 h😟

#

still same problem

fresh shuttle
#

rip

ember raven
#

is there anyway to make a in game Virtual computer, or a working browser?

#

or streaming virtual computer inside unreal engine?

red prairie
#

Could someone point me to where I could get UE 4.26?
I am not sure which branch is 4.26.
Thanks.

loud prism
#

restoro setup can help?

misty lynx
#

Anybody had problems with installing asset packs from store?

#

its terribly slow for me

#

started installing 3,5 hours ago

loud prism
#

i am not able to install unity

misty lynx
misty lynx
#

nothing is happening most of the time

loud prism
#

hmm

lusty crater
chilly skiff
#

Anyone

#

can u please teach me simple texturing

#

it's just buggine me here

#

please

#

we can interact on zoom meeting

feral sierra
#

what is the best approach for procedural environment? What is the best way to generate a random number? A perlin noise or a formula?

hollow raven
noble tapir
#

Hi there, Im trying to do hardware accelerated video encoding so I can achieve something similar to pixel streaming. does the AVEncoder module do any gpu encoding or all cpu? Trying to avoid going through the pixel streaming plugin and rewriting a bunch of it and trying to figure out all the includes and stuff

lusty carbon
loud prism
#

anybody on windows here

ornate forge
#

Windows is a really obscure OS, so probably not

unborn bolt
#

Hi, does anyone know where I should ask questions about Shaders?

spice pond
#

@lusty carbon tried running as admin?

loud prism
#

can i get invitation link of this server

glad stone
#

anyone have this issue of Unreal not verifying ?

unborn bolt
#

@feral sierra What type of environment are you asking about? For materials, using the world position or noise is pretty good, there is also a custom function you can use for generation of random materials. For environments, how random are we talking? If were talking about placing pre-built scenes together, there are a couple of marketplace plugins for that. There are various formulas that would be better than noise, as formulas can be more controlled, so to speak.

glad stone
#

hm alright it seems Windows Defender blocks unreal somehow

#

have to turn it off, restart

native cradle
#

has anyone worked on player spectator pawns for following team players action when we die and have not respawned yet? Could use some pointers

stark marsh
#

help i've made some armour for my character but when i parent it to his bones the size changes and it goes massive

loud prism
#

epic game installer is not getting installed on my pc

#

same error again and again ):)

inner mountain
#

Hey unreal people!
Does anyone know how to fix the following issue?

With Fullscreen mode (in standalone/packaged game), input mode == game only, capture mouse on launch & lock always
Still, the mouse click events are not working if I move the mouse far to the right or bottom (the cursor is not visible though)

Any way to fix this issue?

lusty crater
#

is it worth following the official tutorials regarding Unreal engine 4 with Visual studio

inner mountain
#

hey @lusty crater what's you trying to achieve exactly?
The docs are often outdated so it's better to look for some clues than following them literally at 100% precision

lusty crater
#

like I am just trying to set up the toolbars as per its instructions

inner mountain
#

ah well that's mostly for cosmetic reasons... I mean, you can perfectly work with VS with no customization at all (default toolbars, etc)

stark marsh
#

i really need some help with armour

#

it goes through my when when he walks and it just looks weird

#

i also want to equip and unequip it

#

and haves lot's of differant sets

#

but when i equip it to the sockets the armour size goes massive

#

so far it's just a static mesh added to him in the viewport

lusty crater
#

so I am looking at doing c++ with unreal engine to make games, was there any good tutorials you guys have used in the past, I am just looking for the starting point I am a total beginner with next to no programing experience, also want to learn level design with sculpting and terrain etc

#

@inner mountain

feral sierra
#

@unborn bolt hey thanks for your answer, for now I want to use procedural to generate intensity and angle from wind, but with specific rules. Like windy area more likely to generate high number for intensity etc.
Later I would like to implement island generation.

paper hemlock
#

Whats a better Processor for UE4 AMD or INTEL?

ornate forge
#

IBM

stark marsh
#

there's lot's of amd and intel cpus

#

i'm using a 3700x and it runs fine

paper hemlock
#

Hmmm ok

ornate forge
#

I'm on a FX 8300

stark marsh
#

any modern cpu should be fine

#

unreal is used for a lot of games now

paper hemlock
#

Ok ty its just that Im building a custom PC for game development

stark marsh
#

you should just build it how you would for just normal gaming

#

like find out how much money you have to spend and build a gaming pc

paper hemlock
#

Thats what Im doing

stark marsh
#

ok

wary wave
#

Afternoon folks - I'm wondering if anyone has any technical solutions to my navigation mesh problems - our level designers want to be able to have multiple potential layouts in some of our streaming gameplay levels (a perfectly reasonable request given our gameplay and I want to support it).

...problem is, I'm having a lot of difficulty with it and can't find a reliable mechanism to do it. I don't seem to be able to save the individual navigation data for each streaming level into that streaming level, because any hidden level when building paths gets invalidated, and if they're all visible neighbouring or overlapping nav bounds volumes will conflict. It also does not seem to be possible to have multiple separate nav meshes any more.

Anyone have any reasonable ideas on how to solve this kind of thing?

inner mountain
wary wave
#

@inner mountain - you can hide the massive images by wrapping your links in angled brackets

inner mountain
#

@wary wave well there is the "cross" button to remove the previews, no need for brackets...

stark marsh
#

help with armour please

#

i need it to move with my mesh

#

help i have a man in my game

#

but then when i add armour in and parent it to the mans bone sockets the size of the armour goes massive

#

wait does armour need to be skeletal mesh?

#

that might be why i'm going wrong

#

i was adding armour in as a static mesh and not skeletal

grim flower
#

might be a relative/absolute scale issue. make sure your character is at scale 1,1,1 and then add the mesh to the character. once you link it to the skeletal mesh you can search for the specific socket to attach the mesh to

#

both skeletal and static mesh should work fine

ornate forge
#

If you want your armor to deform with your character's movement, it'll have to be a skeletal mesh

stark marsh
#

i'm redoing my character now

#

with his mesh and skeleton at 1,1,1 scale rotation and location

#

i will probably remake my character again eventually anyway

#

when i get further into my game

#

once all the main mechanics are in then i'll do stuff like replacing character to something i'll keep and not just a placeholder

honest vale
#

I have animated zero things in my life, but I believe you also need to rig the armor to the skeleton of your character?

stark marsh
#

like give it the exact same skeleton ok

#

but when i go to create armour pieces in blender, how would i make it so it shares the skeletal mesh

#

like would i just open up my character fbx with the skeleton file and just add some armour, then export it along with the skeleton

grim flower
stark marsh
#

i want something that looks like actual armour

#

but yeah

#

i need to find out how to make the armour use the same skeleton as the humans body

grim flower
#

yeah.. like @ornate forge said, you would need to have it as skeletal mesh then. Skin the armor in your 3D software on the same skeleton the character is using

stark marsh
#

ok i'm just rigging my character again now

#

ok so i've fully re - rigged my character

#

and i have a piece of armour

#

but how would i get that that move with my character

#

how would i get it to share the skeleton

#

and how would i export it in blender to do that, because otherwise it would just be a standard static mesh, with nothing special about it

ornate forge
#

Rig the piece of armor to the same skeleton that your character is rigged to

#

Then export like usual

stark marsh
#

so in blender right now i have my man, his skeleton and a chestplate on him

#

(chestplate is seperate object)

ornate forge
#

Is the chestplate rigged?

stark marsh
#

wait no

#

i don't want it permenant though

#

can i still equip and unequip it when i want

ornate forge
#

Yes

stark marsh
#

ok so press like join with automatic weights then

ornate forge
#

You need to rig it and export it without the man

stark marsh
#

ok

#

i don't have to delete the man

#

i can just select what i want to export

#

ok so i rigged the chestpiece to his skeleton and it changed size

ornate forge
#

Maybe you need to check the vertex weights

stark marsh
#

i dont know what tha is

ornate forge
#

Then it's time to learn that

stark marsh
#

yeah

#

i'll just watch some tutorials

#

on rigging armour in blender

#

i'm getting their

#

but it works as it it's clothes

#

and not actual armour

#

like it shouldn't be able to move so freely and so much

#

but i'll get their eventually

#

i'll have to just use that thing as a shirt rather than a chestplate for now

hallow matrix
#

How can i add modes to my screen

#

To enter pantbrush mode or anything alse

worn oasis
#

is "thermal bridge" a thing in english?
related to windows and walls

sudden bridge
#

I forget what setting controls how a material is stretched over a mesh, can someone remind me?

stark marsh
#

how do i increase my players maximum health, mana or stamina

#

right now it's 1.0 the max

#

but eventually i want to add dungeons with puzzles where if you complete it you get the chance to uprade one stamina, mana or health

halcyon flame
#

@rocky radish @dusky crest I'm still running into this issue, do you have any other ideas?

#

really appreciate your help

shut glen
#

i catidentally overyrighted the Jump Function and now i can jump

#

how can i fix it?

halcyon flame
#

is it possible that the [staticmeshname].[staticmeshname] aren't always ==? do I need to refresh the asset registry in some way?

#

@shut glen if you delete the event that was created when you overrode that should fix it

#

regarding my issue, it's just weird because it finds some of them.

shut glen
#

i did it

#

and i closed

#

it

#

and now i dont know

#

what event is it

mint thunder
halcyon flame
#

@shut glen locate the event.

shut glen
#

how? @halcyon flame

#

there is litteraly nothing new

#

just the jump isint there

halcyon flame
#

if you overrode a function called Jump in a new class, it should either be an event called Jump or a function called Jump.

shut glen
#

i overid it in the first person controller class

#

@halcyon flame

halcyon flame
#

that is where the new function or event will be.

stark marsh
#

i feel i can't really get started with my game until a character that i like with some good aniamtions

shut glen
#

i made one

halcyon flame
#

@ fat monke that is a trap

shut glen
#

a new clas

#

*class

#

and jump isnt there

stark marsh
#

?

halcyon flame
#

if you overrode jump, a new event or function has been created. find it and delete it.

shut glen
#

wait

#

its back

halcyon flame
#

@stark marsh you should focus on making a fun and functional prototype before you pour dozens of workdays into a finalized character model and animations.

shut glen
#

but i still cant jump

stark marsh
#

so just use a very basic character to start off with?

#

and then make a better one i want to keep later

halcyon flame
#

@shut glen that is a call to the function, not the event or function itself. find the original (either in the event graph or in the functions section in my blueprint window) and delete it.

#

only do this to the overridden function

#

@stark marsh yes, depending on what you want, you could use a capsule, or if it's a first or third person game, you could use the starter assets.

stark marsh
#

it's like an rpg game

#

i'm learning ue4 and blender

shut glen
halcyon flame
#

yes, I would use the UE4 mannequin in that case

stark marsh
#

and i'm getting actualyl quiet good at blender now

shut glen
#

use the mannequin

#

for now

#

and then after the prototype change it

stark marsh
#

so in a few weeks like a month or something once i'm way more comfortable in blender i'll see if i can create my own character that i like

shut glen
halcyon flame
#

@shut glen I don't know, I haven't worked with the character and the class that you're working with. if that is an overridden function to which you've added little to no functionality, you can delete it. click on it to see how involved it is. if there's nothing, you can delete it.

shut glen
stark marsh
#

wait

#

ican just import the mannequin into blender to make a simple attack aniamtion

shut glen
#

yes

stark marsh
#

or downlaod one if there's a free one for now

halcyon flame
#

@shut glen delete it then. if you have other functionality you wanted to add, you'd right click on the CanJump node and 'Add Call to Parent Function' and then put the parent functionality wherever you wanted in the execution flow.

shut glen
#

ty man

#

now i can jump

narrow mauve
halcyon flame
#

@rocky radish @dusky crest after a little bit of testing, I seem (fingers crossed) to have solved this issue by removing the bracketed portion from my filepath as seen here:

[StaticMesh']Game/Folder/file[']

shut glen
#

@narrow mauve u big pp?

#

i think thats it

halcyon flame
#

I don't know why I had the StaticMesh'' there in the first place but hopefully this will work properly now.

hallow matrix
#

How can i add modes to my screen

#

To enter pantbrush mode or anything alse

#

@halcyon flame do you now how i can do thad?

steel ledge
#

You mean like with Shift + 1? Like the Landscape and Foliage Modes?

#

Shift + 1 ~ 5 will get you different modes Or you can click on the "Modes" bar at the top of the screen (if you're in the latest version, I suppose).

old sonnet
#

Is there any way to implement building without snap to point?

whole quarry
#

Yes, disable it. Top right in the viewport

old sonnet
#

Oh πŸ˜‚ whoops i must be blind, ill look again, thanks

vestal ferry
#

anhybody knows why my LOD are not working for this mesh ? i tried ssetting it as "large prop" to get default LOD settings, yet it dosen't switch

#

i tried setting up some other objects LOD at it works but not these meshes

stark marsh
#

as well as prototyping my game

#

i'm learning blender too so eventually i can replace the defualt character with an actual one i want to use

#

eventually

obsidian nimbus
#

yea enable the panoramic plugin

#

there is a material in there

#

ow its broken now btw

#

you need to use the custom node

#

there u go, the parameter is the stereo offset

lofty wave
#

Does anyone know what causes this?
Two bugs:

  1. Two wall parts are being lit blue for some reason
  2. those black borders on the floor parts
grim ore
obsidian nimbus
#

that is the full material

#

plugged into base color

native cradle
#

Has anyone used Amazon's Unreal Media Server v14 Unlimited Edition for Pixel streaming?

obsidian nimbus
#

ahh, i used mine to watch pornhub πŸ˜›

#

while doin other stuff in VR editor

jagged salmon
#

Anyone knows how to apply decals to translucent surfaces?

loud knoll
#

@lofty wave select all those items in view and increase your light map density as a test, if it is 64 reduce that number to 2 see if you are getting clean shadows in that area.

lofty wave
#

Where can I change the light map density?

obsidian nimbus
#

@glacial basin this does not compensate for any head movement, so as it is u might be able to do some cool and super cheap vr particles with it but its nore like paralax

#

that floor texture thats in there now wil just mess with ya brain

#

scratch the super cheap, custom node is a bit iffy performance wize

#

this setup is not too bad tho

loud knoll
#

this might help you understand them

#

@grim ore You ever do any guides related to Ray Tracing?

grim ore
#

I do not 😦 I've played with it but nothing beyond just making it work

#

the 2 events coverages from Epic on their UE youtube are really good getting started guides. the one from Sjoerd is really good

loud knoll
#

Are you going to watch the big reveal tomorrow from Nvidia?

#

should be the 3090

grim ore
#

dont really see the point but yeah. I plan on buying it for the performance boost so it really doesnt matter what they show lol

obsidian nimbus
#

i dont have airco here so im not goin for a 400w card πŸ˜›

loud knoll
#

yeah same, I built a new machine and kept my 1080 waiting for this generation coming up. I got a 2070S via a contract for raytracing work but once I got it working I was just disappointed with the results I figure I just haven't tried enough things to get the most out of it.

grim ore
#

I have the 2070s here as well, no real complaints

#

and high end RT is just going to chew apart any video card right now, just have to be a bit more realistic with the goals

obsidian nimbus
#

chaos is enable by default on 4.25 source builds right?

loud knoll
#

yeah its great but I want to do more with ray tracing

#

@obsidian nimbus no

grim ore
#

@obsidian nimbus not by default, you need to compile it in or use .26 master its on by default

obsidian nimbus
#

ahh think ill wait for 4.26 than

grim ore
#

I've got a 850w gold PSU that I am hoping will be enough to drive the 3090 and my 3950x but I am starting to worry

obsidian nimbus
#

its also better to have a bit overshoot on ur psu

#

well thats what i read

grim ore
#

yeah the 3090 should be about 100w more than a 2080ti

obsidian nimbus
#

im not a psu manufactorer so i dont know, and if i was i would say the same i guess πŸ˜›

grim ore
#

based on pc part picker I think I will be ok

loud knoll
#

@grim ore We have the same machine we are brovers of the PC

#

which mobo

#

Gigabyte Master?

grim ore
#

im sitting at about 500w on pc part picker with a 2080ti so that should hit bout 600-650 with the 3090. accounting for gold and power loss I should be just about ok lol

#

nah using an asus tuf x470

#

I am concerned about the shroud size and weight but thats what legos and pop figures are for lol

plush yew
loud knoll
#

PSU aren't that expensive if I have to get a 1200 watt its not that much money worse case

obsidian nimbus
#

also PSU have long warranty, those things are build solid

loud knoll
#

you are using the FMOD plugin in your build

obsidian nimbus
#

can move em to next rig

#

if u dont cheap out on em

loud knoll
#

@plush yew FMOD error, are you using the plugin in your project or maybe it needs to be installed and compiled?

plush yew
#

i am using it in the engine directory

#

I hear a sound everytime i exit play. What is that by telll? It sounds like a whoosh sound

#

I never heard it before

loud knoll
#

@plush yew Do you have editor sounds enabled check the editor settings

plush yew
#

I'll check

loud knoll
#

I turn them off by default

plush yew
#

that did it @loud knoll Thanks so much

loud knoll
#

np

plush yew
#

where is the plugin drictory

#

for a game project

loud knoll
#

They have a plugin section

#

it lists all the plugins

plush yew
#

?

loud knoll
#

In the editor under Edit at the very bottom

rich reef
plush yew
loud knoll
#

@plush yew yeah that is where you can change the settings for plugins that are installed I see FMOD

#

So that means your plugin is turned on

plush yew
#

it works for a windows build

loud knoll
#

It might have others that it needs or the version could be out of date with the version of the engine you are using