#ue4-general
1 messages · Page 833 of 1
i use a spring arm for the player
but i have a AI
that i want to socket the camera to
the player's camera
set view target with blend might help
hm
the ai and player both have cameras?
No exactly
one eternity later
HOLY FUCK
i dont even know how theres so many
i tried turning the engine scalability settings to low for the first time in like 4 years of UE4
and now it be shadin alot
hoes mad
hahahah
unreal engine BIG MAD
sos send i9
I HAVE CRIPPLING DEPRESSION
i wanna do that to myself
i wwanna through myself out of the window
@everyone anyone here a youtube influencer?

@covert hedge kill me please
@scenic fox are you okay lol
no i have crippling depression. i need to die
maybe you should talk to a councillor
HI why does this not work?
@scenic fox i was omegaluling because he was searching for an influencer 
take your aprazolam and everything will be good
this was a joke lmao
is the joke me because im looking for a youtube influencer?
HI why does this not work?
@radiant haven Plug a print string node to check if the onclick func works
@shy sundial It does something for sure but does not switch to Windowed
If I use the editor window
it completely bugs out
try a test build ?
Im looking for youtube influencers or anyone with gaming network influence, twitch/etc to join me in launching my project. If you come across this msg please dont hesitate to hit me up!
@olive lynx sorry
No really sorry
it turns out that that 4.25.3 source build i had was 4.26 lol they just did not change the name
cause i saw the dx12
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) ?
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?
create a new actor from that skeletal mesh and add a green static mesh behind 
how can i get unreal marketplace content on linux ?
guys sorry for being immature
how would I create a fall damage system with a way to decrease it if shift is held down near the landing?
is it posible to make holes in the terain? like tunels? id really like to do that
also can i program the terain? for example the charcater could dig holes etc
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?
this is for blender not for ue4 i invite you to a b3d server there i shall tell you how to fix this
@midnight gate i m using epic stuff
oh ok
no its you messing up the position of the original armature onthe knees
they need to be a bit bend
i accept your invitations
then you can rigify
otherwise the leg will go the other direction
@plush yew is it gonna be smooth tho?
how does your armature look the original
side view
hello
exacly
the knees arent bend
thats why theyre going in reverse
you gotta hend it a little
thyen rigify
@midnight gate hi
hi
i just wanted to say hi, hope you're having a good day
Oh
@solar cove set the mesh to moveable
and if its static lighting then yes, build lighting.
result
dynamic lighting static objects have to be set to stationary or moveable.
otherwise you get that weirdness.
@marsh swallow what does texturing streaming pool mean?
as in your over it?
No like
it happened to my friend when he was playing my game
and i wanted to know why
cause i never got it
(note he put the settings in the game to max)
do u mean a red message in the corner
Yah
yeah your over the pool limit
and i seriously don't know what it means
it means you have too many props/textures in the scene for him to handle on the graphics card memory
oh so it's cuz of his computer?
@cosmic matrix bend it a bit more also make sure its straight
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.
yeah i got it ok
need to bend both armature but still get a prob
left leg is little rotate and forward
@midnight gate
you can adjust the config file to allow 3gb or 4gb or even turn it off
@marsh swallow but i didn't ever get this error even when i set the settings to max
depends on the PC
Oh ok
i chased that issue for awhile back a couple years ago before we understood how to control it.
So should i just change the config file's settings?
@cosmic matrix did you re rigify the armature after making changes?
@marsh swallow
no. lol
yes @midnight gate
you need to optimize your game. ^_^
Then what should i do?
@marsh swallow thanks bro
research and spend the next 6 months understanding
Oh. but you recommended to just change it
Another problem appeared
doesnt mean it will fix it.
Also is this a common error @marsh swallow ?
yes
Roads are having unknown shadows
@midnight gate
seems there is a prob with rotation red arrow is not where it should be
and that came after light build i assume? @solar cove
yes @marsh swallow
your lightmaps seem messed up i think
idk much ab static lighting
we use fully dynamic lighting
@marsh swallow someone just told me to build the texture streaming would that just work????
yeah you should build your levels before shipping but that doesnt just fix the error permanently
do the research yourself man. ^_^ google is a wondrous place. haha
Hm ok he never got that error later so maybe im fine but i honestly don't know
currently on the docs and there just telling me to use the config file and change it
wtf
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
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.
i mean.... is the other guy using an Iris graphics? lol
No he has rtx 2050 i think
@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.
how can i have my hands rotate on the pitch?
@midnight gate
seems there is a prob with rotation red arrow is not where it should be
and foot position is buggy
do you see where this can come from
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?
How do I get a free 3d patronising plugin for ue4.25
Either your missing a texture that's being referenced or the ping file is courupted
Thata my theory
your pngs are prob courupted
or encoded in a way that the engine does not understand
it looks like the editor cant find some of them
so i think some of them may be courupted
I did switch from 4.25 to source version of 4.25
I think he changed BallisticVFX location or renamed in content folder
is there any way to jump to corrupted png files
don't know
Can you check thoose files are exist in folder that log said?
How can I get in touch with the mods to report a user?
No, not you.
Ah Christ almighty, thank god
So dont use them in any assets, check log completly you will find which materials are trying to use them
I checked the content folder in the directory, it is displayed there, but not in the ue4 project
Im guessing i will have to delete all the missing textures?
worst thing is my package takes more than 12 hours to be done
12 hours packaging game?
my packaging takes 1 year to be done, people who are looking forward to my game are gone now.
lol this is a joke lmao
@scenic fox till u package ue having 2 major update lol
@restive yarrow if you are not gonna publish ur game, disable compress, crypto, nativization bp, etc... which is gonna slow down ur progress
@brave drift how's your day?
Thanks thats good, how about urs? ^^
someone please help me?
Wel....not really good, somebody was mean and toxic to me ):
Why my "blend poses by enum" won't show "Primary", "Secondary" and "Gadget" pose??
Idk, didnt use this channel a lot if its acceptable for chatting ^^ if not please let us now.
@scenic fox what happened?
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. ):
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
AH I forgot it xddd
Thank you!
np 🙂
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 :))
It was solved so it's okay 🙂
@brave drift im packaging for a test right now, not publishing
Disabling compress and other things you said will speed up the process?
Yeah it will decrease packaging time, you are just testing so dont need them
They can make you slow down 2x to 10x time
nvm
Did you set up accurate value to key frame of "Mana" text?
yea
its the same as description over it which represents the quest roll on the other side
u can see it in the screen shot but the title description is missing
Im really confused with this issue
My scene capture cube makes really out of whack colours to the render target
The Capture 2D works fine, but not the Cube. How can I get my Capture Cube to behave accurately?
is quixel getting ddosed or something?
Everyone knows where to get the game requirements?
you'd have to test on different setups to figure out what's the lowest where it's playable
ok, thx
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?
Hello , c++ and blueprint which one have more tutorial on YouTube and internet resources ?
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).
c++ has a mere fraction of the resources for learning that bp does
@uneven fractal so you mean blueprint have more tutorial ? Because I'm beginner
why can't I use spaces when creating a project name?
for ue4, I think yes
UE4's main function is blueprint, so there should be more tutorials than C++
Has anyone already replicate two bones ik?
i am in big troubles
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
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?
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?
think ya need more samples
from the lights?
usaly happends when cycle denoiser fucks up im asuming its the same in all ray trace engines
i guess can you turn the samples for the whole scene?
hmm ok. i'll try to find that in the world settingsd
thanks
in the world settings, it says 0 lightmaps..could that be an issue?
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? 👀
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
help how do i do a stylized highlight in 2.8
the video i'm watching he does a cavity map
but you can't do that now
he does this
so he can change the colour of the edges
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).
ehm i have problem
make sure that texture's anchor is center
any fix for that? it suposed to be png with no background
Hi All! Trying to do interior arch viz. The GI.FG seems low-res and splotchy. How can I improve this?
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
@rocky radish Where do I find the option to do that?
@rocky radish Where do I find the option to do that?
@elder viper are you using ray tracing?
@rocky radish YEs
in your post process volume
there's an option for that
A settings and properties reference for Ray Tracing features and the Path Tracer in Unreal Engine 4.
ok. checking it out now
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 🙂
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.
Here is another good example: https://www.goengineer.com/Uploads/Modified-OPtimization-with-SOLIDWORKS-Flow.gif
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?
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
Oh man! Where can I start to look?!
@plush yew is there a tutorial for it? I would like to create similar effect as well
Thats an interesting idea
If i created like 10 splines, does Niagara have a way to use those splines as a guide path?
They dont have to be opitmized for a game.. more for animation
Definitely hyped, as I am in the processes of converting any rendering to UE4
Thank you so much!
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.
Hey I got a question
ANyone know why tf my vr hands are going invisible when I turn on physics and collision
Is there a way I can manually paint on the pink in the cloth paint editor
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
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?
@full kiln
- No is not a bad idea
- 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
- There are tons of them on YouTube... lol
For 2 I mean sound effects and I dont have a budget or money
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
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 !
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.
Whats most important - its not always there.
Only in some random moments
Ok, now i know when it happens - seems like when i stand still - everything is fine, but when i move out - it bumps.
This hurts so much
unreal engine seems to only crash when I edit the jaw on my animation
and only the jaw
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.
Anyone know what file I would edit to start adding onto forward rendering
Hello everyone
Howdy friend~
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?
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?
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
is there any way I can get this return value to split into three different floats for x y and z? thanks
Right click the return value and choose split
Ok thanks
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?
@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
@celest vapor Thx man but how do I get it to unpause when the player presses the indicated button? THX! 🙂
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?
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
ok thx 🙂
Just checking. "get all actors of class" returns child actors of that class as well right?
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.
Would it be better to replace it with an animated skeletal mesh at LOD0?
You could make it wobble or bounce within the material
Yeah, Haven't worked on IK yet. That's for later.
I want it to bounce but retain most of its shape. To feel a bit solid and rubbery
Boys
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.
I think I'm trying to figure out a better understanding of how to control where and how it distorts.
for c++ help which chat do i use?
cpp
thanks
@thick herald Thanks, I 'll look through his tweets.
@plush yew Thanks.
I don't think that will work with foliage though.
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
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.
Unfortunately my experience with materials is... limited.. 😄 I do tend to remember sources of info so.. there is that.. 😄
Same. I always hated working with shaders. UE Mats are a lot easier but it's the same dark artistry.
Yup. I hear you can buy the sacrificial ritual kit on Amazon now only $9.99 😄
That might be what I was trying to think of, I kept thinking vertex fields
pivot painting
PP 2.0 FTW
Have each blade of grass move independently is so much better the the regular simple wind.
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.
ponkkis, you're trying to modify the pivot paint data in runtime?
Is there any alternative to the Autodesk apps for it?
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.
is there are a way to fire some construct logic? Custom events and Event dispatches don't seem viable
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
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.
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
Look through the learning projects. I think there's one there.
Thansk ill look into both of your suggestions
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!
The hand's bone weight in my mesh:
The hand's bone weight in Shooter's mesh:
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
@plush yew @thick herald Sweet. Got it working with pivot painting in Houdini. This is exactly what I wanted. Thanks again.
Anyone ever have luck fixing a corrupted project without reverting?
Depends on what caused it.
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
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...
yeah I've tried all that 😦
just spent 6 hours remaking my entire gamestate blueprint from scratch with no luck
figured you probably had from the way you asked your question.
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
anyone know which directory UE downloads depedencies to using setup.bat?
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
Check out its material u must have changed it
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
Looking for a new mechanic for my third person shooter game... any ideas?
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
AmmoToRefill = MaxClipAmmo - CurrentClipAmmo
Those are nodes that typically convert one data type to another, such as an Int to a String.
Is there any way to rotate eye rig towards touch position?
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?
Add a lightmesh
Use ray tracing preferabely and it will become fine
iirc the megascan stuff comes with different LOD models, so maybe you aren't seeing the most detailed model for some reason
Hey cananyone help me setting up simple multiplayer racing gamr
does quality increase with greater numbers ? or decrease
Is landscape blueprint brushes broken in 4.25.3 or is it just me?
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?
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 ?
Ya, since I'll be going abroad in an year or so @shy sundial
Both the laps you suggested aren't exactly high end
Sadly I dont have a budget to go higher than that :<
plus the laptop builds are weak
Weak as in? Durability or something else?
Oh!
Asus Laps are better built
Are there any series that you would recommend?
no. atleast try to get something with an RTX inside
since u won't be upgrading anytime soon
Alright man! I'll keep that in mind ^^
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?
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)
@scenic fox why do you think it wouldn't work with UE 4?
Idk
hey there, what is a good way to check if an AI is seen by the player?
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
uh isn't perception for ai to see the player and not the other way around
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
ah fair enough
right now I use WasActorRecentlyRendered but it's not great, I'm gonna give a go to the ai perception on the player
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.
@honest vale sorry
@scenic fox no worries, I was just wondering if you meant that if the gpu is fast enough or not 😄
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.
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
@rain saddle im going to use an AMD Ryzen 7 for my cpu. and yes im getting 16gb.
16gb ram
lol
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:
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
how the hell did you make that @oblique tangle
@scenic fox What aspect of it?
Every
it looks pretty good.
other than
you know
the model itself
it kinda looks you know cheap.
sorry if i was being mean.
Ye, well I'm not the best animator lmao, I've got a new model but I'm not too keen on animating it
BRUH YOU SHOULD SEE MY ANIMATIONS THEY SUCK
my second ever animation ever
see i suck]
you are better than me
you can create Task for the AI Task tree in cpp right? 
Idk i use behaviour tree not anything else
i could have used a static variable in my function call to determine next waypoint, but sadly, this doesnt exist in blueprints
How do we change a parameter of a material layer blend from blueprint?
Something seems off with my UE4 light baking. I hit bake lights and nothing happens
like literally nothing happens
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
It pops up for a quick frame and disappears
my lighting is static
I have lightmaps
It's a datasmith scene imported
Oh that might be a legit problem.
Hmmm
can you see if this happens in another project @lusty carbon ?
Hm that's extremely weird
it does work in another project
What could be the issue inside the project? (it's the AEC template)
Is that template old? as in was it made in an old version of unreal engine? @lusty carbon
4.25 latest
kekw i can't compile nor open my project after addind a c++ from the UE4 editor
Damn, it must be a problem with the engine then.
idk, i could "compile" once, it showed linkage error
and then the project is unusable, the generated solution don't compile etc
No i was talking to sparks
the lighting problem is most probably a problem with the engine.
oh
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.
you know what was the problem?
i had one extra comma in the project definition
the json parser fails to interpret 
like trailing comma on the last son, ready to write a new property
it's hard but take small steps 🙂
Yeah true.
@scenic fox just use blueprints then there are literally yt tutorials for everything u need
well BP aren't really suited for everything
if you need to fine tune AI and shit, you'd get limited pretty fast, or get poorly optimized stuff i guess
Yeah that's right @covert hedge
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.
Yeah.
cool now the engine has generated files, but didn't associate the c++ class to the project, GOOD STUFF 
Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this episode we add an NPC that can randomly roam around the level.
Support me on Patr...
i followed this tutorial but my ai still doenst work
is this outdated or smth?
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?
@midnight gate that works, im using that fuckin ai
You def did something wrong in the script
or sorry the blueprint / behaviour tree
@midnight gate double check you set an AIController on your ai chars, and that this AIController called SetBehaviorTree
Yes
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
add prints to the flow to see where it fucks up 🙂
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
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?
@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
it seems that it breaks after the wait node
theres no option to make it editable
@midnight gate No in the task you little
wait you mean in the task blueprint
YESSSS
why you so grumy btw
just try to not get angry at random people
damn i can't find a way to fix the project wtf 
@midnight gate sorry
btw thanks @covert hedge your method worked
np
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
hey, hey which version of an enemy that follows me when I'm not looking is better?
or this
baka mitai
whichever is the one that uses the less expensive function calls
any ideas as to why it won't bake?
Maybe make a new project and put the template and try it @lusty carbon ?
I guess the second one but that one is buggy, the AI gets stuck in corners, doesn't always follow me
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
Alright good.
I must say, datasmith is freaking amazing
That 3dsmax scene came exactly the same in UE4 in 1 click it is unbelievable
i must say, @lusty carbon your pfp is amazing.
no really i mean it
gotta love courage the cowardly dog
Yeah 100%
why is my project ignoring Source folder
it's triggering
time to git stash everything just to create a c++ class 
mamma mia
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
Seems like the regular template bakes lighting just fine
weird
It only happens in the AEC template
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 
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.. 
Anyone here knows sequencer?
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?
idk
There seems to be a key in sequencer that i cannot delete
and it is messing up my animation
oml
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.
is there any way to zoom in close to an object without flying through it?
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 
and won't re-open without crashing
how tf am i supposed to recover 
How can I get a texture only on the selected area?
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? :(
How can I get a texture only on the selected area?
@proud narwhal Assign the selected faces to be a different material
found it https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh thanks
also why on my model does some of it have right blue lines but other bits not?
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
I can't believe there isn't anyone here who uses sequencer
There certainly is
I can't believe there isn't anyone here who uses sequencer
@trim silo wdym?
Noone is answering 😦 I'mm struggling whole day with such a simple thing probably
I'm getting so annoyed
Most people are busy making the game/project before they record stuff
i wanna throw my pc away
Let's see
That doesn't mean that nobody uses sequencer
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
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
I will post screenshots in #cinematics and explain what's happening if you can take a look there i would appreciate it
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
Can someone send me link to unity to ue4 scene exporter?
Pls
hi
You should be able to just google that, Ostalek.
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.
Because the base unit in Unreal Engine is a centimeter
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
hey there
Can someone help me?
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
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
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?
wdym?
im making a ww2 fps should it be open world or linear
thanks
@bright wharf if youre triple a open world if your indie liniear
dont do the big rule of going too ambitous
@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
Hello
you can even use event delegate to reroute the event if im not wrong
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?
did you add them to project and then modified the sky sphere or whatnot?
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?
oh then you're probably fooked if they didn't update the package
im sure theyll work in the newest version
if you add it to an old project you can copy the folder over (at least that worked for me in the past)
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

@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
who has 4.25.0 ? can you guys pls get this asset for me
You can force it to add it in, regardless.
i might be wrong, but maybe morphs can only exist once
During the addin process, click this checkmark
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?
you mean unclothed an without the hair? ive tried
Then, pick the project, and select the "next nearest version".
cant
but when you tried, did you remove all your previous imports from the project?
still doesnt let me addd
well its my first game so im not aware of that xd
Yeah, now click the version dropdown
Select the most recent version
Doesn't have to be 4.25
@cobalt blade reeeee u forgot leaf bones
Then it will light up the "Add to Project" button
i think i got it
i have to switch the version for the asset i see
thats how ya force it in thanks
@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
yes, but with that i cant animate
because if i export from unteal to fbx the bones doesnt work very well
you want to animate in blender?
is there a better way to animate?
lol yes im animating in blender xD
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
yea, but the skeleton doesnt work when exporting from unreal to blender
thats the main problem lol
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
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 
anyone can help me with behavior tree AI logic?
@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.
i will try to export the obj an then rig it into mixamo
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?
any idea why i cant find the last blueprint from the image?
try disabling context sensitive search
when you right click when you create a node, there's a checkbox
is there a way to convert UASSET's outside of exporting in engine?
thanks
anyone had trouble with loops decorator not working in AI tree?
any idea why i get this error?
is there a way to use arcore/arkit's movement tracking to make a camera actor move around based on a player's location?
i cant plug in cable to the target
cast cable to cablecomponent
patrolling AI working
what is the type of your Cable
and does it inherit from ChildActorComponent 
sorry i am new, is this the thing? u need to tell me?
uuh it works for me:
i just added the cable from the add component menu into a character and i can use SetAttachEndTo
ok tgabks
it compiles without error
uuh ok
Woops wrong channel
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?
Anyone else have this weird behavior with dragging slowly? The grid snap is set to 0, so any movement should move the node, right? https://www.youtube.com/watch?v=i7REvXAXsCM
are you sure thats not a bug due to the plugin?
Yeah I've tested with it on and off
and where did you set the grid snap to 0?
Editor Preferences, oh it clamps to 1.
yeah thats why I was asking, and no I have no issues here in .25.3
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.
found a way to make the AI look around
Idk what's wrong with my assets.
I couldn't move them
I'm using property box for that
Help me Please
is anybody familiar with ar in ue4?
Welp. Pressed a button I've never pressed and now its locked at a 90 degree angle
Anyone know how to unlock this lmao
What's a decent laptop to run unreal? i dont have insane projects but i need something to test my multiplayer
find something with a dedicated gpu of 1050 or higher and you should be fine, it just depends on the project
ok
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?
use a scene component, its a transform basically
so a scene like a socket?
you can use that as a location/rotation in the world and attach your weapon to it
much appreciate!
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
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
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?
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
Ah so it dosnt need to be attached to anything, more of a floating reference point to call the position, i get it! thanks
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
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?
anyone got a link to latest EQS documentation? seems some items have been either renamed or deleted 
doc seems to date from 4.21 
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.
@covert hedge that is the latest unfortunately

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 :/
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...
did you re-compile
is it instance editable
yes and expose on spawn as well ;/
wth
make a setter i guess 
-.-
@covert hedge have you watched the AI course on the learn portal? http://learn.unrealengine.com/?C=3318392
nope
didn't know there was such a portal
thanks 
i hope there are updated to 4.25 
@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
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...
( line of sight doesn't even seem to take into account the pawn/object rotator
)
hrm
line of sight probably does a bounds check or a line trace to a specifc point
seems pretty basic and not usable tbh
or maybe i'm using it wrong
guess it's trace time 
depends on the goal, a quick line of sight check is probably good enough for most things.
So how are you supposed to get a reference to the actual widget attached to that actor ....
ask the widget component for the widget
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
GetUser Widget Object?
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.
@haughty wagon that does seem to be the correct one
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? 🙂
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);
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
welcome to unreal 
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
@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
they want to fake pushing a button it looks like
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...
has like anyone used the preloaded Dialogue System before?
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.
eh, emulate a HID
You mean, I should use a subwidget in place of a button primitive?
was answering to halcyion 🙂
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?
@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.”
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
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.
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?
How are you going to make so many animations?
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
animation is mostly cpu overhead. you can also have animations culled so they will not be computed if not visible
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?
Yeah
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
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
are we talking in use or just in the engine?
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...
You should also make sure they fit into RAM, of course
o-o;
But they are small, compared to average RAM amount
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
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)
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

