#ue4-general

1 messages · Page 833 of 1

scenic fox
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hm

plush yew
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i use that for smooth camera roation around the player a lot. works well.

scenic fox
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i use a spring arm for the player

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but i have a AI

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that i want to socket the camera to

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the player's camera

plush yew
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set view target with blend might help

scenic fox
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hm

plush yew
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the ai and player both have cameras?

scenic fox
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No exactly

olive lynx
scenic fox
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HOLY FUCK

olive lynx
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i dont even know how theres so many

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i tried turning the engine scalability settings to low for the first time in like 4 years of UE4

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and now it be shadin alot

scenic fox
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hoes mad

olive lynx
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hahahah

scenic fox
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unreal engine BIG MAD

olive lynx
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sos send i9

scenic fox
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I HAVE CRIPPLING DEPRESSION

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i wanna do that to myself

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i wwanna through myself out of the window

olive lynx
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@everyone anyone here a youtube influencer?

covert hedge
scenic fox
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@covert hedge kill me please

olive lynx
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@scenic fox are you okay lol

scenic fox
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no i have crippling depression. i need to die

olive lynx
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maybe you should talk to a councillor

radiant haven
covert hedge
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@scenic fox i was omegaluling because he was searching for an influencer Sadge

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take your aprazolam and everything will be good

scenic fox
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this was a joke lmao

olive lynx
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is the joke me because im looking for a youtube influencer?

shy sundial
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HI why does this not work?
@radiant haven Plug a print string node to check if the onclick func works

radiant haven
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@shy sundial It does something for sure but does not switch to Windowed
If I use the editor window
it completely bugs out

shy sundial
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try a test build ?

olive lynx
scenic fox
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@olive lynx sorry

olive lynx
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@scenic fox haha its okay, i cant expect everyone to be welcoming in the industry

scenic fox
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No really sorry

plush yew
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it turns out that that 4.25.3 source build i had was 4.26 lol they just did not change the name

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cause i saw the dx12

fathom basin
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Hi peeps! I need a hand, if anyone got the time. Im currently in Unreal Engine, in the Animation Editor. Is there any way to set the background to green (for greenscreen and recording and then import to Adobe Premiere Pro) ?

ember star
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I'm using level streaming to connect mini-levels. I want each level to have a challenge/requirement to be met. I'm thinking about implementing a 'room manager' actor to put in each level, that handles the state of each mini level, since I can't make a master level and subclasses of. Is that the right approach?

fathom basin
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I want this background to be solid green. Any thoughts?

covert hedge
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create a new actor from that skeletal mesh and add a green static mesh behind 4HEad

midnight gate
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how may i delete the rest of the landscape so its more optimized

viral fractal
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how can i get unreal marketplace content on linux ?

scenic fox
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guys sorry for being immature

hearty walrus
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how would I create a fall damage system with a way to decrease it if shift is held down near the landing?

midnight gate
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is it posible to make holes in the terain? like tunels? id really like to do that

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also can i program the terain? for example the charcater could dig holes etc

cosmic matrix
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hi,
i m using blender ue to rigiffy add on but get an error and can t solve it.
the error is a bad leg (knee) rotation like the pic below:

i tried to change rotation angle in properties to z manual but nothing any idea plz?

midnight gate
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this is for blender not for ue4 i invite you to a b3d server there i shall tell you how to fix this

cosmic matrix
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@midnight gate i m using epic stuff

midnight gate
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youre using blender rigify is 100% blender

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this part is blender related

cosmic matrix
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oh ok

plush yew
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@midnight gate look into ue4 voxel terrain

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that will let you dig

cosmic matrix
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i m using ue 2 rigiffy thinks that s epic doing that

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anyway

midnight gate
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no its you messing up the position of the original armature onthe knees

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they need to be a bit bend

cosmic matrix
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i accept your invitations

midnight gate
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then you can rigify

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otherwise the leg will go the other direction

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@plush yew is it gonna be smooth tho?

cosmic matrix
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1 sec i don t get what bend mean

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oh ok

midnight gate
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how does your armature look the original

cosmic matrix
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@midnight gate

midnight gate
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side view

cosmic matrix
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@midnight gate

scenic fox
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hello

midnight gate
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exacly

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the knees arent bend

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thats why theyre going in reverse

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you gotta hend it a little

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thyen rigify

scenic fox
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@midnight gate hi

midnight gate
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hi

scenic fox
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i just wanted to say hi, hope you're having a good day

solar cove
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Why it is so black

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It is the same aircraft as in the back

scenic fox
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Oh

marsh swallow
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@solar cove set the mesh to moveable

scenic fox
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buid lighting

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Oh

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that's why?

marsh swallow
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and if its static lighting then yes, build lighting.

cosmic matrix
marsh swallow
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dynamic lighting static objects have to be set to stationary or moveable.

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otherwise you get that weirdness.

scenic fox
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@marsh swallow what does texturing streaming pool mean?

marsh swallow
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as in your over it?

scenic fox
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No like

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it happened to my friend when he was playing my game

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and i wanted to know why

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cause i never got it

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(note he put the settings in the game to max)

marsh swallow
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do u mean a red message in the corner

scenic fox
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Yah

marsh swallow
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yeah your over the pool limit

scenic fox
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But like i never got that

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error

scenic fox
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and i seriously don't know what it means

marsh swallow
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it means you have too many props/textures in the scene for him to handle on the graphics card memory

scenic fox
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oh so it's cuz of his computer?

midnight gate
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@cosmic matrix bend it a bit more also make sure its straight

marsh swallow
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no its becuase you have too much unoptimized stuff in your scene and you need to control the amout of textures and sizes your using.

cosmic matrix
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yeah i got it ok
need to bend both armature but still get a prob
left leg is little rotate and forward
@midnight gate

marsh swallow
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you can adjust the config file to allow 3gb or 4gb or even turn it off

scenic fox
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@marsh swallow but i didn't ever get this error even when i set the settings to max

marsh swallow
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depends on the PC

scenic fox
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Oh ok

marsh swallow
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i chased that issue for awhile back a couple years ago before we understood how to control it.

scenic fox
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So should i just change the config file's settings?

midnight gate
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@cosmic matrix did you re rigify the armature after making changes?

scenic fox
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@marsh swallow

marsh swallow
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no. lol

cosmic matrix
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yes @midnight gate

marsh swallow
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you need to optimize your game. ^_^

scenic fox
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Then what should i do?

solar cove
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@marsh swallow thanks bro

marsh swallow
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research and spend the next 6 months understanding

scenic fox
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Oh. but you recommended to just change it

solar cove
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Another problem appeared

marsh swallow
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doesnt mean it will fix it.

solar cove
scenic fox
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Also is this a common error @marsh swallow ?

marsh swallow
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yes

solar cove
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Roads are having unknown shadows

cosmic matrix
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@midnight gate
seems there is a prob with rotation red arrow is not where it should be

marsh swallow
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and that came after light build i assume? @solar cove

solar cove
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yes @marsh swallow

marsh swallow
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your lightmaps seem messed up i think

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idk much ab static lighting

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we use fully dynamic lighting

scenic fox
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@marsh swallow someone just told me to build the texture streaming would that just work????

marsh swallow
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yeah you should build your levels before shipping but that doesnt just fix the error permanently

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do the research yourself man. ^_^ google is a wondrous place. haha

scenic fox
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Hm ok he never got that error later so maybe im fine but i honestly don't know

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currently on the docs and there just telling me to use the config file and change it

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wtf

marsh swallow
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okay lemme put it this way... if you have to use more then 2GB or 3GB of ram unless your working on really high quality stuff your doing something wrong. we run with 2GB Streaminf pool

scenic fox
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But does this depend on the pc? cause my other friend who played my game always sets the settings to max and never gets that.

marsh swallow
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i mean.... is the other guy using an Iris graphics? lol

scenic fox
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No he has rtx 2050 i think

solar cove
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where to find force no precomputed lighting

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i have searched it in lightmass

scenic fox
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@marsh swallow maybe the error pops up in ]one point in time. But im pretty sure this is depending on somebody's pc. Since nobody else other than one guy got the error.

shut glen
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how can i have my hands rotate on the pitch?

solar cove
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got that

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@plush yew Thanks

cosmic matrix
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@midnight gate
seems there is a prob with rotation red arrow is not where it should be

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and foot position is buggy

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do you see where this can come from

restive yarrow
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Can anyone tell me what this is and how can i locate the error? i read some threads they say its a texture error, but how do i locate the problem?

dense knoll
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How do I get a free 3d patronising plugin for ue4.25

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Either your missing a texture that's being referenced or the ping file is courupted

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Thata my theory

restive yarrow
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@dense knoll

dense knoll
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your pngs are prob courupted

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or encoded in a way that the engine does not understand

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it looks like the editor cant find some of them

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so i think some of them may be courupted

restive yarrow
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I did switch from 4.25 to source version of 4.25

brave drift
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I think he changed BallisticVFX location or renamed in content folder

restive yarrow
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is there any way to jump to corrupted png files

scenic fox
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don't know

brave drift
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Can you check thoose files are exist in folder that log said?

restive yarrow
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i checked one, it didnt exist

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not in the entire content folder

frigid needle
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How can I get in touch with the mods to report a user?

scenic fox
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oh no

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are you going to report me?

frigid needle
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No, not you.

scenic fox
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Ah Christ almighty, thank god

brave drift
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So dont use them in any assets, check log completly you will find which materials are trying to use them

restive yarrow
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I checked the content folder in the directory, it is displayed there, but not in the ue4 project

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Im guessing i will have to delete all the missing textures?

brave drift
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Ofc you have to delete their reference from any asset

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If you dont have

restive yarrow
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worst thing is my package takes more than 12 hours to be done

brave drift
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12 hours packaging game?

scenic fox
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my packaging takes 1 year to be done, people who are looking forward to my game are gone now.

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lol this is a joke lmao

brave drift
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@scenic fox till u package ue having 2 major update lol

scenic fox
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YOU LISTEN TO 50 CENT?

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BEO

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bro

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cool

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ig

brave drift
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@restive yarrow if you are not gonna publish ur game, disable compress, crypto, nativization bp, etc... which is gonna slow down ur progress

hearty walrus
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#cpp ? more like see pp amirite

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whoops just ruined c++

scenic fox
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@brave drift how's your day?

brave drift
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Thanks thats good, how about urs? ^^

icy egret
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someone please help me?

scenic fox
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Wel....not really good, somebody was mean and toxic to me ):

icy egret
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Why my "blend poses by enum" won't show "Primary", "Secondary" and "Gadget" pose??

brave drift
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Idk, didnt use this channel a lot if its acceptable for chatting ^^ if not please let us now.
@scenic fox what happened?

scenic fox
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Well, i don't know my work isn't the best since the game im making is my first game, and to be honest somebody was just trash talking me. ):

rocky radish
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Why my "blend poses by enum" won't show "Primary", "Secondary" and "Gadget" pose??
@icy egret right click the 'blend poses' node and i think you'll have the option to add a pin of each enum value to it

icy egret
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AH I forgot it xddd
Thank you!

rocky radish
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np 🙂

brave drift
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I was just checking that on bp @icy egret ^^ sorry for late
@scenic fox why do you care about "somebody" ? There are gonna be many people whot always talks like that :))

icy egret
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It was solved so it's okay 🙂

restive yarrow
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@brave drift im packaging for a test right now, not publishing

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Disabling compress and other things you said will speed up the process?

brave drift
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Yeah it will decrease packaging time, you are just testing so dont need them

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They can make you slow down 2x to 10x time

dense knoll
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nvm

turbid vigil
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does somebody know why the mana doesnt show up ingame but the other does?

icy egret
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Did you set up accurate value to key frame of "Mana" text?

turbid vigil
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yea

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its the same as description over it which represents the quest roll on the other side

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u can see it in the screen shot but the title description is missing

clever bone
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Im really confused with this issue

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My scene capture cube makes really out of whack colours to the render target

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The Capture 2D works fine, but not the Cube. How can I get my Capture Cube to behave accurately?

uneven fractal
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is quixel getting ddosed or something?

ionic anvil
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Everyone knows where to get the game requirements?

exotic thicket
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you'd have to test on different setups to figure out what's the lowest where it's playable

ionic anvil
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ok, thx

ancient tangle
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Are non power of 2 lightmap resolutions for static meshes really so bad?
Does impact my game if I use different values for lightmap resolution on the SM?

plush yew
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Hello , c++ and blueprint which one have more tutorial on YouTube and internet resources ?

lucid grove
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Hello everybody!

I can't figure out where to put Boolean correctly. I have three sensing - perception, damage and hearing.

If I connect all three, for example, perception stops working. Because the variable returns False for the last value of all senses (say, hearing).

uneven fractal
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c++ has a mere fraction of the resources for learning that bp does

plush yew
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@uneven fractal so you mean blueprint have more tutorial ? Because I'm beginner

ionic anvil
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why can't I use spaces when creating a project name?

uneven fractal
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reserved charector

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blueprint has more tutorials

icy egret
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for ue4, I think yes

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UE4's main function is blueprint, so there should be more tutorials than C++

echo juniper
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Has anyone already replicate two bones ik?

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i am in big troubles

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I possess a vehicle, but inside it there is my character wich is driving with his hand on the steering wheel ; in oflline its working but as a client i dont even see my hands, the ik just doesnt workl

devout whale
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Hey, i was thinking to make an endless runner game, where u can fly, hit a checkpoint and change into a car or a boat, with the appropriate land, such as if a car road spawns, if boat water spawns, how hard would this be to make it infinte, or should i make this into different levels instead?

midnight gate
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how do i acces the anim grapth?

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i need to make a new state machine wtf

elder viper
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HI All! I am trying some tests with an interior scene so I loaded up the pre-made Arch Viz scene from the LEARN tab in unreal engine. and replaced the model with my own. But now, i see that the shadows/GI is very splotchy. Is there a way to improve/fix this?

midnight gate
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think ya need more samples

elder viper
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from the lights?

midnight gate
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usaly happends when cycle denoiser fucks up im asuming its the same in all ray trace engines

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i guess can you turn the samples for the whole scene?

elder viper
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hmm ok. i'll try to find that in the world settingsd

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thanks

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in the world settings, it says 0 lightmaps..could that be an issue?

lucid grove
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Hello everybody!

I can't figure out where to put Boolean correctly. I have three sensing - perception, damage and hearing.

If I connect all three, for example, perception stops working. Because the variable returns False for the last value of all senses (say, hearing).
@lucid grove anyone? 👀

river sentinel
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am i doing something wrong that is making this error pop up

fresh eagle
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Hi m a beggener in UE.Any learning course for free with the assets since in all that i have seen we need to buy assets .
Pls shere

icy egret
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what you want to do?

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making game? what genre of the game?

stark marsh
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help how do i do a stylized highlight in 2.8

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the video i'm watching he does a cavity map

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but you can't do that now

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he does this

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so he can change the colour of the edges

icy egret
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ummm

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I think this is blender

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and here isn't blender discord...

merry gazelle
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I'm struggling with some math and not sure which comparing(?) node is relevant.
I have 3 child actors each with an INT ranging from 1 - 10.
Using a foreachloop I want to delete 2 child actors with the lowest INT (not deleting the highest).

stark marsh
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oops yeah

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blender discord is literally right next to the unreal server

sullen steeple
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ehm i have problem

silent harbor
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anyone got a clue why my hud texture isnt scaled centric

icy egret
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make sure that texture's anchor is center

frozen pond
elder viper
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Hi All! Trying to do interior arch viz. The GI.FG seems low-res and splotchy. How can I improve this?

rocky radish
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Hi All! Trying to do interior arch viz. The GI.FG seems low-res and splotchy. How can I improve this?
@elder viper increase the sample count

elder viper
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@rocky radish Where do I find the option to do that?

rocky radish
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@rocky radish Where do I find the option to do that?
@elder viper are you using ray tracing?

elder viper
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@rocky radish YEs

rocky radish
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in your post process volume

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there's an option for that

elder viper
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ok. checking it out now

plush yew
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https://gyazo.com/37798249a909fe65cbfd17c737dc3b65
@silent harbor Hey i know. It's for one simple reason. The image on your hud (your crosshair is just pixels by pixels) so best way to center is to divide the "width" of it's pixels. "For exmaple if imagine size is 64x64 then you just need to make it's position 32 pixels less on the "y" or "x" on the screen.

Also as far as i can see from the gif, it's a dynamic crosshair... increasing size while in "jump" so.... it could be a bit tricky. But i believe in you.! If you have any question retarding this issue feel free to DM me 🙂

lunar hollow
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Hey there, does unreal engine have the capabilities of creating this kind of flow map effect? It doesn't need to be engineering accurate but maybe more just for visual effects.

late verge
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i was playing around with cameras in my level and somehow, a duplicate camera was created for a camera in my world. however, this camera was nowhere in the World Outliner and i couldn’t pilot it or delete it. anyone able to explain to me what the camera was and maybe how it was created?

ember cliff
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Anyone has a good way to save and reload meshes from a proceduralmesh component at runtime ?
As in : the player makes/generate a shape, and can save it to reuse/duplicate it

lunar hollow
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Oh man! Where can I start to look?!

elder viper
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@plush yew is there a tutorial for it? I would like to create similar effect as well

lunar hollow
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Thats an interesting idea

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If i created like 10 splines, does Niagara have a way to use those splines as a guide path?

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They dont have to be opitmized for a game.. more for animation

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Definitely hyped, as I am in the processes of converting any rendering to UE4

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Thank you so much!

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Yeah. Worst case is I need maya or blender to do the sim, and then I could find a way to export that data and bring it into Ue4 to render.

plush yew
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LOLLLL

glacial lantern
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Hey I got a question

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ANyone know why tf my vr hands are going invisible when I turn on physics and collision

barren flume
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Is there a way I can manually paint on the pink in the cloth paint editor

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because I'm having trouble getting this last part because for some reason I have to move it around a certain area in the pink and then it covers up a group of it

full kiln
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So i have some quick first questions
1.I am using blender to make models skelton rigs, and animations is that a bad idea?

2.what audio programs should I use to make sounds?

3.where could I find a good babys guide to making an fps game?

peak hare
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@full kiln

  1. No is not a bad idea
  2. You mean sound effect or musics? And also depends whether you have the budget for those software and is not just about the software but also about the vst instrument that you use
  3. There are tons of them on YouTube... lol
full kiln
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For 2 I mean sound effects and I dont have a budget or money

narrow mauve
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What am I doing wrong here. I masked the bottom of the object..and I want to add an offset of noise in world space so as it pans through the world it changes shape to the noise. Except if I add the noise in with the multiplayer the mask is gone. I think it's something to do with the noise being 3d..so I masked the Z value...it only works with a 2 texture but not with the noise filter..what am i doing wrong

feral sierra
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hey guys, I was looking for a efficient way to texture a stylized game and I was thinking about making procedural texture in unreal material Editor.
I'm wondering if procedural will be always lighter than normal texture?

I mean, if I texture a chest, I would have to do a metal material in Unreal, a wood one, and another one for extra stuff. In substance painter it's only one texture for all.

thanks !

lucid grove
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Hey, regarding that Accessed None. Im almost got rid of it, but at current time i cant figure out what's causing problems.

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor". Blueprint: Wolf Function: Execute Ubergraph Wolf Graph: EventGraph Node: Branch

Its just a check on trace that actor have tag GG. All working fine, but message get bumped from times to times.

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Whats most important - its not always there.

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Only in some random moments

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Ok, now i know when it happens - seems like when i stand still - everything is fine, but when i move out - it bumps.

barren flume
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This hurts so much

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unreal engine seems to only crash when I edit the jaw on my animation

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and only the jaw

teal mulch
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Hiya, I'm kinda new to UE4 and I'm trying to figure out how to import working rollercoasters into a game using software called NoLimits 2 which can export CSV files of track splines. I know that this is possible as I've seen it done in a game (Virtual Towers Online). I know that this may be very advanced but I find things easier to learn if I jump into the deep end, so to speak. Any help appreciated.

plush yew
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Anyone know what file I would edit to start adding onto forward rendering

west basin
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Hello everyone

plush yew
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Howdy friend~

valid canopy
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Hey there! I'm trying to make a statue that follows you around when you don't look at it, but it keeps getting stuck in furniture and doesn't always follow me.I think it might be because I use a mesh as the whole room and I have the collision set to use complex as simple. Any idea how to fix this?

white spear
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Hi! (Let me know if there is better channel for this question). 🙂 I am super new to unreal. I have my first person animations (idle, walk, run, sprint, reload, semi-fire, ect) that I have exported into unreal. I'm wanting to get them in the ue4 sequencer for render. What would be the best way to go about doing this? My walk, run and sprint need blend space would I first set up an animation blueprint and then get that into the sequencer somehow or would I do everything directly in sequencer?

valid canopy
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the way I made the statue work, it will always look towards me when I turn around, I'm gonna try the nav mesh modifier

sudden bridge
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is there any way I can get this return value to split into three different floats for x y and z? thanks

grim ore
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Right click the return value and choose split

sudden bridge
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Ok thanks

earnest violet
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I am making a guided tutorial level for a third person shooter but I wondering how on earth to go about blueprinting for the game to pause when recieving new suggestion then unpause with a suggest keyboard button? Any ideas anyony?

celest vapor
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@earnest violet when you select an input (at least in BP) on the details panel there should be a checkbox saying "Execute when paused" that might help in your situation

earnest violet
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@celest vapor Thx man but how do I get it to unpause when the player presses the indicated button? THX! 🙂

celest vapor
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Perhaps you could store a variable that stores a key type that changes as they progress. When an input is given you can check if the game is paused and if the pressed key is == to the key stored in the variable?

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if its local to the map you can maybe have the level BP change or another placed BP change the variable as they progress or something

earnest violet
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ok thx 🙂

celest vapor
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Just checking. "get all actors of class" returns child actors of that class as well right?

scarlet birch
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Can anyone point me to anything that might be helpful in figuring out how to approach adding a little bounce to this tree using the material? If possible I'd also like to have a bit of control over where on the mesh it distorts while still using the foliage system.

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Would it be better to replace it with an animated skeletal mesh at LOD0?

thick herald
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You could make it wobble or bounce within the material

scarlet birch
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Yeah, Haven't worked on IK yet. That's for later.

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I want it to bounce but retain most of its shape. To feel a bit solid and rubbery

young basin
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Boys

thick herald
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It shouldn't be too hard, I guess it really depends on your mesh/material set up. I can't recall it off the top of my head, but I know I saw Luos tweet about it a while back.

scarlet birch
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I think I'm trying to figure out a better understanding of how to control where and how it distorts.

young basin
#

for c++ help which chat do i use?

thick herald
#

cpp

young basin
#

thanks

scarlet birch
#

@thick herald Thanks, I 'll look through his tweets.

#

@plush yew Thanks.

#

I don't think that will work with foliage though.

thick herald
#

also perhaps check out https://www.youtube.com/c/tharlevfx/videos he's got some nice stuff.

#

much of you probably know already.. just spitballin' here

scarlet birch
#

cool, subscribed to that channel already too.

#

Nah, that's great.

#

I'm getting close with world position offset but it's not quite right.

thick herald
#

Unfortunately my experience with materials is... limited.. 😄 I do tend to remember sources of info so.. there is that.. 😄

scarlet birch
#

Same. I always hated working with shaders. UE Mats are a lot easier but it's the same dark artistry.

thick herald
#

Yup. I hear you can buy the sacrificial ritual kit on Amazon now only $9.99 😄

scarlet birch
#

That might be what I was trying to think of, I kept thinking vertex fields

#

pivot painting

thick herald
#

PP 2.0 FTW

#

Have each blade of grass move independently is so much better the the regular simple wind.

scarlet birch
#

That's it. Thanks. I couldn't remember the terms.

#

I'm going to rough something in the mat and mark down to look at pivot painting later on.

thick herald
#

ponkkis, you're trying to modify the pivot paint data in runtime?

scarlet birch
#

Is there any alternative to the Autodesk apps for it?

thick herald
#

As far as I know PP only works in Max?

#

Which pack ponkkis?

scarlet birch
#

Just found that Houdini has a way to do it in their Game Tools.

#

Thanks. That was very helpful.

#

@plush yew You may need to use discrete values or round off the output of the lerp. I've had some things in materials get funky at certain float values.

#

I had a dissolve effect where I had to skip from .3 to .4 on the alpha because it went wacky.

merry gazelle
#

is there are a way to fire some construct logic? Custom events and Event dispatches don't seem viable

scarlet birch
#

What do you mean?

#

As in do something in the constructor?

devout whale
#

How gard would it be to create a level then slowly generate it when the player is going through it ?

#

So I want to create the whole map, its like a runner game. But when the runner starts running I want the map to start appearing slowly and then reach the end ofc

scarlet birch
#

Depends on your knowledge and skill. For the most part if you know what to do it's trivial.

#

Pretty sure there's an example project for endless runners. I prefer to move everything else and leave the player stationary with those.

devout whale
#

Hmm, intresting I think I want to create the level then slowly generate it when the player start s running so it looks better

#

But how could I make the level then slowly generate it

#

Is there a tutorial on it

scarlet birch
#

Look through the learning projects. I think there's one there.

devout whale
#

Thansk ill look into both of your suggestions

ornate forge
#

Did anyone ever try to rig their meshes to Shooter's third-person character's skeleton? I tried to rig mine and use Shooter's animations, and my mesh ended up getting horribly twisted even though the skeleton is identical and the bone weights seem to be correct. Is there a way to fix this?

#

Hmm, it seems that the bones are parented to the mesh rather differently in Shooter's original mesh compared to how Blender's automatic bone weight calculation parented them!

#

Same with the rest, they're all shifted upwards

#

Not entirely sure why they end up being so different with the same bone positions

#

But at least it's fixable with manual bone weight painting

scarlet birch
#

@plush yew @thick herald Sweet. Got it working with pivot painting in Houdini. This is exactly what I wanted. Thanks again.

errant burrow
#

Anyone ever have luck fixing a corrupted project without reverting?

scarlet birch
#

Depends on what caused it.

errant burrow
#

I'm suspicious that it was a hot reload

#

now I get fatal error crashes randomly when starting the game/compiling blueprints

#

stack trace has invalid accesses, so invalid blueprint property references likely

scarlet birch
#

I've had to go in and open BPs and manually hit compile on the toolbar to fix borked things before. Idk. That's rough. Pretty much the standard things to try are recompile in VS, get rid of temp files, regenerate project files etc...

errant burrow
#

yeah I've tried all that 😦

#

just spent 6 hours remaking my entire gamestate blueprint from scratch with no luck

scarlet birch
#

figured you probably had from the way you asked your question.

errant burrow
#

it'll crash randomly, like i'll make a change, compile, then change the text inside a print node, compile again and it'll crash

dim arch
#

anyone know which directory UE downloads depedencies to using setup.bat?

next badger
#

hm...i need HALP (really stupid, but i've never seen that before)...hit ALT + Something an now every mesh i select is colored

#

@dim arch it downloading in to Engine itself

fresh eagle
#

Check out its material u must have changed it

mystic holly
#

Anyone want to be apart of my ue4 game?

#

My team and I have already started, and we're looking for a coder that can also do multiplayer

plush yew
#

Looking for a new mechanic for my third person shooter game... any ideas?

rough knoll
#

sorry if this is hard to explain but: how do i get the number that i need to reach a number?

#

for my reload system i need to see how far the current ammo is away from the mag cap

#

and take that distance, subtract it from the reserve ammo and add it to the current ammo

#

i know how to do everything but find that distance

#

i guess i could just keep adding 1 until it hits the cap but idk

frigid needle
#

AmmoToRefill = MaxClipAmmo - CurrentClipAmmo

winter zenith
#

What is this thing calleD?

frigid needle
#

Those are nodes that typically convert one data type to another, such as an Int to a String.

paper thunder
#

Is there any way to rotate eye rig towards touch position?

cosmic verge
#

hi guys im new to unreal and im trying to make a photorealistic scene. The only problem is when I import an asset and texture from megascan, it looks kinda low res in the editor. are there any changes i should make?

fresh eagle
#

Add a lightmesh
Use ray tracing preferabely and it will become fine

neon bough
#

iirc the megascan stuff comes with different LOD models, so maybe you aren't seeing the most detailed model for some reason

plush yew
#

Hey cananyone help me setting up simple multiplayer racing gamr

shy sundial
fervent sigil
#

Is landscape blueprint brushes broken in 4.25.3 or is it just me?

frank tapir
#

Umm.. guys I am looking for a new laptop that can handle UE4 pretty easily, as my current PC is very old.. I am currently confused between 2 laptops - lenovo legion Y540 or HP pavilion

#

Which one of em would you recommend? Or is there a better one around the same price range?

shy sundial
#

Umm.. guys I am looking for a new laptop that can handle UE4 pretty easily, as my current PC is very old.. I am currently confused between 2 laptops - lenovo legion Y540 or HP pavilion
@frank tapir Does it have to be a laptop ?

frank tapir
#

Ya, since I'll be going abroad in an year or so @shy sundial

shy sundial
#

Both the laps you suggested aren't exactly high end

frank tapir
#

Sadly I dont have a budget to go higher than that :<

shy sundial
#

plus the laptop builds are weak

frank tapir
#

Weak as in? Durability or something else?

shy sundial
#

yea

#

body

#

heat management

frank tapir
#

Oh!

shy sundial
#

Asus Laps are better built

frank tapir
#

Are there any series that you would recommend?

shy sundial
#

no. atleast try to get something with an RTX inside

#

since u won't be upgrading anytime soon

frank tapir
#

Alright man! I'll keep that in mind ^^

shy sundial
scenic fox
#

sorry moderators

#

but'

#

i must die

#

(joke)

#

btw anyone that knows a lot about computers can i use rtx 2060 super?

#

can i use it for ue4?

stiff hawk
#

Soo... I'm trying to interact with two widgets components but with just one widget interaction component...
when i click on one of the widget components I'm not able anymore to click on the other widget component...
the weird thing is... hover/mouse move continues to work... oh and it doesn't matter were i look at... even if i look in a completely different direction i still create click events on the first interacted component
(sry but idk in which channel this would fit best)

honest vale
#

@scenic fox why do you think it wouldn't work with UE 4?

scenic fox
#

Idk

valid canopy
#

hey there, what is a good way to check if an AI is seen by the player?

honest vale
#

simplest way is to do a line trace from player to the AI entities and see which line is unobstructed

#

a proper way would be to use AI perception components I think

covert hedge
#

uh isn't perception for ai to see the player and not the other way around

honest vale
#

nothing stops you from using it with players too

#

it offers a system for listening to events that fire when a pawn is seen by someone and when it's "unseen" too

#

it uses traces under the hood too

covert hedge
#

ah fair enough

valid canopy
#

right now I use WasActorRecentlyRendered but it's not great, I'm gonna give a go to the ai perception on the player

rotund fox
#

Hey guys I am new to game design but I am making a multiplayer zombies game. However I am having trouble attaching my character to player starts does anyone know how I can do that.

#

Nvm what I needed to do was copy and past my character not connect the character to two different player starts. If only I Hadn't stayed up all night doing this I probably could have figured that out faster.

scenic fox
#

@honest vale sorry

covert hedge
#

uuh how do you test an object reference to be null/unset in blueprints?

#

is valid? DankThink

honest vale
#

@scenic fox no worries, I was just wondering if you meant that if the gpu is fast enough or not 😄

scenic fox
#

I don't know somebody told me about bottlenecking which i thought i would need a good cpu to use that gpu. But i honestly don't know.

rain saddle
#

no

#

u can use RTX 2060 Super with trash cpu

#

but u cant get the same peformance out of it

#

same with if u dont put at least 16gb RAM for Ryzen processors, its gonna work, but you wont get their full potential

scenic fox
#

@rain saddle im going to use an AMD Ryzen 7 for my cpu. and yes im getting 16gb.

#

16gb ram

#

lol

oblique tangle
#

Yo, can I get some opinions on my camera setup? Been working on a stunt setup, plz ignore the janky rotations - was setting this up quite quickly

#

Option 1:

#

Option 2:

scenic fox
#

SPIDERMAN

#

OML

oblique tangle
#

Feel like Option 1 is a bit too much, but I wanna capture that feeling of rotating in the sky - not sure how to go about it

scenic fox
#

how the hell did you make that @oblique tangle

oblique tangle
#

@scenic fox What aspect of it?

scenic fox
#

Every

#

it looks pretty good.

#

other than

#

you know

#

the model itself

#

it kinda looks you know cheap.

#

sorry if i was being mean.

oblique tangle
#

Ye, well I'm not the best animator lmao, I've got a new model but I'm not too keen on animating it

scenic fox
#

BRUH YOU SHOULD SEE MY ANIMATIONS THEY SUCK

#

see i suck]

#

you are better than me

covert hedge
#

you can create Task for the AI Task tree in cpp right? DankThink

scenic fox
#

Idk i use behaviour tree not anything else

covert hedge
#

i could have used a static variable in my function call to determine next waypoint, but sadly, this doesnt exist in blueprints

mild belfry
#

How do we change a parameter of a material layer blend from blueprint?

scenic fox
#

idk maybe use a material instance?

#

not sure

#

im bored ):

lusty carbon
#

Something seems off with my UE4 light baking. I hit bake lights and nothing happens

#

like literally nothing happens

scenic fox
#

wait it doesn't say building lighting in the right bottom corner @lusty carbon ?

#

or it does that

#

but nothing happens

#

Cause that might be the case

#

when you build lighting it builds the light and basically gets rid of unwanted shadows

#

if nothing happens that is very weird

lusty carbon
#

It pops up for a quick frame and disappears

#

my lighting is static

#

I have lightmaps

#

It's a datasmith scene imported

scenic fox
#

Oh that might be a legit problem.

#

Hmmm

#

can you see if this happens in another project @lusty carbon ?

lusty carbon
#

ill check

#

it did happen on another project yesterday, ill see

scenic fox
#

Hm that's extremely weird

lusty carbon
#

it does work in another project

#

What could be the issue inside the project? (it's the AEC template)

scenic fox
#

Is that template old? as in was it made in an old version of unreal engine? @lusty carbon

lusty carbon
#

4.25 latest

covert hedge
#

kekw i can't compile nor open my project after addind a c++ from the UE4 editor

scenic fox
#

Damn, it must be a problem with the engine then.

covert hedge
#

idk, i could "compile" once, it showed linkage error

#

and then the project is unusable, the generated solution don't compile etc

scenic fox
#

No i was talking to sparks

#

the lighting problem is most probably a problem with the engine.

covert hedge
#

oh

scenic fox
#

since this usually never happens

#

Unreal has soooooooo many bugs its unbelievable, one time i compiled my bp script and hit play to play in the viewport and it gave an error basically saying i couldn't play unless i compiled even though i did.

covert hedge
#

you know what was the problem?

#

i had one extra comma in the project definition

#

the json parser fails to interpret LULW

scenic fox
#

oh

#

lol

covert hedge
#

like trailing comma on the last son, ready to write a new property

scenic fox
#

lo

#

l

#

i don't do c++ but i really wanna learn it

covert hedge
#

public UBTTaskNode
this is literally what i inherited and made the engine not link

scenic fox
#

i CANT LEARN C++ ITS TOO HARD ):

#

sorry for caps

covert hedge
#

it's hard but take small steps 🙂

scenic fox
#

Yeah true.

rotund fox
#

@scenic fox just use blueprints then there are literally yt tutorials for everything u need

scenic fox
#

Really?

#

there is one for c++?

#

i use bp

#

but

covert hedge
#

well BP aren't really suited for everything

scenic fox
#

Yes

#

ofc

covert hedge
#

if you need to fine tune AI and shit, you'd get limited pretty fast, or get poorly optimized stuff i guess

scenic fox
#

Yeah that's right @covert hedge

rotund fox
#

Yeah it has limits but it gets the job done then when a couple of ur games go off. You can update it with C++ for better game play u know.

scenic fox
#

Yeah.

covert hedge
#

cool now the engine has generated files, but didn't associate the c++ class to the project, GOOD STUFF OMEGALUL

midnight gate
#

i followed this tutorial but my ai still doenst work

#

is this outdated or smth?

rotund fox
#

Im trying to make a zombies game right now like for COD BO but instead of helping each other you compete on who can outlive the other and you can spend money to give them disadvantages as well as giving yourself advantages. What do you think?

scenic fox
#

@midnight gate that works, im using that fuckin ai

#

You def did something wrong in the script

#

or sorry the blueprint / behaviour tree

covert hedge
#

@midnight gate double check you set an AIController on your ai chars, and that this AIController called SetBehaviorTree

scenic fox
#

Yes

midnight gate
#

but everything is exacly the same as in tutorial

#

i did set the ai controler

#

maybe somewhere here is the problem?

#

in this variable

#

yea i think its it cause its a blackboard key but it selected a nothing

covert hedge
#

add prints to the flow to see where it fucks up 🙂

midnight gate
#

this is where it fucks up

#

how do i select the loc vector key wtf i need it

#

it wont let me choise wich key

covert hedge
#

uuh i used this node

midnight gate
#

oh wow

#

it works i think?

#

this makes zero sense in a way

#

why wont it let me select my black board key and this somehow works

#

what if i have 2 black boards with 2 variables with the same name

#

that would break it right?

scenic fox
#

@midnight gate did you make your black board key reference editable? if you didn't you won't be able to select that in the BT

midnight gate
#

it seems that it breaks after the wait node

#

theres no option to make it editable

scenic fox
#

@midnight gate No in the task you little

midnight gate
#

wait you mean in the task blueprint

scenic fox
#

YESSSS

midnight gate
#

why you so grumy btw

scenic fox
#

im sorry ):

#

idk i get mad for no reason

midnight gate
#

just try to not get angry at random people

covert hedge
#

damn i can't find a way to fix the project wtf Sadge

midnight gate
#

i dont ever do ais

#

so this is new for me

scenic fox
#

@midnight gate sorry

midnight gate
#

btw thanks @covert hedge your method worked

covert hedge
#

np

scenic fox
#

Yeah the original would have worked if the reference in the task was editable though

#

im using the same BT ai tutorial by the way

valid canopy
#

hey, hey which version of an enemy that follows me when I'm not looking is better?

scenic fox
#

baka mitai

covert hedge
#

whichever is the one that uses the less expensive function calls

lusty carbon
#

any ideas as to why it won't bake?

scenic fox
#

Maybe make a new project and put the template and try it @lusty carbon ?

valid canopy
#

I guess the second one but that one is buggy, the AI gets stuck in corners, doesn't always follow me

lusty carbon
#

Maybe make a new project and put the template and try it @lusty carbon ?
@scenic fox trying to import the udatasmith file into a new non-AEC template (just empty game template) . ill report soon

scenic fox
#

Alright good.

lusty carbon
#

I must say, datasmith is freaking amazing

#

That 3dsmax scene came exactly the same in UE4 in 1 click it is unbelievable

scenic fox
#

i must say, @lusty carbon your pfp is amazing.

lusty carbon
#

even the corona lights, everything

#

haha thanks

scenic fox
#

no really i mean it

lusty carbon
#

gotta love courage the cowardly dog

scenic fox
#

Yeah 100%

covert hedge
#

why is my project ignoring Source folder Sadge it's triggering

scenic fox
#

AAAAAAAAAAAAAAAAAAAAAAAAAAAA

#

ue4 sucks!!!!!!1!!!11!

#

nah jk

#

ue4 is cool

covert hedge
#

time to git stash everything just to create a c++ class 4HEad

scenic fox
#

mamma mia

covert hedge
#

didn't work

#

i had to create a whole new project

scenic fox
#

kill me please @covert hedge

#

i feel sooo bad for you man

covert hedge
#

it's ok, it wa sjust a sandbox anyway but still

#

it kills me the engine fails to check if there is a Source folder and fails to generate solution/modules accordingly

lusty carbon
#

Seems like the regular template bakes lighting just fine

#

weird

#

It only happens in the AEC template

covert hedge
#
CompilerResultsLog: Error:   BTTask_Patrol_To_Next.cpp.obj : error LNK2001: symbole externe non r?solu "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplayTaskActivated(class UGameplayTask &)" (?OnGameplayTaskActivated@IGameplayTaskOwnerInterface@@UEAAXAEAVUGameplayTask@@@Z)
CompilerResultsLog: Error:   BTTask_Patrol_To_Next.gen.cpp.obj : error LNK2001: symbole externe non r?solu "public: virtual void __cdecl IGameplayTaskOwnerInterface::OnGameplayTaskActivated(class UGameplayTask &)" (?OnGameplayTaskActivated@IGameplayTaskOwnerInterface@@UEAAXAEAVUGameplayTask@@@Z)
CompilerResultsLog: Error:   D:\UnrealProjects\AISandbox\Binaries\Win64\UE4Editor-AISandbox-5801.dll : fatal error LNK1120: 1 externes non r?solus
LogMainFrame: MainFrame: Module compiling took 6.627 seconds```
#

good shit UE EleGiggle

#

This is a known issue with changing to 4.12 and using tasks. It can be resolved by simply adding "GameplayTasks" to the PublicDependencyModuleNames section inside your 'ProjectName'.Build.cs For example:

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AIModule", "GameplayTasks" });

13 versions later.. 4HEad

trim silo
#

Anyone here knows sequencer?

rich rose
#

Why does you UE4 name it a Level Blueprint when such files are located in the Maps folder. Would it not be Map Blueprint? Is there a difference between Level and Map?

trim silo
#

Map is a level file

#

Level blueprint is a blueprint for this particular map

wooden jacinth
#

Can someone send me link to unity to ue4 scene exporter?

#

Pls

scenic fox
#

idk

trim silo
#

There seems to be a key in sequencer that i cannot delete

#

and it is messing up my animation

scenic fox
#

oml

scenic fox
#

he dmed me out of the blue

#

help

#

he's from this server

trim silo
#

Instead pinging mods you can:
a) Ask the person who messaged you, why did he message you, maybe it was an accident.
b) Block him
c) Not respond and carry on with your day.

proud narwhal
#

is there any way to zoom in close to an object without flying through it?

covert hedge
#

can we use blueprints getter in c++? As in, not reimplementing the blueprint as a c++ class but use a native blueprint

#

damn i love when the editor suddenly shutdowns right when you click compile FeelsOkayMan

#

and won't re-open without crashing

#

how tf am i supposed to recover LULW

proud narwhal
carmine thistle
#

Ey there, let me use your community brain :))
Its unrral tournament 3 related problem..

in map is placed "UTOnslaughtPowerCore_Content" x 2, its okay, but my mutator written in unreal script modified "UTOnslaughtPowerCore_Content" DamageCapacity by multiplying original value.. Its working too, BUT.. "UTOnslaughtPowerCore_Content" model seems his rotation speed linked with % of original DamageCapacity, so now, powercore rotating 4x more faster, if i set multiplier x4, and im looking how to fix it.. can anyone herr download 10mb of ut3 sdk, and try look into, if there is any possibility to fix it? :(

shy sundial
#

How can I get a texture only on the selected area?
@proud narwhal Assign the selected faces to be a different material

proud narwhal
#

also why on my model does some of it have right blue lines but other bits not?

shy sundial
#

They are marked as sharp , happens when u export-import 3d meshes between softwares,

Select the mesh in edit mode > While in edge selection >Right Click and clear Sharp

trim silo
#

I can't believe there isn't anyone here who uses sequencer

regal mulch
#

There certainly is

rocky radish
#

I can't believe there isn't anyone here who uses sequencer
@trim silo wdym?

regal mulch
#

But I assume it's not that often used

trim silo
#

Noone is answering 😦 I'mm struggling whole day with such a simple thing probably

#

I'm getting so annoyed

regal mulch
#

Most people are busy making the game/project before they record stuff

trim silo
#

i wanna throw my pc away

regal mulch
#

Let's see

rocky radish
#

That doesn't mean that nobody uses sequencer

trim silo
#

I'm making a sequence I have a character wallking into a shot, this works fine, then i have a character talking and playing some idle animations etc

#

Then i want to move character further and sequencer goes crazy

#

it doesn't want to let me move character forward

#

it creates some weird jump forward and then backwards which makes character slide out of the shot

regal mulch
#

The line you are showing in your screenshot is only an indicator though or?

#

Like, I have a sequence here (can't show it, NDA) and there are also these white lines

#

And if I look on the left I can expand areas until I find an actual key

trim silo
#

I will post screenshots in #cinematics and explain what's happening if you can take a look there i would appreciate it

restive yarrow
#

If I want to search just for PNG images in my content browser how can i do that

#

getting this error, it points out to a png error

#

I did convert my project from 4.25 to source version of 4.25

#

4.25.3 to be specific

wooden jacinth
#

Can someone send me link to unity to ue4 scene exporter?
Pls

golden condor
#

hi

frigid needle
#

You should be able to just google that, Ostalek.

golden condor
#

Why is the roll torque and jump impulse so high in the roll a ball template?

#

I was checking it out and its so high.

frigid needle
#

Because the base unit in Unreal Engine is a centimeter

golden condor
#

This is still too high

#

I know its cm but still

#

50000000.0 cm is 500k meters

#

Which is still ridiculous

#

Unless Torque as a value has to be that high

#

This is weird but interesting

cobalt blade
#

hey there

plush yew
#

Can someone help me?

cobalt blade
#

dowas somebody knows why when i export the morphs from blender, it does not apply to the entire body? it applies only to the clothes

#

ive been with this problem the entire weekend xd

#

when i export only the body, it doesnt exports the morphs

#

just saying

plush yew
#

Hello , I'm beginner in unreal engine i don't know about unreal

#

I don't know about blueprint

#

So guys what is your course suggestion to beginner

#

I wanna free course

midnight gate
#

can i make ai click a buttom?

#

like for example for ai to be able to attack?

#

if i for example copy my character bp lets say a means attack can i make the ai click the a button if so how?

#

whats the most optimal way to bind ui movement to players floats?

covert hedge
#

wdym?

midnight gate
#

how do i enable movement after disable movememtn

bright wharf
#

im making a ww2 fps should it be open world or linear

midnight gate
#

thanks

#

@bright wharf if youre triple a open world if your indie liniear

#

dont do the big rule of going too ambitous

neon bough
#

@cobalt blade are the morphs even on your body in blender? (they are shape keys there)

#

@midnight gate for your question about attack, you could make an event in your character BP which handles attack, then call that event when either the controller button is pressed by the player or in your AI logic

plush yew
#

Hello

midnight gate
#

so i replace buttons with events

#

that sounds about right

neon bough
#

you can even use event delegate to reroute the event if im not wrong

midnight gate
#

btw i need to add good sky and fog gradients in my project but the assets are not updated

#

how do i force them in?

covert hedge
#

did you add them to project and then modified the sky sphere or whatnot?

midnight gate
#

what do you mean i cant add it cause im using 4.25 and its for 4.22

#

could i just add it to an older project and transfer the files to the newer one?

covert hedge
#

oh then you're probably fooked if they didn't update the package

midnight gate
#

im sure theyll work in the newest version

neon bough
#

if you add it to an old project you can copy the folder over (at least that worked for me in the past)

midnight gate
#

yes thats what ill try to do

#

i have no old project that is suported by the good sky asset

#

and i really need it

#

AAAAAA

#

how do i shove it out of the server into my computer

#

i dont have enough gb to download 4.22

covert hedge
cobalt blade
#

@cobalt blade are the morphs even on your body in blender? (they are shape keys there)
@neon bough yes they are, and i can see them working in blender actually. that is why its so strange

midnight gate
#

who has 4.25.0 ? can you guys pls get this asset for me

frigid needle
#

You can force it to add it in, regardless.

cobalt blade
midnight gate
#

how

#

@frigid needle please tell me how

neon bough
#

i might be wrong, but maybe morphs can only exist once

frigid needle
neon bough
#

did you try deleting all your imported assets and just importing the body?

#

and in general, you are aware that you might run into a lot of trouble with DAZ rig?

cobalt blade
#

you mean unclothed an without the hair? ive tried

frigid needle
midnight gate
#

cant

neon bough
#

but when you tried, did you remove all your previous imports from the project?

midnight gate
#

still doesnt let me addd

cobalt blade
#

well its my first game so im not aware of that xd

midnight gate
frigid needle
#

Yeah, now click the version dropdown

#

Select the most recent version

#

Doesn't have to be 4.25

midnight gate
#

@cobalt blade reeeee u forgot leaf bones

frigid needle
#

Then it will light up the "Add to Project" button

midnight gate
#

i think i got it

#

i have to switch the version for the asset i see

#

thats how ya force it in thanks

neon bough
#

@cobalt blade idk how good it is, but DAZ recently released a DAZ <> Unreal Bridge

#

which converts the rig to be compatible with the mannequin UE rig, if im not wrong

cobalt blade
#

yes, but with that i cant animate

#

because if i export from unteal to fbx the bones doesnt work very well

neon bough
#

you want to animate in blender?

cobalt blade
#

is there a better way to animate?

neon bough
#

no idea

#

i would do it in blender, too 😄

cobalt blade
#

lol yes im animating in blender xD

neon bough
#

but also depends on how much custom animations you need, if you go for mannequin compatible rig you'll find a lot of animations which can be retargeted to your character

cobalt blade
#

yea, but the skeleton doesnt work when exporting from unreal to blender

#

thats the main problem lol

neon bough
#

for animating unreal rig in blender you should look at mr mannequin tools

#

then you can animate on that, and retarget to your character

#

it's probably easier than fiddling with daz rig

covert hedge
#

is there a way to get some action to be blocking in a blueprint forEach loop?

#

eh nvm guess i'll circle my way around that feelsdankMan

fleet veldt
#

anyone can help me with behavior tree AI logic?

eternal flame
#

@cobalt blade Mixamo Rig is fantastic set up and you can Upload your own humanoid Character and rig it up.... then if you want to go to UE4 rig just retarget to unreal skeleton. I am not sure about exporting out the skeleton rig into blender......there are things to remember.... blender world rotations are different than Unreal. So you need to fix it all up once you to bring that rig into blender... witch is fairly easy process one you get used to it. I animate All my characters in blender no plugins required. There are so many little annoying differences between all the different IDE and engines.

cobalt blade
#

i will try to export the obj an then rig it into mixamo

left tendon
#

Hi, i just joined. I would like to know if this is the right discord to ask for help with stuff i dont quite understand when learning ue4? And if so, which of these many chatrooms should i use?

shut glen
covert hedge
#

try disabling context sensitive search

shut glen
#

ok?

#

where can i find it @covert hedge ?

#

sorry for ping

covert hedge
#

when you right click when you create a node, there's a checkbox

elder bison
#

is there a way to convert UASSET's outside of exporting in engine?

shut glen
#

thanks

covert hedge
#

anyone had trouble with loops decorator not working in AI tree?

shut glen
blissful sorrel
#

is there a way to use arcore/arkit's movement tracking to make a camera actor move around based on a player's location?

shut glen
#

i cant plug in cable to the target

covert hedge
#

cast cable to cablecomponent

shut glen
#

i get this wrning

#

*warning

covert hedge
#

what is the type of your Cable

#

and does it inherit from ChildActorComponent feelsdankMan

shut glen
covert hedge
#

uh

#

did you create that Cable your self?

shut glen
#

yes

#

from place actors

covert hedge
#

i just added the cable from the add component menu into a character and i can use SetAttachEndTo

shut glen
#

ok tgabks

covert hedge
#

it compiles without error

shut glen
#

thanks i will try it

#

ty man

#

it works :)

covert hedge
#

uuh ok

mint belfry
#

Woops wrong channel

celest vapor
#

I have a bunch of items that are child classes of a master class. if there a way I can automatically pull all child classes and put them into an array?

frail sun
grim ore
#

are you sure thats not a bug due to the plugin?

frail sun
#

Yeah I've tested with it on and off

grim ore
#

and where did you set the grid snap to 0?

frail sun
#

Editor Preferences, oh it clamps to 1.

grim ore
#

yeah thats why I was asking, and no I have no issues here in .25.3

frail sun
#

Must be some other plugin then, thanks for checking!

#

Turns out was a plugin called "Iliad" which is a shame because it's pretty neat.

covert hedge
#

PagChomp found a way to make the AI look around

jaunty tree
#

Idk what's wrong with my assets.
I couldn't move them

#

I'm using property box for that

#

Help me Please

blissful sorrel
#

is anybody familiar with ar in ue4?

narrow mauve
#

Welp. Pressed a button I've never pressed and now its locked at a 90 degree angle

#

Anyone know how to unlock this lmao

golden condor
#

@grim ore Do you know why the Torque value is too high?

fleet wraith
#

What's a decent laptop to run unreal? i dont have insane projects but i need something to test my multiplayer

dry harness
#

My 1050 ti laptop runs ue4 pretty well

#

8300h processor

grim ore
#

find something with a dedicated gpu of 1050 or higher and you should be fine, it just depends on the project

fleet wraith
#

ok

dry harness
#

IS there a different way other then sockets for swapping out weapons? the reason i ask is the object the weapon is attached to is more of a vehicle per say and does not have a skeletal mesh. i need to have a 2 piece gun (2 static meshes) switch out at the same spot and rotation as the first static mesh model. Or would i need to make a whole new vehicle(pawn) for each weapon type and then call the new vehicle(pawn) upon switching weapons?

grim ore
#

use a scene component, its a transform basically

dry harness
#

so a scene like a socket?

grim ore
#

you can use that as a location/rotation in the world and attach your weapon to it

dry harness
#

much appreciate!

grim ore
#

if you are swapping like you said you could just get the location rotation of the first item befoer you remove it and use that when you spawn in the new one as well

dry harness
#

But when calling in a 2 part gun mesh, (Body of gun and rotating barrels) wouldnt i need to make a scene component for the front of the guns body where the barrel is suppose to be placed since once swapped out it would delete the scene compenent as well, or is there a way to save the scene components position upon switching it out with a single mesh weapon?

#

Im sorry if thats confusing lol

midnight gate
#

im making a game where water is main mechanic

#

is theres such thing as fog volume? that i could use to have some fog in the water

#

can i put the post procesing box inside a preexisting post procesing box will the effects of both layer?

grim ore
#

the scene component would be a part on your vehicle, like a socket, that would never be removed its just basically your "socket" on the vehicle for you to spawn stuff in at

dry harness
#

Ah so it dosnt need to be attached to anything, more of a floating reference point to call the position, i get it! thanks

grim ore
#

well its attached to the vehicle in the spot you want the weapon to be

#

then you can attach the weapon to that component and it would follow the vehicle basically like a socket

#

a socket is mainly just used on a skeletal mesh since its part of the bone chain and the animations move it as well

dry harness
#

Gotcha~

#

Tyvm

golden condor
#

I don't understand the torque super high values

#

I wanted to check all template projects for some reason and this is the thing that's bugging me the most

#

Like, why use such big numbers on the torque and jump?

covert hedge
#

anyone got a link to latest EQS documentation? seems some items have been either renamed or deleted 4HEad

#

doc seems to date from 4.21 Sadge

deep viper
#

It seems that the primitive UMG [buttons] always consume input on [OnClicked] which makes handling clicks from custom widgets a chore. I originally thought overriding mosedown event didn't work, but turns out that user widgets simply cant receive the events from button primitives. (and the reason why mousedownpreview did work, since the event is sent to higher level widgets first, as opposed to the lowest widget first).

Question: How could I get around primitive UMG buttons consuming mouse events? Do they have a setting/option to not consume an event, or would I have to create a subwidget to behave like a primitive button? Personally, I find primitive buttons counterintuitive, if I wanted to consume an event I could do so manually. Sigh.

grim ore
#

@covert hedge that is the latest unfortunately

covert hedge
#

i wanted to use EQS since it seems to be the new cool

and i can't manage to make "Line Of Sight To" to function properly, it returns true even tho the pawn doesn't have LOS of me :/

haughty wagon
#

So I have a public DisplayName string variable on a widget, and I can only "get" the display name, I can't "set" it. I have it editable in editor and on spawn, but it still doesn't let me set it...

covert hedge
#

did you re-compile

haughty wagon
#

yes

#

and I deleted the actor from the scene and re-added it

covert hedge
#

is it instance editable

haughty wagon
#

yes and expose on spawn as well ;/

covert hedge
#

wth

haughty wagon
#

ya it's very frustrating

covert hedge
#

make a setter i guess Sadge

haughty wagon
#

-.-

grim ore
covert hedge
#

nope

#

didn't know there was such a portal

#

thanks peepoG

#

i hope there are updated to 4.25 pajaS

grim ore
#

@haughty wagon try renaming your variable, also my guess is you are not talking to the widget at all since Get Display Name you are seeing is part of the engine code

#

but my guess would be the 2nd part, how can you delete the actor from the scene and replace it and expect to talk to the widget. Widgets are not in the scene.

#

and if you are referring to a widget component, which is seems like you might be, you need to talk to the widget that the widget component holds which would have your variable

haughty wagon
#

So if I drag this to get a reference to the widget attached to the NPC spawned in world. I cannot access any functions on the widget for some reason...

grim ore
#

that is not a widget, that is a widget component is why

#

Widget != Widget Component

covert hedge
#

( line of sight doesn't even seem to take into account the pawn/object rotator Sadge )

haughty wagon
#

hrm

grim ore
#

line of sight probably does a bounds check or a line trace to a specifc point

covert hedge
#

seems pretty basic and not usable tbh

#

or maybe i'm using it wrong

#

guess it's trace time Sadge

grim ore
#

depends on the goal, a quick line of sight check is probably good enough for most things.

haughty wagon
#

So how are you supposed to get a reference to the actual widget attached to that actor ....

grim ore
#

ask the widget component for the widget

covert hedge
#

well, i want my AI's blackbaord to update hasLos according to the pawn's eyesight, where he looks

#

so i fail to see how not taking its rotation into account can work

haughty wagon
#

GetUser Widget Object?

deep viper
#

How can I get the "Desired Widget Size" to take the size of the game window into consideration? I called "ForceLayoutPrepass", so [desired size] should function properly. I get the correct offsets when the game window is in fullscreen, but when I resize the window, the offset stays the same.

grim ore
urban kernel
#

Hello!

#

I really need help with a dialogue box setup... I've been stuck for like three days and I can't get it to work.

#

Is there a way I could maybe call with someone and get help? 🙂

wise lagoon
#

is there a tidy way to trigger an input action by its Action Name in c++? So far I'm doing this which works, but it is not tidy

PlayerController->InputKey(PlayerController->PlayerInput->GetKeysForAction("SwapWorlds")[0].Key, EInputEvent::IE_Pressed, 1.f, false);
haughty wagon
#

Sooo

#

Clicking Compile on the widget, doesn't do everything. I had to click the Event Graph with the function etc, and click compile, then compile the designer, then compile the QuestNPC actor, then play and it worked ;s

covert hedge
#

welcome to unreal 4HEad

haughty wagon
#

Ok so ... what I did, is made a JSON file that I can create NPCs and set a variable on the actor QuestNPC that I just set the ID to whatever value in the json I want. When it loads the game, it will read the json and call a load NPC after the data files are done. And updates the names during that process.

#

it's crazy sauce

#

So the Game MOde calls that function btw

covert hedge
#

@oak smelt why can't you bind the key to the controller component ? it's tidier, but idk if that's what you're looking for

grim ore
#

they want to fake pushing a button it looks like

wise lagoon
#

why can't you bind the key to the controller component ? it's tidier, but idk if that's what you're looking for
@covert hedge The controller is setup properly. I am trying to write an integration test for the action and need to programmatically trigger the action.

#

I am not really sure what is best practice on that front... maybe I should expose the handler method and just call it directly instead of trying to route through the PlayerController...

winter slate
#

has like anyone used the preloaded Dialogue System before?

deep viper
#

Is it possible to force events to bubble back up? e.g. UMG buttons do not let any events bubble up to my sub-widgets, the engine also suggests i dont rely on [preview] function override events, so I'm wondering if I can somehow use the normal overrides.

covert hedge
#

eh, emulate a HID

deep viper
#

You mean, I should use a subwidget in place of a button primitive?

covert hedge
#

was answering to halcyion 🙂

cosmic axle
#

Guys just a question. In every game it usually fades in and out the logo/name of the developers, and sometimes it also appears the used engine logo. So if I want to distribute my game do I have to put the UE4 logo in game or it's not necessary?

dense hatch
#

@cosmic axle from https://www.unrealengine.com/en-US/eula/publishing

You agree to retain and reproduce in all copies of the Licensed Technology the copyright, trademark, and other proprietary notices and disclaimers of Epic and third parties as they appear in the Engine Code and the Content.

You agree to place the following notices in the credits (replacing xxxx with the current year) for any Product, to the extent such product has credits:

“[Product name] uses the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere”

“Unreal® Engine, Copyright 1998 – xxxx, Epic Games, Inc. All rights reserved.”
cosmic axle
#

Oh so I have to put these in the final credits or it has to be somewhere more"visible"?

#

Oh nevermind... I just had to read more carefully lol

#

Thx @dense hatch

deep viper
#

I guess I'll just override the "Preview" versions of functions. Devs advise you to not use "Preview" override, but make the non-preview events never work/fire/reach any user made widgets. So silly.

plush yew
#

is there a limit to the amount of animations you can put in your games, or is there a resource heavy cost for a large sum of animations?
for example if my game had 20,000 unique animations for many different scenario's when called upon or engaged in directly via button press or standing by parts of the game would there be a resource issue in programming all of those without heavy lag or glitches to come out smoothely when their engaged with or active

#

and let's per say believe the game was made on a SSD or so to be played in SSD like consoles or pc's would this create a problem at all?

ornate forge
#

How are you going to make so many animations?

plush yew
#

idk but i will do it even if it kills me xD

#

i just want to know if its possible or an issue for a proper game functioning smoothely

dense hatch
#

animation is mostly cpu overhead. you can also have animations culled so they will not be computed if not visible

plush yew
#

oh

#

so animations just cost cpu usage, and if their not visably seen they wouldnt cause a problem no matter how many complex or chaining animations i create?

ornate forge
#

Yeah

grim ore
#

you could put as many as you want in the game, using as many as you want is an issue. like mentioned they use CPU and get quite heavy as you reach a large amount when in use

plush yew
#

o.o

#

so the ammount of complex or whatnot animations arent the issue it's only when visible..

#

so even 1,000,000 animations wouldnt be a problem if they were culled

#

as long as the animations arent used all at once i'd be pretty safe xD

grim ore
#

are we talking in use or just in the engine?

dense hatch
#

if the animation is culled it will not be played at all, but keep in mind that culling also has an overhead as you increase the amount of objects...

ornate forge
#

You should also make sure they fit into RAM, of course

plush yew
#

o-o;

ornate forge
#

But they are small, compared to average RAM amount

dense hatch
#

if you have 1,000,000 objects or animations to check if it will cull it will add up to some performance to hit. might not be a lot but it won't be 0

plush yew
#

ah

#

Sorry

#

My internet exploded

deep viper
#

Is there a "Right Mouse button clicked" event equivalent in UMG? (PlayerController seems to have that event, though it does not fire)

#

Is there a "Right Mouse button clicked" event equivalent in UMG? (PlayerController seems to have that event, though it does not fire)

plush yew
#

I see so even culled animations cost a bit and than active ones are heavier on resources so for example 1,000,000 animations might not be game breaking but should be accounted for