#ue4-general

1 messages · Page 835 of 1

icy egret
plush yew
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Any mods

icy egret
plush yew
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@plush yew be sending mass dms asking for workers

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Dude blocked me

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Hes been doing this a while on alt acts bc this one is new

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Use that my guy

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He deleted msg btw

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XD?

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are you okay?

smoky sonnet
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am i retarded can annyone say why this gets unloaded if im far away

robust oar
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@smoky sonnet you might have it on event tick

smoky sonnet
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weird

robust oar
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ohh I thought you meant the door

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nvm

tame delta
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If I exit and reopen the actual sequence hasn't budged

hasty osprey
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So i have cloth physics on but my cloth folds itself like crazy, how do i make sure the cloths shape is mostly retained while it still moves with the wind?

covert hedge
proud narwhal
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I have imported a png texture and created a new material, if I open the texture it renders correctly, however if I stick it on the material it looks crazy

vestal ferry
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hey ! so i launched a bake like 12 hours ago, i'm baking just the Directinal Light and the Skylight. (177 elements to build, the others are Movable). it's like this since like 10 hours, CPU usage is low, the RAM is like 4 gb. is it normal ? i'm baking in Medium. thanks

covert hedge
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(how do you guys organize your projects ? I created a new one specifically to work on the AI of my main project but i'm wondering if that's worth it)

shy sundial
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What happens when I increase the numbers ? does the quality increase ?

barren flume
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So I finally was able to get a loading screen working but only issues I'm having is that when the streamed level loads my character doesn't spawn in and it doesn't spawn in at the player start and the other issue I'm having is the audio from the earlier level doesn't stop

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okay I fixed the audio problem just still can't get my player to spawn

smoky sonnet
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how can i activate never distance culling for all objects/actors

robust oar
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@smoky sonnet I think you need to manipulate them one by one, I suggest you to have one base mesh with the settings you need, and when u want to place a new mesh in the scene just duplicate it and change the mesh from the settings

smoky sonnet
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mhh

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thats canca

robust oar
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not really, my idea could help save some time xD

proud narwhal
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fixed it, had to save it again as a tga, it clearly does not like the png

smoky sonnet
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because i am working on a project with 5674 actors some are BP actors which has 3 to 4 meshes too

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and now i need to change them manually

robust oar
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oh

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you can try asking in the unreal forums

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there's some experienced people in there, they might help

barren flume
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Okay now trying to setup like a tips thing in my text bind and I want it to select one of the text from the array

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I tried using random integer but that just constantly changes the text to the next text in the array

covert hedge
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where are you calling get text

barren flume
covert hedge
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what do you want it to do? display the array one line by one line whenever the user press a button or somethink? FeelsThinkingMan

barren flume
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No it's apart of the loading screen so either whenever the loading screen is added to the viewport it will display one of the text from the array. Or every few seconds the text will change to one of the other's on the array

covert hedge
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won't you need some sort of timer or delay in that case?

barren flume
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I can't find a timer or delay

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in the widget graph

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Or where should I connect a timer or delay to

covert hedge
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let me pull up a widget graph

barren flume
covert hedge
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you're in the even graph of your widget?

barren flume
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yes

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oh not in the event graph

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i'll go there now

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What would I put in the event graph?

covert hedge
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sec i'm coming up with something

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k i have something a tad ugly 4HEad

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let me try it out

crude forum
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hi everybody
my name is taha , iam a beginner in ue4
i have a problem when i want to import rigged character from 3ds max to ue4
but the program refused that , i dont knew why
any help please?

covert hedge
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well if have something if you manage to call the vent @barren flume

mild stone
covert hedge
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something like this should work. if you find a way to call the events 4HEad

mild stone
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when i baked the light this shadow is appear any body can help?

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i dnot know why and i try a lot of thing but is not fix

civic cobalt
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hi, why does metallic textured meshes appear black for me?

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reflection probe doesnt help

barren flume
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nope that didn't work

honest vale
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try building lighting

regal mulch
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Hey everyone, quick notice: If you receive DMs from people you never interacted with, asking you to help them or to join their project, please report them.
This is against the rules and I'm more than happy to hand out infractions for that.

plush yew
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wtf?

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why I received infraction? @regal mulch

serene birch
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your reflection probe seems to be pretty small

covert hedge
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is there any way to access lightning informations? Wether it's 'built' lightning or dynamic one? FeelsThinkingMan

serene birch
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that info tends to be big fat compressed textures that only really live in GPU memory, or for the dynamic shadows, literally only live there

covert hedge
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what would be the best way to know if an area is in the shadows or lit, at runtime ?

serene birch
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trace checks towards the light sources around?

covert hedge
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wouldn't it be kinda scuffed with sun light? FeelsThinkingMan

mortal cedar
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is there any way to save the properties that you change at runtime? my world is proceedurally generated so I'm trying to test out lighting. but every time i stop the game it loses all the changes

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nvm, its "keep simlation changes"

open wadi
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Got a question: I'm attempting to pull data from from node.js API to display in a widget, I've got VaRest going for authentication so I'm quite familiar, I'm looking for an example online of such dynamic behavior, how best to handle it so that it displays properly, etc.

Anyone have any such an example?

I suppose, obviously, I'd simply, on event construct of the widget, execute a VaRest call to the API end point and store the result in a variable, but what about the delay between getting that data and displaying the widget?

covert hedge
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can't you call an event once the data is fethced to tell the widget to display it, and display a "fetching" message while it loads? DankThink

barren flume
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Still having issues trying to change the game mode after the level is streamed

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It stay's on the menu game mode and player controller

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even after changing the world override

vast fossil
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is there a way to print the string of a variables name ?

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like a float variable named Power with the value of 10, and get the name "Power" out of it

covert hedge
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nope

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you have to manually do that

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or you have to store all your variables in a map associating "name" and "value"; which is not optimal, and limited anyway

grim ore
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@barren flume if it’s level streaming. So one master level. You can’t swap the game mode the master level persists

barren flume
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dang what would be a good way to still control the character?

grim ore
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Game mode is just the defaults, you can still spawn in a controller and use it

barren flume
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Alright I'll try that

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hmm

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still doesn't seem to work

grim ore
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Did you spawn it in the use it to possess your pawn?

barren flume
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I fixed it

silent walrus
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does anyone know how i can make this template look something like this?

barren flume
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turns out I accidentally deleted my input config

silent walrus
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how would i make it look something like this?

fresh eagle
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This is paper 2d> how would i make it look something like this?
@silent walrus

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does anyone know how i can make this template look something like this?
@silent walrus
And this is 3d template 3rd pp

silent walrus
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bottem is 3d and top is 2d?

fresh eagle
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Bottom is 2d

frigid needle
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You could potentially get some similar aesthetics in 3D, much like The Legend of Zelda: Link's Awakening. But if you're explicitly looking for pixel art, you're either going to want Paper2D, or potentially a different engine.

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Paper2D isn't very well supported, so can be difficult to work with. But it is possible

fresh eagle
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If u want to make it on 3d then premake it in blender and import it it becomes simpler

covert hedge
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paper2D is full of weird fun glitches FeelsOkayMan

silent walrus
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are there any good engines that support paper 2d?

frigid needle
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I would personally recommend Godot, if you're looking to work in 2D.

silent walrus
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this is implying that i cant use it in unreal

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because i would assume that there would be some way to make it work on it

frigid needle
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There is, yes, using the system called "Paper2D" in Unreal. There are some tutorials on it, and you can make it work. We're just giving you a warning that it's not well supported and has a lot of "fun" glitches to it.

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There's also an option that if you wish to stick with Unreal, which no one here can blame you, you might look at investing in the plugin called "Pixel 2D" from the Unreal Marketplace

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It's a plugin designed to enhance Unreal's 2D capabilities, and received a MegaGrant from Epic.

silent walrus
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oh okay, ill look into that!

frigid needle
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Their marketplace page has a number of links such as tutorials and a related Discord, so will probably be worth your time!

silent walrus
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Pixel 2D - Complete 2D Engine for Unreal

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this one right?>

barren flume
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okay so when it does possess the camera seems to jagged and the way it moves is weird

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this is moving left and right

frigid needle
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That's the one, PepJay

silent walrus
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it does support 2d paper right?

oblique tangle
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Yo, bit of a random question but is it possible to manipulate/play around with quaternion rots in blueprints or is that just a C++ only thing?

frigid needle
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Quaternions should be available in Blueprints, as well, to my knowledge.

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Pixel 2D, Pep, supports and extends Paper2D, yes.

whole quarry
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Why would you use a 3D engine to make an 2D game tho? At least go for 2.5D then

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or just use Unity like any sane 2D game dev would

covert hedge
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quaternions ? you gonna play with rotating the world and stuff?

oblique tangle
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lmao no, the rotation stuff i wanna do in engine is resulting in some horrible euler lock

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last time i checked all the quat stuff was tied to C++ only so it's nice to know it works in bp now

covert hedge
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was asking about world rotation cause i know someone made about adhesive gel in portal, which used quaternions.

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the dude only did youtube video and never publicly released his workSadge

frigid needle
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@whole quarry because everyone has different needs, pipelines, and experience. The answer to "why" amounts to "I have my reasons", and then you do your best to answer what questions they have about it, instead of attempting to gatekeep someone just trying to make a game.

covert hedge
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"fuck c#" is usually a good answer pepeLaff

open wadi
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Anyone here ever pulled data from a remote API and placed it in a variable to display in a HUD widget?

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I'm adept at accessing the API and getting the data via VaRest, my question involves best practices in displaying the data, since there's going to be a slight delay in coming back from the API versus drawing the widget locally

frigid needle
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@oblique tangle in case you needed confirmation, the Unreal Documentation has some information about using Quaternions in Blueprint.

oblique tangle
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yeye thanks man, just had a look in engine and it's there - do you know when they added it in? I remember some people using plugins back in the day lol

frigid needle
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No idea; the documentation doesn't mention anything about an introduction date

tough vigil
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anyone got a minute to hop in the support chat and help me real quick?

whole quarry
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@frigid needle Not sure what you mean with 'gatekeepe', there is a reason epic discontinued paper2D...

open wadi
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Ok, so check this: Say I want to pull data via VaRest from a remote API endpoint to display in a UMG widget. Can I use Event Pre Construct to run the API call to ensure the data is returned (and stored in a variable) before the Widget is drawn?

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I've never used event pre construct before on widgets, so curious as to how that would work before I spent all the time building this out.

grim ore
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pre construct is primarily used in the editor

covert hedge
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why don't you keep the widget hidden until the data is completely fetched? feelsdankMan

grim ore
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and you wouldnt want to hold up creation of an item waiting on a return from an API call, you would want to either put in temp data or just delay the entire widget visibility until you have the info

dire sentinel
grim ore
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so widget create -> overlay with loading or whatever -> wait for all data to return -> update the widget -> remove the loading overlay. or widget create but hidden -> wait for all data to return -> update the widget -> show widget

inner mist
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Is it best to just start out making 3D games as a beginner if I want to pursue making 3D games or should I start out with 2D games?

lime ruin
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Doesnt really matter, just understand it will probably be low quality when you first start. Also, a good thing to note is that if you are a solo dev, you will be needing a ton of art assets (models, textures, animations, particles, materials, etc.) and thats before dealing with lighting. In my experience, its much easier to start witg 2D, because less art assets.

frigid needle
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depends on your own learning capability. People often suggest starting to learn 2D because there's fewer dimensions to consider, which can help reduce complexity.

lime ruin
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For my 2D games, i dont even bother with unreal, its not particularly designed well for 2D games from my experience, i tend to opt for unity for more unique 2D games.

dire sentinel
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anyone?

inner mist
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Yeah, I’m starting out with Unity then once I’m advanced I might switch to Unreal Engine

grim ore
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make a game when you start out, doesnt matter what it is just make one. It could be pure UI, it could be a square rolling down a plain grey hill collecting purple orbs, it could be boxes in the air you jump on trying to get to a spinning torus in the sky, etc..

inner mist
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Alright

lime ruin
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@dire sentinel not sure, can take a look later tonight, not at my comp at the moment and cant really see screenshots well enough

dire sentinel
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thanks in advance

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also anyone know why my grass gets darker teh further away it is?

lime ruin
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@inner mist
Id recommend following a tutorial on a 2D game from start to finish and publishing, that way you just follow along and get a feel for the workflow and common design techniques. Itll be lackluster, but well worth the investment. You can find such tutorials on youtube or udemy if you want to pay money for a bit more understanding. If you plan to dev for mobile devices, i highly recommend doing this because building and publishing for mobile devices can be tricky, especially with apple.

dire sentinel
inner mist
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Alright, thank you

dire sentinel
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i know it's partially fog

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but nowhere near as bad on other objects

lime ruin
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Could be a lighting issue. Whats your lighting setup look like?

grim ore
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@dire sentinel did you verify the vertex colors actually imported correctly from your DCC?

covert hedge
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uuh how can we convert "child actor reference" to the correct type?
Cast always fail Sadge

dire sentinel
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ha

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how do i export them from blender'

grim ore
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dunno, but there is a checkbox on import for it that might have not been checked?

dire sentinel
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thx it works now

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now i just need to figure out why the fuck does it get black

grim ore
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force it all to lod0 and see if its the lods

dire sentinel
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how do i do that

grim ore
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under LOD settings see if its set to 1 or a higher number, setting it to 1 would atleast force it all to lod0 or you can change the screen size of the other LODs to a higher number

dire sentinel
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it's 1

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?

grim ore
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yeah I didnt think it was the lods but it was worth a check

dire sentinel
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this is annoying

barren flume
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Any idea what the most realistic walk speed would be?

grim ore
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depends on the scale of your world and your animation speeds and your actors size in said world

barren flume
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that was the first thing I read

grim ore
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yep but thats all assuming a realistic world size as well and even that depends on if its first or third person

barren flume
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third person

lime ruin
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Anyone know how to stop all velocity along the z-axis for a character? Immediate stop affects the x, y, and z axis, which is messing up my glide functionality.

cyan cargo
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What's the best way to get "when every Nth word, insert _ into string"?

open wadi
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What's the difference between a sizebox and a border?

grim ore
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look at the split node @cyan cargo

cyan cargo
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@grim ore thanks, I'll give it a look

primal plank
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This is a general question for ppl who are well versed in unreal. Some project can't be added after purchase. It only gives you the "create project" option (epic app) . So I don't know if there is a way you can transfer or incorporate them into other projects.

If not. Can I just manually copy the blueprints over ( by hand if needed) into my project and they work the same as the original project?

grim ore
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create the new project then migrate over the assets from one project to another

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do not copy

primal plank
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Gotcha

open wadi
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Here's my question: I have a border that contains my "get info" box, which is going to initially display a "loading" rich text element in the center, but after the data is loaded from the API, the "loading" text will be hidden, and the the "get info" box will be divided into two segments: the upper 2/3rds that contains a general description, and the bottom 1/3rd that contains some server stats.

I want to ensure that this box looks right on varying monitor sizes. Thus, should I be putting a "size box" to contain the rich text centered "loading" text, and another two for the upper 2/3rds general description and lower 1/3rd server stats?

Or is simply layering supplemental borders for this purpose within the main "get info" box border sufficient?

covert hedge
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@primal plank copying work as a last resort, but you have to fix a bunch of redirectors and/or class names etc etc

open wadi
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I suppose, a simpler way to ask: If you have a divided up widget box, do you need to layer borders + size boxes to ensure things appear correctly, or are just borders fine?

worldly minnow
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Hey guys whats the best way to add multiplayer into an unreal engine 3 game, iv heard memory editing may work but code injection between clients is a better way of going about it

grim ore
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you can test that in the editor by dragging the bottom right corner of the panel in the umg editor. And what you need depends on how its gong to be set up. Size and Scale boxes plus proper anchoring is what you want. Putting it in a panel to make sure its correct helps as well

open wadi
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Oh interesting Mathew, thank you.

grim ore
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at the worst play in standalone window and just resize the window to test 🙂

covert hedge
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isn't umg sort of deprecated due to slate ? FeelsThinkingMan

grim ore
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umg is built on slate, slate is the underlying UI system

covert hedge
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ah my bad

celest vapor
plush yew
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i am having trouble installing epic games launcher and unreal engine

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this is what pops up when i try installing

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im not in safe mode and windows installer works for everything else

grim ore
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@celest vapor there is no way of knowing if its compatible without knowing what it is or what your game is using for its rendering

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package up a simple project, like a third person template and see if it crashes the same for him. If it doesnt then its your project

covert hedge
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launch as admin maybe @plush yew

celest vapor
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I packaged the blank project no starter content to test that and same thing happend @grim ore

plush yew
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how do i do that

celest vapor
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@plush yew is the user on the computer you're using actually an administrator?

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because to run it as an admin you need to be one

plush yew
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wait wut

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how do i log into admin account then

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wait

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i can test that stuff out myself

grim ore
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if its still crashes then his PC might not be compatible. What is his GPU? maybe driver update/windows update as well.

plush yew
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i have integrated graphics

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no gpu

grim ore
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4.26 is already branched and master is now .27 so yeah week or so and we get a preview

celest vapor
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@grim ore He uses on board graphics so he dosnt have a designated graphics card.
but strangely enough he can run Mordhau which also runs off of Unreal engine 4

grim ore
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integrated gpu is still a gpu

celest vapor
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Fair. but that is beyond me at the moment

grim ore
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and later versions of UE4 have been upgrading the min requirement to launch/run UE4 so its possible that game is on an older version with lower GPU requirements.

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dual monitors? maximum switching to fullscreen or exclusive fullscreen, lots of reasons

plush yew
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i am admin account

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u can't install as admin right?

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ther is run as administrator

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not install

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nope

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it is my own computer

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no

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i had some system problems before

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I reinstalled win10

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and did a diskcheck

lime ruin
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@plush yew could be safe mode, privilege issue, compatibility issue, network issue, or corrupted install. Give me a sec and i can tell you how to check each.

plush yew
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alright

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I am not in safe mode

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it says its already started

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i think i tried editing the registry

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ive tried everything i could find

lime ruin
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Check if youre in safe mode:
Open a run prompt (cmd+r) and type msconfig then enter. Go to boot tab and look for safe boot option and make sure it is unchecked. If its checked, uncheck it and reboot.

plush yew
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nope i haven't edited registry before

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not in safe mode

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yeah

lime ruin
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Privilege Issue:
Type cmd in your windows search bar, bottem left, and right clicj CMD and run as admin. Use cmd to navigate to the file location of the installer and run it.

plush yew
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how would i run it

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from cmd

lime ruin
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Type the path of the file and the file name, then hit enter

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Example: C:/Users/Nezzy/Desktop/EpicInstaller.msi

silent walrus
lime ruin
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Corrupted Installer:
Just download a new installer and trash the old one.

plush yew
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ive tried that already

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idk how to run the file

silent walrus
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no i'm new to this and i'm just trying to figure out how to learn

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and i havent used anything

lime ruin
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@plush yew you type out path and just hit enter. Send screenshot and i can advise better.

plush yew
silent walrus
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@hearty rose so what do you think i should use ?

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I own photoshop but im not sure how i would make a 2d model in it

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i mean its one dimensional so techincally i could make it pretty easily right?

frigid needle
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You need to adjust a bit of understanding before you proceed too far. Understand “Paper 2D” doesn’t refer to any sort of type of game, it’s just Unreal’s 2D Tool.

plush yew
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@lime ruin still ddin't work

still hemlock
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question

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Does anyone know a tutorial or blueprint asset for UE4, something like a VRChat avatar system

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So people can select random avatars and import them

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I'm talking anime characters gaming characters ect...

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with the same animations

severe robin
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Is Unreal Engine OK for making simple top-down android games with possibly small download sizes. I wanted to use Unity but I want to practice my c++.

grim ore
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it can be but small download is not without some work

severe robin
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So, it is wiser to look elsewhere, then, unless I want to make a 3d game with lots of visual effects and such?

grim ore
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doesnt matter the type of game, ue4 is not a small engine by default you can put in effort if you want to make a smaller download

plush yew
lime ruin
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Check GPU Compatibility:
Open run prompt, cmd+r, type "dxdiag", go to display tab and look for name of your gpu. Check that against ue4 requirements posted online. Also check your cpu and memory and make sure those meet requirements. (Can be viewed in the system tab of you computer, can get to that with cmd+break)

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Check GPU Compatibility:
Open run prompt, cmd+r, type "dxdiag", go to display tab and look for name of your gpu. Check that against ue4 requirements posted online. Also check your cpu and memory and make sure those meet requirements. (Can be viewed in the system tab of you computer, can get to that with cmd+break)

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@Pepo#6919

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@Pepo#6919

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Sorry for delay in response, busy at the moment.

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Also having connection issues XD

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If its none of that and you have network connection, i guess try a restart of your comp. Still no luck, make sure your using the latest version of windows. After that, i have no clue, reimage your computer if your desparate XD

grim ore
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@plush yew how are you trying to build? Try packaging the project

plush yew
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File -> Package Project -> Windows (64-bit)

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@grim ore

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@lime ruin i logged onto administrator and I got the same error

lime ruin
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@plush yew did you check your specs to see if their compatible with the epic launcher and check your winver (windows version) and make sure thats up to date?

plush yew
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im sure about everything except graphics

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i have an 10th gen i7 processor

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16 gigs of ram

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and definitely more than 1.5 gb of harddrive space

grim ore
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It sounds like just plain windows went wonky and might need a reset assuming the windows system logs show nothing new.

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You don’t have node installed by chance do you? It’s done that to me before.

plush yew
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node?

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i have nodejs installed yea

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wait

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wdym node

golden condor
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Can you make "place actors" into meshes that exist within the content folder?

lime ruin
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Your GPU is good

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Good enough, so thats not issue. Let me look up error. Im curious about the node issue, never heard of that before.

faint grotto
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Anyone can help me out with xgen hair from maya to unreal engine to work perfectly fine ? As of now the hair on face sticks perfectly fine but the body hair drops as the simulations turned on

golden condor
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Is this possible?

grim ore
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@plush yew yes node.js. I was doing some work and debugging and used some debug environment variables that caused installers to stop working. random idea but you might look into it

plush yew
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so should i uninstall it

grim ore
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I cant say yes or no, I can just say I had that issue. it wasnt node.js itself it was the extra commands I was using to debug

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@golden condor if you are asking can you make something a blueprint you can, but more than likely its already a blueprint if its in the left side

plush yew
grim ore
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you can browse to where the blueprint is and make a copy if you need to

plush yew
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wtf

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i literally can't uninstall

golden condor
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I want to use the properties I have from modifying details of an actor as a new mesh

plush yew
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theres prob some problem in the msiexec.exe thing

lime ruin
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Try to manually start the windows installet service

plush yew
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how

grim ore
#

maybe try and figure out the last thing you installed and see if it broke it.

lime ruin
#

Type services in the windows search bar, scroll down to windows installer, right click and click start

grim ore
#

@golden condor you can try clicking on blueprint at the top and make a new blueprint from what you have selected after you change it

plush yew
#

its already running

lime ruin
#

Then restart it

plush yew
#

alright

#

do i have to restart computer

#

i already tried restartingbtw

lime ruin
#

Nah, just the service

plush yew
#

the last thing i installed using windows installer was node

lime ruin
#

Prolly wont work, it might have been corrupted, which is a massive pain.

#

Oo, let me check somethin real quick then

plush yew
#

hmm i can uninstall anything with windows installer but node

golden condor
#

Wait, how do you hide all the folders that show up when you go messing with the plugins?

grim ore
#

the little options button in the bottom right of the content browser

lime ruin
#

@plush yew try this then send log file as screenshot...
open CMD as admin
then type:
msiexec /i C:\Users\nezzy\Downloads\EpicInstaller-10.17.0-unrealengine-a05af2ebe0984130b8dc40158db8b76f.msi /l*v C:\Users\nezzy\Desktop\log.txt

(instead of the path i used, use the path for your epicinstaller and use a different path for the log.txt file)

zinc shore
plush yew
#

ok

lime ruin
#

@plush yew also, did you try uninstalling node.js with programs and features?

plush yew
#

what

#

the command didn't work

#

o

#

wait

#

u replaced

lime ruin
#

lol, sorry bout that, accidentally sent message before cleaning it up

plush yew
#

i made a log.txt in Desktop

lime ruin
#

on your own desktop?

plush yew
#

yes

lime ruin
#

tffff is happening XD

plush yew
#

like this right

lime ruin
#

yea, and you cant open it?

#

ahh, looks like nothing was written to it because windows installer is all donked up

#

its empty right?

plush yew
#

yea

#

fuck

#

im prob gonna ask on some forum

#

i can't uninstall node.js

lime ruin
#

you cant uninstall from programs and features either?

plush yew
#

i can't repair either

#

sorry for the cancerous tint

lime ruin
#

sounds like nodejs did something, but ive never heard that issue before so idk. but def seems like windows installer is corrupted, misconfigured, or outdated. Plus, since mathew had the same issue, prolly something to do with nodejs, just idk personally

plush yew
#

yeah

lime ruin
#

repairing windows installer should fix the issue, which is on the guide i sent (link)

plush yew
#

i tried unregistering and reregistering but it didn't work

#

ok i will look

#

where is default properties

lime ruin
#

it gets pretty technical, so i'd create a backup if possible, or at least backup all of your files. Personally, I wouldn't even mess with this and just backup all files to an external, then reimage your hard drive with a new windows.

plush yew
#

oh

#

this got pretty complicated

#

fuck

lime ruin
#

ignoremethod 2, its for windows 2000

plush yew
#

i dont wanna reinstall windows

lime ruin
#

shiz i think i gave you the wrong link XD

#

one moment

grim ore
lime ruin
#

^agreed

#

forgot about windows own self repair tool XD

plush yew
#

ok will try

#

DISM.exe /Online /Cleanup-Image /RestoreHealth /Source**:C:\RepairSource\Windows /LimitAccess**

#

hmm

#

what would repair source be

#

wahtever

#

lemme get on admin account

lime ruin
#

Dism /Online /Cleanup-Image /ScanHealth

#

run that instead

grim ore
#

that is what you run if you need to not use the windows update source, just run the basic command above it or sfc /scannow

hidden coyote
#

Hello new to unreal im pretty good with c# have a little experience with C++ from an old college course my class now is making me use blueprints and im not really getting the help I need from teachers. Could someone help me run through some homework im having trouble with?
its probly real simple for some of you just a blueprint for an array and cycling through with a for loop i just cant grasp the visual scripting thing

plush yew
#

ok i will try sfc /scannow

lime ruin
#

@grim ore you're knowledge on UE4 and windows system administration is kinda blowing my mind rn

plush yew
#

its gonna take a while

#

will soft resetting windows uninstall stuff

#

like if i have vscode installed will it uninstallt hat

lime ruin
#

yea, if your talking about performing a recovery that only keeps files, it will delete your apps, including vscode

plush yew
#

damn it

#

im getting a laptop

#

should i just do it on the laptop

#

or is this a big problem

lime ruin
#

just a simple reinstall though, looks like its only 68MB so not even a big download

#

idk what your asking, but just wait for the repair tool to finish and see if that fixes it first

plush yew
#

okay

golden condor
#

I made a copy of the blueprint but it doesn't work

plush yew
#

its been like 10 minutes

#

the sfc thing hasn't done anything yet

civic cobalt
#

anyone know how to fix reflection probes when foce no precopute level?

lime ruin
#

i would just do the sfc /scannow

#

i know that one works, dism should work too, but like matthew said, dism is for if you cant use the windows update source, which you can

golden condor
#

like I can't use it as a mesh

plush yew
#

alright

#

ill wait for the scan tof inish

lime ruin
#

Kk

frozen pond
#

how i can stop AI from executing on actor ?

grim ore
#

disconnect its brain

terse ferry
#

hh

plush yew
#

Hello guys, I'd like to put some drooping grass on my level, something like this :

#

In other words, the grass must point in one direction : down

#

Strangely, I can't find this type of grass on the marketplace or elsewhere.

civic cobalt
#

is grass growing on a wall?

plush yew
#

Yeah, but it's not ivy or vine, just some long grass

#

I can find many ivy or vine assets but not the type of grass that I'm talking

grim ore
#

can you find a real picture of it?

plush yew
#

I tried but no. I tried with keywords like "falling grass", "drooping grass", etc. but it gives me other types of vegetation each time 😦

#

Indeed it's just very simple grass, but pointing down, like in my screenshot

crude tulip
#

One message removed from a suspended account.

plush yew
#

lol

civic cobalt
#

you can use blender to edit one of your current grass assets for example

plush yew
#

Yes, it exists, there is this grass just home, on the mound up above the ditch, haha 😛

#

@civic cobalt Good tips. I think I'll do if I can't find what I want.

grim ore
#

take a picture of it then

plush yew
#

@grim ore It's dark here. But ok, I'm gonna do it and I'm came back to post here ^^

uneven fractal
#

this doesn't work

mystic holly
#

Can anyone help me in source control? Sorry to ask

nocturne goblet
#

I'm not sure where to post this, please correct me if this is not the right channel.
I'm trying to play a video while following this tutorial: https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/FileMediaSource/index.html
I've also checked other tutorials, but they all seem to use this same method, doing the same steps. However, when selecting the video in the Media Player, I get this error:

LogMediaUtils: Error: Cannot play file://C:/Users/arthu/Documents/Unreal Projects/Exploring3/Content/Movies/a.mp4, because none of the enabled media player plug-ins support it:
LogMediaUtils: | MagicLeapMedia (only available on Lumin, but not on Windows)
LogMediaUtils: | MagicLeapMediaCodec (only available on Lumin, but not on Windows)
LogMediaUtils: | AndroidMedia (only available on Android, but not on Windows)
LogMediaUtils: | AvfMedia (only available on iOS, Mac, but not on Windows)
LogMediaUtils: | ImgMedia (URI scheme or file extension not supported)
LogMediaUtils: | MfMedia (only available on XboxOne, HoloLens, but not on Windows)
LogMediaUtils: | WebMMedia (URI scheme or file extension not supported)
LogMediaUtils: | WmfMedia (URI scheme or file extension not supported)

I've checked the plugins list but I don't see anything relevant. I've installed Windows Media player and I'm currently installing Windows Media Feature pack. I appreciate any help, thanks!

plush yew
obsidian wasp
#

How would I go about rotating an actor around the Z-axis to face a specific forward vector in blueprints?

grim ore
#

do a reverse google image search on that and you can find common names for it

#

and then once you have the name you can "name" fbx in google and get models for it

opaque vector
#

It would be sick if we could get a Unreal Engine specific blender channel

rough knoll
#

why is my landscape completely black

plush yew
haughty wagon
#

Is there a way to actually view the child widgets in a UI element? I am adding dynamic inventory slots to a menu, and the print string is saying it's outputting it, but it only ever shows 1 item. So I'm wondering if it's there and there's some setting that I am missing. But I need to confirm that the child elements exist during runtime.

plush yew
#

But mine grows on all the vertical "face" of the mound. If I put the grass of the previous screenshot, just up above, on my mound vertically, it will looking a bit weird because the grass should all pointing downward... @grim ore

maiden kindle
#

It's 2020. I tried moving two folders in the content editor. 6gb of ram and twenty minutes later UE4 decides to stop pretending to work.

loud urchin
#

You have 6gb of RAM in 2020? 😛

maiden kindle
#

I have 32 but unreal decided 6 was enough to waste my time with

loud urchin
#

Oh lol 😂

rough knoll
#

are landscape materials special

dull lake
#

Is there anyone who can help me troubleshoot in unreal

rough knoll
#

because just putting a grass texture on it doesnt work\

maiden kindle
#

In a way. They can use the landscape nodes in material editor

rough knoll
#

do you have any idea why my landscape is just black when i put a mat on it

maiden kindle
#

Bad or incorrect lighting? Dodgy alpha value? Idk

rough knoll
#

well the material works fine when i use it on a plane

grim ore
#

show us your landscape texture

maiden kindle
#

Or you're not sampling it with proper UVs.

rough knoll
#

wdym

#

@grim ore

grim ore
#

the actual material you are using, and the MI settings in this case as well

#

or is it literally just a texture sampler into the base color

rough knoll
#

well that is the material i am using so im not sure what you mean

barren flume
grim ore
#

that is the material instance, not the material

barren flume
rough knoll
#

i can't find the parent

grim ore
#

and its possible your material is not using share texture samplers which could cause the issue. Is this a new landscape in a new level or are there other things in there.

rough knoll
#

nvm

#

is there something in here you need to see

#

also note the black landscape isn't exclusive to this mat

#

its busted on all

grim ore
#

have you tried making a new level, add the landscape using this material, and seeing if it works in another level

#

also just making a new material with a simple color on it and trying it on the landscape

silent walrus
#

would you guys recommend using aseprite ?

barren flume
grim ore
#

it looks like your hallways are not very large or your settings for the nav mesh agents are very large or both, there is not enough room for it to allow a path to be made

rough knoll
#

it doesn't work in the other level

grim ore
#

also no idea what you have for collision settings on those meshes

rough knoll
#

and alright ill try the simple mat

grim ore
#

if the simple material works, one with just color, make sure your texture sample nodes are set to one of the shared settings for the sampler source

silent walrus
#

would you guys recommend using aseprite ?

barren flume
#

it's just set to block all

rough knoll
#

yeah i made a simple material with a bright pink color and it works

barren flume
#

and customized collision

haughty wagon
#

Ok so... I have a Uniform Grid and I guess the items stack on top of each other, cause if I do a wrap grid I get this:

#

Is there a particular gridcontainer or something I have to put an item into for a uniform grid?

barren flume
#

okay so I kinda did something using the recast nav mesh

haughty wagon
#

I see a "Slot as Grid Slot"

grim ore
#

children inside of a Uniform Grid Panel have row and column properties you need to set, it doesnt flow.

barren flume
#

Okay changing the max simplification is really helping out

silent walrus
#

, do you guys know any sprite sheet softwares?

haughty wagon
#

@grim ore ahhh ok

barren flume
#

there we go

pliant rose
#

Rise Cyber Race.. platforms animated by sequencing static meshes, sequencer controls by scale, not location... platform does not get player onto it.. always falls.. can reduce speed and run along. lol how to fix?

dull lake
#

I am trying to use the sequencer to trigger an event that is on my level blueprint. I have been trying for like an hour to figure out how but i just cant seem to do it. Would love any help!

pliant rose
#

event begin play

dull lake
#

what?

pliant rose
#

i dont think, that is what you need)

dull lake
#

no im trying to make it so every time one of those keyframes happens in the sequencer, the function in my level blueprint is executed

barren flume
#

Is there any way I could allow only certain pawn's through a blocking volume?

celest vapor
#

quick question. the default spectator pawn is not an abstract class right?

grim ore
#

if using sequencer you should be adding blueprint endpoints directly into the sequence

#

you really really dont want to use the level blueprint to hold events

#

@barren flume if its just a normal blocking volume and not using AI then yes you set up a special collision channel to ignore that pawns type

barren flume
#

I figured it out

#

I was trying to let the ai go through

#

but got it

cold thunder
#

How should you setup level blueprint code that you only want to run once? For example if I made the player start in a level and some code ran. Then the player leaves this level and comes back. I don't want the code to run again. Right now my problem is that it keeps running everytime I return to the level. How should I setup the code to only have it run once during gameplay? Thanks.

celest vapor
#

@cold thunder you can store a variable on your Game Instance. and then when the level loads you can check the game instance to see if it can run it.
or save games work if you want it to save if the game is closed

cold thunder
#

Interesting if I had a boolean variable change I just store to the Game Instance? What code deals with game instance? 🙂

#

Like what is it called in the blueprint nodes?

grim ore
#

Game Instance

cold thunder
#

Really? lol 😄

grim ore
#

its an object that is created when the game starts and is destroyed when the game ends

cold thunder
#

Oh nice

#

I didn't know that

#

Thank you very much

celest vapor
#

it persists between all levels

cold thunder
#

👍

marsh swallow
#

I much prefer to hold a map of name:bool and keep the event and check it against game instance

#

otherwise your game instance might get quite full if you have many levels

cold thunder
#

Oh that is cool. If you save the game. (in game) does it carry over?

marsh swallow
#

then i just run the check in the level blueprint by getting game instance and checking the map.

cold thunder
#

@marsh swallow Nice I might try that

marsh swallow
#

but there is literally 100 ways to handle that honestly

cold thunder
#

That makes sense! I like it.

marsh swallow
#

but overall you would need to rely on game instance in one way or another

cold thunder
#

I see. That makes sense. I'm glad I asked. I really appreciate the help everyone.

#

😁

grim ore
#

if this is just a simple 1 time check nothing stops you from using the save game object to save/load out that you did the event

cold thunder
#

@grim ore Oh sweet. Yeah it is exactly that. I will do just that.

#

Thanks everyone will try it now. 😋

mighty badge
#

hi somebody can tell me if it's a bug or what i created a new actor component i added 3 vector array with 3d from widgets and added component to actor and 3 elements to array and widgets are not showing

grim ore
#

is this a widget component or a user widget?

mighty badge
#

show 3D widget

grim ore
#

ok what does your code look like for it? does the widget show up in the viewport

marsh swallow
#

okay i screwed up the Show/Hide using outline/grid - default G key for UMG

#

what is the dang option/setting in Editor settings to rebind it. 😂 its been driving me nutz

mighty badge
grim ore
marsh swallow
#

you know the really sad thing... i never typed outline in editor settings after searching about 15 things.

#

and yet... i typed it up above.

#

-_-

#

Thanks Mathew.....

plush yew
#

@grim ore @lime ruin thanks a bunch!

#

it works

grim ore
#

neato

lime ruin
#

@plush yew matthew was the real mvp lol

plush yew
#

nah u both helped me out

#

time to learn cpp

#

i haven't touched cpp in months

#

i started learning rust instead

#

and now im back at square 1

#

ive learned a little cpp

#

need to review classes and public and private stuff

lime ruin
#

Glad i could help. GL

mild stone
plush yew
#

thanks

mild stone
#

hi guys i dont know why when i baked is be like this my some wall and floor any body have idea ?

grim ore
#

as a note if you do Windows Key + Print Screen it will just capture your currently selected window so you dont get both monitors

spice canopy
#

That is part of the reason i use dynamic lighting only for my super simplified low poly hardly any shader stuff procedural mazes. And also because they are procedural.

#

Hey does anyone know if they are making a UModeler plugin for Unreal?

haughty wagon
#

Is there much added overhead if you create a LOT of different functions that do specific things, so you don't have a rats nest of blueprint lines going everywhere?

grim ore
#

there is very basic polygon editing/mesh editing in the engine right now

#

@haughty wagon you should be doing that. If something is re used, function/event it. If something is getting long, consolidate stuff into functions or collapse graphs.

haughty wagon
#

k

grim ore
#

some people even have rules like if a group of code is longer than 5 lines they make it a function for example.

haughty wagon
#

I'm creating an inventory system, and well... it doesn't work and I get confused with all the wires everywhere LOL

#

So I need to clean it up

grim ore
#

break it down into systems and make each system separate

haughty wagon
#

It's so weird not writing actual code ... and I don't know C++ other than cout >> "Hello World"; so

plush yew
#

std::cout << "Hello World\n";

#

you didn't do the << right

#

and it's bad practice to use namespace

#

and you forgot the new line

rancid lynx
plush yew
#

yes

#

man

#

it is RGBA

#

it gives you the hex too

rancid lynx
#

not manually X_x

plush yew
#

hmm

rancid lynx
#

i guess it sonly 20 colors, ill just do it manually X_x

plush yew
#

idk

rancid lynx
#

i clicked around. i think its not.

plush yew
#

lol

rancid lynx
#

i updated 24 to 25, and it didnt bring those colors

#

its gotta be a file saved somewhere X_x

quick plover
#

How can I use an Audio Spectrum(Blueprint) node into a Shader?

grim ore
#

and I found it here in the project folder (my project is named tpp)

rough knoll
#

how do i only migrate a level

#

not the character, or anything else

#

just purely the level

#

yes

silent walrus
#

does anyone here know how i can make my topdown game in unreal 2d like enter the gungeon or binding of isaac?

karmic moth
#

I need to learn how to make the animation blueprint for an aim offset, let me know if you can help

terse jewel
#

Enter the gungeon is actually a 3d game under the hood.

silent walrus
#

@terse jewel thats what i assumed but when i attempted to implement my sprite into unreal i couldnt connect it to my character

#

so does the game not use sprites?

#

or am i just trying to do it wrong

shy sundial
#

After finishing a project is it okay to delete the contents of a folder inside Appdata/Local/Unreal

grim ore
#

you would create a pawn with your own control scheme more than likely if you wanted to do top down 2d. Alternately look at the side scroller 2d template, it uses 2d and a character

silent walrus
#

would i be able to add a sprite to my pawn?

grim ore
#

@shy sundial UnrealEngine folder? if so yes but the next time you open UE4 you will have to remake the engine cache

#

@silent walrus yes, look at the side scroller 2d template for how they handle it or look at paper2d.

#

right now however 2d is not handled very easily and most people who use 2d in ue4 roll their own systems

shy sundial
#

@shy sundial UnrealEngine folder? if so yes but the next time you open UE4 you will have to remake the engine cache
@grim ore
Engine cache ? Stuff like Light data right ?

grim ore
#

engine cache like shaders for the engine and editor

silent walrus
#

shaders?

tame rose
#

so are the characters from mixamo pre rigged?

#

I want to import characters straight into ue4 without ruining my current anims but sharing them

grim ore
#

#animation would know for sure but last I saw the skeleton that comes in from mixamo is not compatible with the skeleton that UE4 uses by default. You can retarget with some work.. lots of work sometimes

tame rose
#

dang I was just looking for like a step by step guide

grim ore
#

there probably is on youtube, just have to find an up to date one

plush yew
#

hey , im having a strange problem with my vehicle is anyone able to help ?

grim ore
#

open the console and type in pxvis collision

#

this should show you the collision boxes, perhaps your back wheels are larger than the model

plush yew
#

cheers

#

any idea what that black thing is in front of the rear wheels , ive triple checked the mesh ect and cant work out what it is

grim ore
#

looks almost like the collision for the tires

#

well for a wheel component

obsidian wasp
#

I have a bunch of static meshes that have their pivot point in their corner. I'd like to set the pivot point to the center.

Is there any way to either a) Permanently change the mesh assets' pivot points in the editor or b) Set the pivot point of a static mesh component/instanced static mesh component via blueprints c) Some other way that lets me rotate the meshes around the center when spawned as instanced static meshes?

Or is there simply no way around exporting the meshes, editing them in something like Blender and then re-importing them?

grim ore
#

pretty much unless you turn them into blueprints and use a parent scene component as the new pivot point

#

oh wait, no I take that back the new geometry tools can set pivots if i remember right

mystic holly
#

Can someone help me with my character going through a door that's collision is set to block all

grim ore
mystic holly
#

me?

grim ore
#

and under transform in the modeling toolbar is edit pivot

sullen sonnet
#

Is having generate overlap events on many objects bad? Like 100-1000 objects.

grim ore
#

that would depends on your project and its performance target. The only way to know for sure is to test and profile

obsidian wasp
#

Thanks a ton, Mathew 🙂

sullen sonnet
#

@grim ore im asking because of wall running mechanic. if i have 1000 walls to run on

#

is it bad?

grim ore
#

we dont know, you would have to test. you could also use a line trace to see if you are near a wall instead of overlap events. IT would probably be more performant if that is your worry

#

make a level with a couple hundred of your items with overlap events and see what fps it gives you, then a couple thousand and test

sullen sonnet
#

idk how to duplicate 1000 objects right away @grim ore

frigid needle
#

CTRL + Click objects either in the world or Shift+Click in the World Outliner, Right-click -> Duplicate (Or CTRL + W, if you're inclined to keyboard shortcuts)

#

Repeat that a few times, and suddenly 100 objects turns into 1000

sullen sonnet
#

there has to be better way lol

grim ore
#

there is, make an actor and have it spawn however many you want then test

sullen sonnet
#

ill do that

stuck laurel
#

you guys have probably seen a dozen noobs ask this question, but I'll ask it again, copypasta from reddit... "Whenever I try to launch unreal engine 4.25 through epic games store, steam VR gets launched.

Do I have to have a VR device to use unreal engine 4.25? There's probably a ton of people who have asked this question."

sullen sonnet
#

How do i blend 2 animations in animgraph without using multiple states? Blend poses don't seem to work.

scarlet birch
#

is there anyway to dampen all forces on a cable component?

stuck laurel
#

Sorry, guys do I have to have a VR setup to use unreal engine 4.25?

fervent sigil
#

I'm trying to place foliage (tree) on my landscsape but it seems to put it in the air, as if it doesn't detect the landscape.
Is there any option I'm missing to make it work?

#

@stuck laurel nope

scarlet birch
#

Procedural volume or painting?

fervent sigil
#

Painting

#

Single Instance Mode

scarlet birch
#

You sure the origin of the mesh is set right?

fervent sigil
#

Pretty sure. It also works if I use it as grass type on one of the landscape layers.
How can I verify though?

stuck laurel
#

@fervent sigil thanks for the info, why does steam VR launcher immediately try to launch when I try using Unreal Engine 4.25?

scarlet birch
#

either way there's a z offset in the foliage you can set to some negative number to fix it.

#

Just open the mesh in UE and show the pivot

fervent sigil
#

@stuck laurel No idea. But I also have no idea what steam VR is since I don't have it. If you don't have VR or don't need it, try to uninstall it

scarlet birch
#

because VR is enabled by default

fervent sigil
#

@scarlet birch Pivot is a bit off ground, but it make sense since it's a tree (so part of it is below ground). It's way off from what's actually happening

scarlet birch
#

Show collision in the editor viewport? make sure there's not some volume blocking whatever channel it's painting to

stuck laurel
#

@fervent sigil I'll probably just launch with steam disabled. ext time. thanks for the help

fervent sigil
#

@scarlet birch Here's something weird actually: I noticed there's a filter option when painting, with checkboxes for Landscape Static Mesh and BSP enabled by default.
I unchecked all but Landscape and the brush doesn't show (nor work).

scarlet birch
#

pivot in UE is the origin from whatever modeling program you were using.

fervent sigil
#

mm yeah I think It's colliding with some of the meshes I've hidden

scarlet birch
#

uncheck everything but landscape, unless you need them.

fervent sigil
#

pivot in UE is the origin from whatever modeling program you were using.
@scarlet birch .. I know what origin is. Wasn't even related to what I said, so not sure what you just said that sentence honestly.

scarlet birch
#

Shouldn't ever need BSP

#

I don't know if you're stating the pivot from where it is in UE or if where it was set in your modeling program, so I wanted to clarify that UE ignores the pivot from a modeling program

silk sundial
#

Question, If i want to make a large building where the player moves trough. Would you recommend using Geometry or creating external meshes in Blender?

fervent sigil
#

ok yeah got it. There were objects hidden in the scene (blocks phase in level design).
It seems the foliage tool doesn't ignore them even though they're hidden

#

I don't know if you're stating the pivot from where it is in UE or if where it was set in your modeling program, so I wanted to clarify that UE ignores the pivot from a modeling program
@scarlet birch To clarify I was looking at the pivot in UE

#

Anyway it works now - so thanks!

scarlet birch
#

cool

#

@silk sundial either way it's geometry. Whichever you prefer. Some people block out in blender some use BSP and then convert to static meshes.

fervent sigil
#

Question, If i want to make a large building where the player moves trough. Would you recommend using Geometry or creating external meshes in Blender?
@silk sundial I'm assuming by "using Geometry" you mean the cube meshes in UE:
Most people use external meshes for building because:
(1) They're not all simple meshes made from cube (e.g. circle building, balconies, etc)
(2) Optimization. Many times you'll need less than 8 faces the cube has, and when making a lot of building it's helpful

#

But yeah if you can use the UE4 cubes and it looks great - use it.

silk sundial
#

Thanks for the awnsers! I am going for a gothic themed building so I think i should invest into Blender as the walls for instance taper off and have decorations.

rough knoll
#

so i have a function set up to divide my throttle speed by 1000 to get a volume for my sound effect for my helicopter

#

my only problem is changing that volume when the game is running

#

i can't have it on a tick because the sound will endlessly loop on the first second of the sound earraping me

#

i can't have it start when i enter my helicopter because the volume will never change

open wadi
#

I have a question: I have a rich text block that I want to add characters to on the event graph side. What node should I use?

fervent sigil
#

Is there a way of painting a certain amount of tress/foliage in a circle with hole in it? Like a donut shape?

#

@scarlet birch If you know

#

@silk sundial fyi if it's just cosmetic, you can, and probably will want to, use textures for such effects

viscid kiln
#

guys when i use UAT and i will add something like "maps=MainMenu.umap" then only this map should be in my build? Because right now i see that my build size has not changed but it should if it would have onmy mainmenu

open wadi
#

Question: I have text I'm pulling from an API that takes up multiple lines (akin to a message sent from the server). It appears a RText only allows for a single line, and the TextBoxes are all "editable",which I don't want. I don't need users editing these text boxes, so I don't want them editable. Is this possible, to have a multi-line non-editable text box that is set via an Event Graph node?

covert hedge
#

OMEGALUL why on earth would you allow random stranger to connect to your computer

#

unless you're running a VM in which case you're kitboga

crude tulip
#

One message removed from a suspended account.

fervent sigil
#

Kind of weird question, but I'm looking for the name of a structure which you can sometimes seen in (sometimes old) romantic movies, where couple marry.
The structure is small (maybe 10 people can fit into it), small, on a large land of grass.
Does it make sense to anyone?

serene birch
fervent sigil
#

@serene birch Yes thank you! 🙂

plush yew
#

just amazing

#

Hey can anyone help how to show a ui in that particular map

covert hedge
#

hmm?

plush yew
#

@plush yew Ya mean map as in map, or as in level?

wary wave
#

anyone using Intelligent Delivery yet? It would seem to be almost entirely undocumented

plush yew
#

@plush yew in map but my problem has been solved

#

But I have more doubt

covert hedge
#

one can instanciate any class that is a UObject right? FeelsThinkingMan

plain pagoda
#

can someone please explain what this does?

covert hedge
#

restrict movement component to a plane i'd presume feelsdankMan

plain pagoda
#

but I can still move after enabling this on begin play

covert hedge
#

you need to set a plane constraint in your movement probably

#

what would be the best class to derive from in order to create an ai 'overlord' so to speak? that manages AI state and broadcast message to them? FeelsThinkingMan

snow harness
#

Hello people

#

I'm coming from offline rendering and want to start to learn UE4 for making enviroment art and other renders.
What would be a good place to start from?

covert hedge
#

guess i'll put that a class derived from levelscript class

viscid kiln
snow harness
#

okay, imma copy pasta it then

#

👌

glad ferry
#

Hello everyone, Are there any advanced geometry and/or basic shapes packages out there I can get for more building options? I've looked and haven't found. Figured I was looking in the wrong places or with the wrong key words.

haughty bear
glad ferry
#

Thank you!!

#

How did I miss this? 🙂

haughty bear
#

Its pretty cool i didn't know it existed in the marketplace too xD

hushed dune
#

What's the key to use console commands?

glad ferry
#

~ isnt it?

#

tilde

fervent sigil
#

I remember there's a website where you can find arch designs of structures, but I can't seem to find it. Anyone knows what I'm talking about?

covert hedge
#

wouldn't it be cool if play in editor didn't crash the editor if it crashed? Sadge

covert hedge
#

PagChomp my AI can send message to an overlord
time to code the other way around now Sadge

quick kelp
covert hedge
#

servers in common: vadikus vadikuSL, ultimate idiota forsenE, neeem nymnSoyBoy , sun with face ( forsenDED )

lusty carbon
#

What's the correct way to create a panoramic backdrop for archviz project?

#

I currently have the panoramic image mapped to a cylinder but im quite sure it's not the right method. Got an ugly seam down the middle too

covert hedge
#

function overload can't exist in blueprints right? as in same name but different parameters? feelsdankMan

smoky sonnet
#

hey can anyone help me my actors/blueprints has meshes and i want to see those actors anytime every where but for that i need to activate never distance culling is there a automatically way or any tip to do that i tried culldistnacevolume but this dont work

#

any help?

wooden oyster
versed spear
#

Anyone here work with game spark?

versed spear
#

I would like to integrate action rpg inventory with game spark.

covert hedge
#

what is game spark

celest vapor
#

Quick question, can an EQS Query be ran on a player or is it only AI?

#

as in the player executes the Query

proud narwhal
#

Hi, I have a revit scene made up of about 8k actors, building lighting obviously takes a long time, I have disabled cast shadow on nearly everything thats not directly in the area I am working on, but this seems to have not sped up the lighting build at all....

barren flume
#

Why won't my recast nav mesh save?

#

It keeps resetting and breaking the navigation

winter slate
#

I'd like to remove a talent listing as we resolved the issues and keep getting messaged. Can I do it myself or do I need a moderator?

scarlet birch
#

@fervent sigil

Is there a way of painting a certain amount of tress/foliage in a circle with hole in it? Like a donut shape?
I think so. You might be able to use an invisible non-rendered landscape material layer and set the foliage asset to paint that layer. You also could use a collision shape and set it to paint a collision channel. Oh! if you use a procedural foliage volume you can set the brush volume to a collision shape. So you could use a hollow cylinder to paint it.

#

I lowered the spawning distance on those a lot just to show the shape

fervent sigil
#

@scarlet birch Not sure what you mean by the invisible landscape material layer, but yeah I found that too.
The only problem I have with the procedural foliage spawner is it only works when the landscape collision is set to static mesh, and I need it to be a different type ><

scarlet birch
#

You only need it set to that when you simulate it. You can change it afterwards.

fervent sigil
#

yeah thought about that too, I just wasn't sure if it's going to reset from time to time (e.g. deleting intermediate directory), at which point I'll need to change it back and forth again.
Do you know?

scarlet birch
#

As far as I know, it will only resimulate if you manually do it. Once it's painted it's locations are set.

#

I know I've set it to paint all kinds of collision, but it's been a while since I really experimented with it.

digital rover
#

is it safe to delete intermediate folder of unreal source build directory after compiling a project?

fervent sigil
#

Yeah, but you need to regenerate the solution as well

#

@scarlet birch I think I'll just do it manually for now. I also need to have a hole in the cylinder. Not inside, on the edge, like a path to go inside the hollow cylinder.

scarlet birch
#

By invisible landscape layer I meant you could probably paint a landscape material or use a weight map to paint layers that are only used for foliage placement

fervent sigil
#

I actually have those, but that doesn't make it cylinder :p

scarlet birch
#

You could use it in combination with foliage blocking volumes to get just about any shape

fervent sigil
#

oh right I forgot about the blocking volume. That's true

#

I might give it a try then. And thanks!

scarlet birch
#

cool, np. It's given me something to think about too.

digital rover
#

what is the difference between build solution and particular project?

scarlet birch
#

Oh, wow, I'm going to have to play with that some more. I need to look at building custom brushes.

#

@digital rover You mean in VS?

#

You can build part of the solution without building it all. Like with a source build you might not want to build the whole project and just build what you need.

crystal hare
#

I'm not home atm, but I have a game instance set up for my game to carry over inventory collected from level to level, but the stuff in my inventory keeps disappearing when I load into another level, even with the game instance set through the project settings. Suggestions?

covert hedge
#

uuh anyone would know why a cast from AActor* to AAIController* doesn't compile? Sadge

plush yew
#

@wooden oyster you figure it out?

#

seems like the game resolution is set to a really low amount

versed spear
#

@crystal hare It seems strait forward. Save values to game instance. load next map. retrieve values from game instance to set values in new map

scarlet birch
#

Are you using references to objects?

rich reef
#

When you're in thumbnail edit mode, how do you strafe forwards/backwards?

#

(Please ping on reply ❤️ )

crystal hare
#

@versed spear thank you I'll try again tonight

sly island
#

Silly question lol after i have taken an object, a vehicle for example that has its own blueprint setup where i can manipulate its color/decals/etc. but i manipulated those settings outside of the blueprint from the stage rather than doing it in the base blueprint, is there a way to have whats altered on stage outside the blue print saved back to the content browser folder? as a duplicate or no

versed spear
#

savegameobject?

grim ore
#

so you can convert it to a new blueprint class, it would save the current instance values (the values you changed in the viewport) to the new blueprint but the only downside is this is now a child of the blueprint class and not a "clone" with different settings

#

this menu lets you apply your changes back to the default object but it doesnt make a copy so use this only if you want to save your changes to the base class

#

if you want a duplicate with different values then duplicating it then changing it might be the only way

sly island
#

YESS! Thank you very much!

covert hedge
#

don't you need to set the value of the progress bar ?

grim ore
#

^^ you want to set it, not get it

covert hedge
#

so you probably need to use a set node on whichever variable is holding the progress

#

progress text is a variable that is bound to your user interface right?

#

your progress bar is probably bounded to a variable as well

#

you need to set that variable here, just like you set your text

grim ore
#

drag off the progress bar and set percent, dont get percent

covert hedge
#

a SET node LULW

grim ore
#

same as you set the text on the text boxes

covert hedge
#

^

grim ore
#

you are asking how to set the percent value on a progress bar, that has nothing to do with a data table

#

now if you are asking about math on how to make sure the percent is correct, thats different

#

can you explain what you are doing, this is confusing

#

if you are asking how to get a value from a data table, that would getting a value from a data table.

covert hedge
#

i understand you doing that for quest objectives for instance

#

so you're using datatable as game saves?

#

so

#

user update quest, gets a new win for the 6 wins quest

#

update data table, save it, GET the value out from the datatable, and SET the widget binded variable

#

try to always get one source of truth tho. stick with datatables and save/read them when you need to update, but don't update UI without updating table and vice-versa, that'll be a huge mess

grim ore
#

you do know you cant write to a data table at runtime right?

covert hedge
#

i don't, i don't use them forsenE

#

i'm not at the point where i need huge data sadly. still coding my AI Padge

plush yew
#

hi ! im getting crazy trying to make an game online please help !

covert hedge
#

can we prevent user from using certain blueprint nodes? feelsdankMan

#

from blueprints i mean, not from c++ code exposed to blueprints or whatever

late lake
#

Hi, I'm having this delightfully annoying issue with building my project. I'm using VS Community 2019 16.7.3 with UE4.24.3, and keep on failing to build because of ````Error MSB3073 The command "chcp 65001 >NUL"``` and Build.bat exiting with code 5. Google God seems to suggest that downgrading to VS 2017 is the one and only solution. Does anyone have other suggestions?

grim ore
#

you need the actual error, that is failing due to a compile error higher up in the chain

lofty trail
#

Hey I’m new to unreal and was wondering whether someone can help me

proven mauve
#

Most likely

covert hedge
#

nice web page LULW

lofty trail
#

So basically I have been trying to make an infinite runner like subway surfers

#

And when I switch lanes, if I’m near an obstacle it will glitch for a second and drag the character

#

It’s a minor glitch that holds the character back but it is very annoying

covert hedge
#

did you try drawing collision capsules in game and check if they are the source of that ?

lofty trail
#

I’m sorry I’m new so don’t really know aha

covert hedge
#

well from what i've gathered when you switch lanes your collisions gets messed up and the engine forces your character on a valid position

late lake
#

@grim ore turns out reinstalling and repairing vs community about 5 times does the trick?

lofty trail
#

@covert hedge that sounds about right, so what do you think I should do to correct it?

covert hedge
#

what's your function to switch lane

#

how is it implemented

#

you probably have a check or two to add there, checking if there's an obstacle in the "new" position you want the character to be, and correct the new position to not end up inside the obstacle but on the lane

inland kettle
#

Hello friends,
i work with the current UE and i am looking for an easy way to calculate ETA (estimated time of arrival).

I have a moving actor flying to a target. The target is an actor that is not moving.

Does anyone have an idea?

covert hedge
#

can't you just calculate that with your actor speed? DankThink

#

unreal units/second so.. calculate distance to the other actor using their location and yours, and then get time by dividing distance by speed

#

roughly estimates the eta if im not mistaken

lofty trail
#

@covert hedge do you just mean the event graph?

#

Or construction script

golden condor
#

Hey, my character is behaving in a weird way. When I press W while looking at it from the front it moves forward depending on its forward. How do I change this so it moves depending on what the camera is looking at?

narrow mauve
covert hedge
#

@lofty trail when you press which ever key to switch lanes it calls a function that forces your character into the other lane i guess, find that function and check how it's implemented

lofty trail
#

@covert hedge well i use the left and right key

covert hedge
#

feelsdankMan that's not what i mean

there's probably somewhere, either in your player BP or character controller BP something that says "if the user press LEFT than go to left lane" and that function probably calculates the location of where your character will be once he switched

inland kettle
#

Thanks a lot @covert hedge !
I will test that right now. 🙂

golden condor
#

Any ideas about how to solve this?

covert hedge
#

@golden condor i think you must check the "use controller yaw" settings in the character movement component or something

#

not sure

narrow mauve
#

nevermind I got it.

golden condor
#

I tried that

#

It doesn't work @covert hedge

lofty trail
#

@covert hedge it says that

plush yew
#

Hello everyone, how do I make objects inside a widget switcher clickable?

grim ore
#

@golden condor open up the third person template, does that do what you want? if so check out what is changed on its character blueprint and apply that to your character. the character movement component and pawn and spring arm ar what determine how things move based on the camera

#

there is a good chance this is the option you want to change on your character movement component

golden condor
#

My BP class is a pawn

#

Idk if that's a bad idea or not

#

Let me change the class and see if that works

brave shard
#

Hi, i need a lighting advice

golden condor
#

So, I did that and it doesn't work

brave shard
#

basically only the things facing the directional light are actually lighted

#

what can i do to light the rest more?

grim ore
#

@golden condor you will just have to go thru the rotation settings for the pawn and the camera and set it up so it uses the camera orientation for it's movement

brave shard
#

@golden condor why don't u just see how the default 3rd person pack works?

#

it moves as u say

golden condor
#

Because mine is not a normal character

#

Its a physics based ball

grim ore
#

is this from the rolling ball template? if so have you looked at it

golden condor
#

Should I switch fully to a character class?

brave shard
#

if u want a ball u should use pawn class

#

not character

grim ore
#

@brave shard the sky light is used to add an ambient light

brave shard
#

i know i'm already using it but i think im missing something

#

should i set something specific?

golden condor
#

Yes, that's what I did

#

I used Pawn

brave shard
#

in editor looks decent but in game everything not facing the directional light becomes black

#

oh ok u said character@golden condor

grim ore
#

did you try raising the intensity of the sky light?

brave shard
#

do u think 0.4 is too low?

#

im gonna try

golden condor
#

Should I go back to Pawn?

brave shard
#

yes

grim ore
#

but the biggest issue with stuff like that is you need to set up your baked lighting to use global illumination and if you arent using baked lighting your pretty much going to have to fake it. alot of the light we see in dark areas is just bounced lighting from lit areas

golden condor
#

Yeah, probably for the best

brave shard
#

i think u can still find something useful about how it works in 3d person template

#

so u can understand how the pawn turns with ur camera

golden condor
#

I do and I did everything that is standard about 3rd person games

#

But somehow idk why with a ball it doesn't work

grim ore
#

are you using the rolling ball template?

golden condor
#

Barely, started from it but changed a lot of it

grim ore
#

are you still using the input for the force on the ball?

golden condor
#

Yeah.

grim ore
#

if you look at those they are fixed directions

#

lets you rotate the pawn with the camera and then your inputs now add force in the direction the pawn is rotate

golden condor
grim ore
golden condor
#

This worked lol

#

I know its just taping the worst solution ever lol

#

Don't judge me

grim ore
#

there are a few ways of doing it yep

golden condor
#

Yours is better I am sure

#

I am gonna use it lol

plush yew
#

Is there any good tutorial to understand how to setup at best post processing for a level or I have to play with the settings until I'm satisfied?

golden condor
#

I think there was an asset a few months back all about post processing

#

You just used dials and it worked

languid herald
#

I want to have a decal that acts as a shadow and project onto any surface below the player but I'm not sure how to go about it.

grim ore
#

look at learn.unrealengine.com and search for post process. There are a few courses including Post Process Essentials

golden condor
#

Is my solution a bad idea @grim ore ?

grim ore
#

and there is no best solution for post process, it needs to match your needs

#

your solution will work fine, there is more than one way to get the forward as long as you get it and use it

golden condor
#

Like, is it more expensive than yours?

grim ore
#

it probably is, mine just uses the forward or right direction and goes from there

#

but i doubt it matters in the end, its a small piece of code

languid herald
#

Like how to I get something like that but instead of being bound to the mouse's location it's bound to the player. I tried dissecting the top-down template but I can't figure it out.

inland kettle
#

@covert hedge Thank you again. It worked 🙂

covert hedge
#

qwik maff TriHard

grim ore
#

@languid herald look up ue4 blob shadows

#

its also super simple just put a decal component on the player

languid herald
#

Alright

#

And yeah, i have a placeholder decal on my player, but moves with the player when it's suspended in air

grim ore
#

it should

#

you just make it as long as you want it unless you want a shadow that is always cast even if the player is 100000000 meters above the surface?

#

alternately on tick move the location of the decal to the surface below it so its always on the ground

bright wharf
#

yo

#

im tryna change the projectile sped and it says 3000

#

what increment is it using?

languid herald
#

I'm not sure how high the player character will possibly be suspended at one point, but for now I will try out the blob shadow method, thanks!

midnight root
#

HM changed size of character mesh, in thirdpersonBP , compiled, saved, now on play I get Pin for variable 'Crouching Input Open?' recreated, but the variable is missing.
wth ?? 4.24.3

#

size as in xyz

silent harbor
grim ore
#

do either of your spring arms have camera lag turned on?

#

also you probably shouldnt be using spring arms for first person

#

@bright wharf it depends on how you are setting the speed, but generally centimers is the unit in the engine and cm/s is the unit when referring to speed

silent harbor
#

Both @grim ore have it turned on. Why is spring arm an issue, everywhere i was recommended to use them. the spring arm that has my fps cam as child, the smooth rotation is flawless, on my fps arms however, it produces jaggy results, not sure why

grim ore
#

if you have 2 spring arms under eachother its possible they are fighting eachother

#

your lagging the camera behind the movement, then lagging the arms behind the movement of the lag for the camera

silent harbor
#

i had tried with 1, still could produce the same result unfortunately

onyx hazel
#

Hello

bright wharf
#

@bright wharf it depends on how you are setting the speed, but generally centimers is the unit in the engine and cm/s is the unit when referring to speed
@grim ore thank u!

covert hedge
#

what's the best way to share elements between projects? modules?

grim ore
#

share what elements and how often and keeping them in sync or ?

ebon marlin
#

general question - what would be the most convenient, clean way to define different bullet types, and also associate to each bullet type different properties (such as caliber, damage, etc)?

scarlet birch
#

@silent harbor That's a mess. You don't want your meshes parented to spring arms. You need to have just one spring arm in the parent-child chain and make the mesh the parent of it.

#

and you almost never need spring arms for first person.

stray smelt
#

how can I make a decal as visible as possible despite lighting etc. hitting it? the decal is clear when there's not much lighting, but with directionalLight etc. it's getting washed out

silent harbor
#

I needed smooth movement, how could i replicate it? @scarlet birch

#

Without a spring arm, i usually dont have issues with it

scarlet birch
#

I don't understand what you're trying to achieve.

silent harbor
#

Smooth fps camera movement

#

Smooth fps camera movement

#

And weapon sway/lag

scarlet birch
#

Most of the time with First person you just attach the camera to the mesh. Weapon sway is usually achieved with an additive animation.

#

camera movement and weapon sway are not related.

frozen pond
#

how i can measure time using float value? like i got float value of 30 and i want something last 30 second, but input float can change meantime

silent harbor
#

I want the meshes to lag behind and the spring arm to my camera gives a really smooth movement. I really never had any issues with it before. On the forums i was recommended a spring arm so ill keep diggi g

#

You attach the camera to the mesh or mesh to the camera?

scarlet birch
#

The camera is attached to the mesh. If you want to use a spring arm it should be mesh>SpringArm>Camera.

#

A very small rotational lag might be what you're looking for.

oak mango
#

guys, sorry if it's not fit here. I just released an opensource plugin called Async Loading Screen on GitHub: https://github.com/truong-bui/AsyncLoadingScreen
maybe this plugin can be useful for someone who is looking for a loading screen without Level Streaming.

thick herald
oak mango
#

thanks, already post it, sorry for multi-post 😄

silent harbor
#

btw the reason i want a spring arm component

#

it comes with awesome functionalities

midnight root
#

@grim ore sorry missed reply, I think was meant in part for me, faik no spring, but I m using defaults only

tight prawn
#

I don't know where to ask this (maybe math stackexchange?)