#ue4-general

1 messages · Page 836 of 1

tight prawn
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I need help with game logic (probably Math):
So I have a datatable of items (simple one, there are only name, icon and mesh ref)
Having a random number as quantity of items in a "treasure" (50 items for example)
I want to randomly pick a number of items (5 items)
and then distribute the quantity randomly on them (10 for item X, 20 item Y..etc)

covert hedge
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@grim ore sorry i was afk.
I meant sharing small elements like UI etc. I like to work on different gameplay elements isolated from the rest if they don't need to depend on each other, that way i know i have a "clean" element, i was wondering what was the best way to pieces the elements together if they were made in a separate project

grim ore
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you would have to migrate them over from one project to another basically.

fluid wasp
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Hey, Does anyone here have any experience with the volumetric cloud systems in UE4? It works perfectly fine on my test levels but when I implement it into an archviz project supplied by a client the clouds are just black.

scarlet birch
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@oak mango Does that support custom widgets in the loading screen?

oak mango
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@scarlet birch Yes, it support custom loading image using Image Sequence

scarlet birch
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but not UMG?

oak mango
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you can check the tutorial on GitHub

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sorry can't

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UMG runs on main thread

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while Slate is run on it's own thread

scarlet birch
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Sorry, i meant slate, it's been a while since I built a similar project.

oak mango
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you can take a look at source code if it fits for your project @scarlet birch

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feel free to modify the source too 😀

scarlet birch
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yeah, thanks, I'm doing so now. Trying to remember how I got it to work with widgets.

oak mango
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watch the trailer and see what it can do

clever arch
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Hi! Does anyone know why unreal all versions from 4.20 to current hang when i try to switch the preview renderer? If I try to switch it to mobile it hangs on "Changing Preview Redering Level" and some random percentage. I have tried it also with a blank project. Never had the issue before

grim ore
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did you wait for it to compile the shaders?

clever arch
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@grim ore thanks for the reply. It doesn't show any shaders compiling and it does the same in a black project too

grim ore
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yep, did you wait for the shaders to compile?

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its redoing all of the engine shaders for your new target platform

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GL, vulkan, SM4, etc.

clever arch
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@grim ore Blank Project* in the blank project with nothing but the grey floor i waited 15 minutes and the progress bars not moved. Thanks again

grim ore
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yep.....

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the engine uses shaders and by default they are compiled for windows in the cache

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when you change the rendering interface it has to redo them for that interface

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the easiest thing to do is open up your task manager and see what it shows

clever arch
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@grim ore 0.0% to 0.1% cpu on UE4 with "Not Responding" and rams increasing about a mb every 10 seconds

grim ore
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nothing under the main ue4 editor executable?

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do you have visual studio installed?

clever arch
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@grim ore you were 100% correct. went to grab a coffee came back and its done! Thanks alot for your help really appreciate it 🙂

solemn siren
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I want to make a small game whose player score I want to collect. Is it better to make a mobile game or web game? Moreover how can I collect the scores of the players and store it somewhere? I want to be able to take all that data for further work. Can anyone please point me towards the right direction?

thin mantle
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How can I make a timeline play again every time it finishes indefinitely? If I attach finish node to start again will my game crash?

scarlet birch
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@oak mango Sorry, last time. I figured out what it was I was trying to remember. You might consider adding the ability to change the bWaitForManualStop before the loading screen is triggered. I had some levels with huge open worlds and I wanted the loading screen to stay up until certain streaming levels were fully loaded.

rough knoll
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the flickering

oak mango
scarlet birch
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Ah, sorry, I missed it. You can change it at runtime then?

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sorry, I'll leave you be. I was just curious about how you approached it.

oak mango
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if you enable Wait for Manual Stop you need to shut down the Loading Screen by yourself in code

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no problems

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hope the plugin can be useful for your project 🙃

scarlet birch
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yeah, I added two functions to a bp library for starting and stopping the loading screen. So if you needed to have it manually stopped you could just start it with the node rather than letting the events trigger and if you open a level and a loading screen is already present then it doesn't start a new one.

obsidian wasp
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How would you go about creating nodes for something like a graph/tree for use in blueprints? Apparently UStructs can't contain UStructs of the same type as themself...

covert hedge
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Can you even do that in c++

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structure that holds structure

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that seems very weird

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i mean same struct obviously

obsidian wasp
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Well, in most languages you could just create a class that contains references to instances of itself

covert hedge
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yes, pointers or ref

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but not plain object DankThink

scarlet birch
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There's some free dialog plugins that you could tear apart to get an idea of how to do it. There's also a really cheap state machine plugin that does a good job of it.

obsidian wasp
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Actually, there we have it

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I shouldn't be using structs, I should be using blueprint objects >_<

bitter iris
covert hedge
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you can create a custom blueprint class that holds reference to the same class probably ye

obsidian wasp
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Yeah, exactly. Not sure why I didn't think of that right away.

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Thanks 🙂

covert hedge
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👍

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is there a way to have only the used assets being added to whicever CVS you're using? FeelsThinkingMan

rough knoll
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how do i stop the water from doing this weird reflection thing
@rough knoll you can scroll up for the video just still need help

still hemlock
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Hey

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Is it possible to take an entire game In UE4 with megascans textures, and replace them with lowpoly cartoony texture/materials?

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I'm tryna make a KingdomHearts/FF style game

bitter iris
dawn gull
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Why can't I simulate physics on objects with complex collision as simple and is there a way to bypass this?

clever arch
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does anybody know why id get "Error Launch Failed! Unknown Error" when trying to send to an android phone from 4.25.3 please?

covert hedge
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hol up we can't draw primitives like box or whatnot with UMG ?

wicked mesa
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Hi, i dont know where to ask this, but i have a large world project with a lot of trees and im trying to build the light. Every time i tried shows InstacedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, .... I tried to change in the Foliage Tool but nothing happens. Anyone knows?

lime ruin
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@rough knoll whats the specular and roughness on the water material?

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@clever arch probably a plugin, try disabling them all see if it works.

tame rose
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can anyone give me links to youtube videos of how to add multiplayer to my game? I have a 1v1 arena game that has everything besides multiplayer servers. (i want them to be player run)

rough knoll
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@lime ruin im not sure, i'm using the UIWS from this months free contennt

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doesn't have a material that i can access atleast

plush yew
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I'm stuck when the readme says : Make sure Rust (1.34+) is installed and build the usual way

$ git clone https://github.com/scurest/apicula.git
$ cd apicula
$ cargo b --release
$ target/release/apicula -V

weary basalt
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@plush yew No there is not a channel discussing how to Rip content from other games. Be very careful how you decide to proceed with this type of discussion on the Server. Read the #old-rules.

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Ripping content/pirating content is frowned upon. If you discuss pirating content on the Server you will be banned.

lime ruin
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@rough knoll ahhh, havent used UIWS plugin yet, i'd imagine their should be a way to modify the refraction of the water, not sure how if you dont have access to the water material.

plush yew
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@weary basalt I swear it's for personnal use but it's ok, I will not tell about this no more.

lime ruin
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@rough knoll only other thing i could think of would be if youre using exponential height fog, but the solution for that would also require accessing the water material

cedar wave
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Oh my jeebus - I swear, UE 4.25.3 has been having more issues with loading my C++ changes than normal lately. Keep having to restart the editor.

weary basalt
cedar wave
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Yeah - hopefully they can improve it with .h changes as well though.

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And the live coding isn't really working either. I was just changing some values in my character movement component and the editor wasn't picking them up. Oh well.

karmic lagoon
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is there say a fortnite blueprint with all the multiplayer and basic laids out where I could create my ideas for a unique gameplay and not worry about the matchmaking or connectivity side?

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run my own server

versed spear
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let me know when you find it. I am looking into game spark. I want to integrate action rpg inventory with it. If anyone has some knowledge of where to start please let me know.

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I currently can register users. Adding items to the data tables seems a bit tricky but I think I got the Events down.

formal maple
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@karmic lagoon no

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that would be useful tho i agree

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but there is no template like that

versed spear
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baby steps. I just added my first data type to game spark. multiplayer here i come!

vale silo
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I have 5 LODs, Base and 4 more (skeletal mesh). On Windows I am fine with all of them. On Android, I need for Base LOD to be LOD1 (basically I need to ignore Base LOD on Android). How do I do this?

lime ruin
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@karmic lagoon XD if you find one lmk

barren flume
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Having problems trying to setup quixel bridge

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When I try to export it says it failed and to check log and not sure how to do that

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When I try to look at the plugins in ue4 i don't see anything related to quixel

open wadi
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Question: I have a text box that takes a username and a password, with a login button underneath. Is it possible to configure the password button so if you hit enter, it automatically executes the login button, akin to web-based login forms?

barren flume
open wadi
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So the user doesn't have to manually mouseover the login button and click it?

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@barren flume It's always important to check the logs. The UE4 logs are located in your project's directory /Saved/Logs. Within that directory, you will see TheNameOfYourProject.log, and if you are testing in standalone mode, you will also see a TheNameOfYourProject_2.log

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The way I check them is to stream them in real time using PowerShell (assuming you're on Windows). Open PowerShell, navigate to that directory, and run Get-Content TheNameOfYourProject.log -Wait

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Which is akin to unix's tail -f

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So go open that file and look for relevant errors. In network administration, checking the logs is always step #1 for troubleshooting.

barren flume
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not really sure what to look for

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I don't see quixel in the log either

open wadi
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You don't see the two pages of warnings there?

barren flume
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weird it didn't even install in the right folder

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time to move

open wadi
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Yup

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Your logs indicate dozens, possibly hundreds of instances of being unable to find files.

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So I'm guessing fixing that will help.

barren flume
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Those fonts are weird

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just some custom ones I added but they seem to load in fine

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but that enterprisepak thing I don't know

open wadi
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Question: I have a text box that takes a username and a password, with a login button underneath. Is it possible to configure the password text box so if you hit enter, it automatically executes the login button, akin to web-based login forms?
The event graph has the functionality to "on click" authenticate to my API which is all working properly
So in essence, I would be configuring it so hitting the enter key within the password text box generates the OnClick event for the login button

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Is this possible within BPs, or would this require custom code?

late verge
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i'm making a cinematic in UE4, and realized the render looks much better than what i see in the cinematic viewport. i was told this could be due to multiple lighting levels triggering, and that i should "check my 'levels' setup to make sure only one lighting layer is loaded". how do i go about doing this?

mint sequoia
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Anyone want to take a guess at the ratio of small/indie unreal projects that are multiplayer vs singleplayer 🤔

versed spear
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seems like less than 1%

plush yew
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anyone able to help ? , is there a easy way to get the physics hit box to go down to that flat bed ?

restive yarrow
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Any way to run a compiler to check what BP has errors or missing code? because when i package my game it displays several bp errors and i have to rebuild all over again

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it has to be there

plush yew
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have you tried going to build>> map check ?

restive yarrow
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hmm no but does it verify only the content in the current level or all the blueprints in the project? @plush yew

plush yew
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idk , i know it verify some bits and thought it was a good place to start

restive yarrow
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Ok ill give it a try

tame owl
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Hello guys
I have a question: I using webview plugin and can't input the Japanese language. How to enable Microsoft IME input composition on UE4? Could anyone help me?

plush yew
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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.
@regal mulch where do I report them?

regal mulch
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You could just DM a moderator that is online with screenshots of the conversation.

plush yew
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Okay I'll send you a DM if you don't mind

regal mulch
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Sure

icy egret
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@tame owl Editor settings -> language -> Editor language ->Japanese

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I think it would work

tame owl
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This issue happens when build to windows app.

icy egret
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http://unrealengine.hatenablog.com/entry/2015/05/29/204622
According to this article, you can't use type Japanese but copy and paste

UE4.8からWeb Browserウィジェットという、UMG用のコンポーネントが追加されています。これは標準でとても簡単にWebブラウザーの表示ができるというものです。 あまりにも簡単に使えるので、使い方を解説しておきます。今回使用バージョンは正式リリース前のUE4.8 Preview 4ですので、正式版では多少差異がでるかもしれませんがご了承ください。 このようにTwitterを普通に見ることも可能です。

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it's old article, so Idk it still exists

red prairie
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How do I download UE4 2.25.2 if I already have 4.25.3?

wary wave
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you can't

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only through compiling your own Github build

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why would you want 4.25.2?

tame owl
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it's old article, so Idk it still exists
@icy egret Do you have any idea to resolve this issue?

icy egret
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I have no idea without copy and paste sorry.

red prairie
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@wary wave
why would you want 4.25.2?
Compatibility reasons.

only through compiling your own Github build
:S. Ok. I will try that. Thanks!

wary wave
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there shouldn't be anything compatible with 4.25.2 that isn't compatible with 4.25.3?

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it's just a hotfix

serene birch
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whatever it is that doesn't work with 4.25.3 but works with 4.25.2 should be fixed first really

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since the release cycle of UE4 means you should always use the most recent hotfix/minor version for your 4.X project

wary wave
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if it's third party code, that's not always an option, but it is peculiar

serene birch
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yes of course but you have to call that third party stuff "broken" if they don't update for the very reason that you cannot download an "older" hotfix version anymore
it's not even an old UE 4 major version, it's the most recent one, if they can't keep their stuff updated already I wouldn't count on them

wary wave
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it was only a month or so ago, so it's not that unlikely that an update wouldn't have been pushed

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shit takes time

serene birch
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hmm, a month is kinda a long time for something that should normally be pretty simple to fix

wary wave
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a company that works in 3 week sprints would take 6-9 weeks to release a fix for a problem like that

serene birch
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if your stuff got broken by upstream a few weeks after you released it, you should hotfix that though 😄

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I mean, sure this can take time but can you rely on such system if they cannot provide you a working version a month after 4.25.2 isn't available to download anymore?

wary wave
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anyone relying on 3rd party code will want to be one full release version behind for various reasons anyway

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it's just sensibly cautious

serene birch
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true, I only say that in the context of an hotfix release because the older minor version isn't available anymore

ebon marlin
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how can I declare an enum/structure in CPP (for example imagine ammo types, each type has say a caliber size, and a damage multiplier), so I can work with it in CPP, however populate it (actually add ammo types) in the engine (editor)?

regal mulch
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Enum and Structs don't support that

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But you could use a more complex "type", which is a DataAsset

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That can have properties, like size, damage multiplier and you can create new assets in the editor, where each is a unique ammo type

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Would that work for you @ebon marlin ?

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Also #cpp is a thing :P

ebon marlin
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It sounds like it would definitely work!

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Thanks, I'ma look into that

rough knoll
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why isn't my AI moving when i go into the radius?

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i can put a print string and it does infact see me

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i have my navmesh bounds volume

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it just wont move

ebon marlin
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but if I remember correctly, MoveTo is something you need to implement (at least that was true for my case because I used a weird character)

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might be wrong tho

scenic fox
plush yew
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[2020.09.11-07.25.16:897][528]LogD3D11RHI: Error: D3DDevice failed CreateBuffer VB with ByteWidth=4608, BindFlags=0x1 Usage=2, CPUAccess=0x10000, MiscFlags=0x0

[2020.09.11-07.25.16:897][528]LogD3D11RHI: Error: Result failed

at D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11VertexBuffer.cpp:90

with error DXGI_ERROR_DEVICE_REMOVED 8007000E

[2020.09.11-07.25.16:897][528]LogD3D11RHI: [Aftermath] GDynamicRHI=00000000244A00C0, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0

[2020.09.11-07.25.16:897][528]LogWindows: Windows GetLastError: The operation completed successfully. (0)

spec: i7, 24gb ram, 8gb video ram. ue 4.25.3 have two project PCs with near identical specs. the project runs on one, no crash, no low memory problems. and on the other one the project just crash with this log. original had 8gb ram and an old GPU with 2GB Vram. the project run few times after a reboot, then started dropping d3d device loss or not enough video memory errors. the GPU was upgraded to 2060 with 8 GB ram. same errors. Setting the swap manually to 24GB helped a bit, I was able to run it 3-4 times after reboot. i just brought +16 GB ram to reach 24GB. and since then the editor just close without any error messages. and when it's running there is a huge fluctuations in fps. It usually runs around 45-50 fps but sometimes just drops to 25ish fps. on same map. this PC's hardware is tested with varius stress test, with other heavy u4 games. and not a single problem.when on the other PC the project runs perfectly with 60x opened Chrome tab, with blender in the background, etc.i just wasted almost two weeks trying to resolve this problem.. any idea?

rough knoll
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it seems my ai is failing to move

scenic fox
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can somebody help

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why does it looks like this

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i need to know

icy sigil
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have you built lighting lol?

scenic fox
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Yes

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that's what came out when i did

icy sigil
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maybe a problem with the material, try changing the material to another one, and see if it looks any different?

scenic fox
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Well it did say it had overlapping uvs

icy sigil
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Do you have a 3d modelling software?

scenic fox
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Yes

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blender

icy sigil
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on maya you can automatically uv map it out

scenic fox
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i did smart uv project on blender

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since i didn;t make the asset

icy sigil
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what is it meant to be?

scenic fox
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A ball pit

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a ball pit tower

icy sigil
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Send me the OBJ ill uv map it and texture it for you

icy egret
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I have problems about animation and character blueprints
like this picture, I made animations variables to make child blueprints
And I changes anim montages of childBPs
but it doesn't show any montages
Why???

scenic fox
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@grand foxopp

icy sigil
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yo

scenic fox
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@icy sigil can you just uv map it for me

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please

icy sigil
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Yeah but then the texture might look messed up

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but ill try

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send me the obj

scenic fox
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hold on

pure glen
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Anyone have a good write up for the blender to UE4 workflow?

icy sigil
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@scenic fox on it

scenic fox
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thx

icy sigil
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@scenic fox 146000 Triangles for just this playset xD

scenic fox
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lmfao

icy sigil
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i could reduce 100000 triangles out of this and it would look the same

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i've already fixed the UV

scenic fox
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@icy sigil can you send me the .fbx pls

icy sigil
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Yeah let me export quick

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Would seriously consider reducing the poly count

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if you had like 10 of those, that would drop the fps a lot

scenic fox
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maybe reduce the poly count

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it would help

icy sigil
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i can do it now if you wantr

scenic fox
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Sure.

icy sigil
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alright

scenic fox
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thanks a lot by the way you're a big help 😄

icy sigil
ebon marlin
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hot damn @regal mulch, data assets are absolutely insane and are exactly what I had in mind! this gave me so much order and comfort in my head, thank you 😍

icy sigil
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@scenic fox i got you bro

scenic fox
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thx

icy sigil
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i removed 70000 triangles

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if i do anymore it starts to disfigure

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whoever made that is wild

scenic fox
icy sigil
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well, you can use the uv mapped high poly one i made as well

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dont have to use low polu

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both ones i sent are uv mapped now

scenic fox
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But

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what does the error mean

icy sigil
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It just means that some part of the model is a bit dodgy and it can cause problems but

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i would still use it

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i wouldnt care

scenic fox
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Ah ok

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also thanks a lot

icy sigil
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no worries bro happy to help

scenic fox
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didn't think someone would be this nice 😄

icy sigil
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haha its rare

scenic fox
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Yeah

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why is maya so good though.

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Don't you have to use seams to make uvs?

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im confused

icy sigil
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I literally selected the object, and pressed automatic UV

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and it does it forme

scenic fox
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lmao

thin mantle
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How many objects can I put on a landscape witouth having performance issues? If I copy paste 4-5 objects until I have 400-500 of them will cause some problems?

icy sigil
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depends on the poly count @thin mantle

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what are you trying to paste? foliage?

thin mantle
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2k textures for foliage and rocks, poly count for rocks is between 1000 and 2000 quads

icy sigil
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why dont you use the foliage tool and you can literally paint them on

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instead of copy paste

thin mantle
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For making walls it's a bit harder to use foliage so I have to copy paste them

icy sigil
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Also, if they have LOD's the further you get away from them the lower quality they will be which will save performance

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make sure the lod's are set up on all foliage

thin mantle
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Yes they all have lods

icy sigil
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perfect, well if the furthest LOD reduces the poly count massively then you shouldnt have a performance hit that bad

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your performance will only really be hit when you are loading all of the foliage closest to you

scenic fox
thin mantle
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With some foliage I have an issue, if I'm not very near some objects they look flat(literally), only when I get very close to them they look good, how can I change lod distances

scenic fox
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it looks kinda weird

icy sigil
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@scenic fox where i reduced the poly count, it can sometimes make it look like that.. use the high quality version if you want to remove it

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just dont paste like 1000 of them

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otherwise you will blow up

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lol

scenic fox
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@icy sigil alright its not too big of a deal but alrighty

icy sigil
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Leo, if you double click the mesh in your content browser

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you will get a load of settings

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and one section will be for LOD's

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where you can set up the reduction of each LOD

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so the furthest LOD you can decide how much reduction you want, to pick how it looks from that distance

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@thin mantle

thin mantle
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Thank you

scenic fox
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@icy sigil when i build my lighting the object goes balck

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black

icy sigil
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what completely black?

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is the material assigned to it?

scenic fox
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No the object itself

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like the thing does get any light

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its just black

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hold on

frank oar
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Hi all,
I just downloaded the latest version of unreal engine and began a project... (my first time ever upgrading)
I realised I would need to migrate the mobile mannequin I have in an older project, when I opened that project it started compiling the shaders.

will I need to recompile evey time I open projects in these two versions ?

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rather, will it start the process every time I go from one to the other ?

icy egret
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someone Please help me
I can't understand why this issue is caused
My character doesn't play any Montages even though I set montage slot

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I thought that montage couldn't play, so I connect print string with play montage
It actually played (because montage length was printed) but no motion changes

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I can't understand...

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Please help me it makes me so irritated

covert hedge
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doesn't' your bledn weight means it will always be pose 1

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since the wieght is at 1

icy egret
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so?

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What should I do?

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I turned it 0 but no changes

covert hedge
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idk i wasn't sure it was the problem

icy egret
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okay...
thx

scenic fox
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@icy egret hi how are you

covert hedge
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how can i force the editor to refresh which class exists or not? it keeps suggesting me c++ class that i deleted... FeelsDankMan ..

scenic fox
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close the editor and reopen the project

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🤦‍♂️

icy egret
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I'm soso

covert hedge
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wow this really deserved a facepalm forsenD

scenic fox
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@covert hedge maybe. idk

clever arch
#

hey, Does any one have any ideas why when i try to build to my android phone the error "LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary" comes up. I have tried a full package build, light build and it shows the same error

lusty mural
#

how i can let every character open different inventory depend on character class(rpg skills system)?

covert hedge
#

create an enumeration with available class

#

and when they open inventory, switch on that enum

midnight gate
#

smart

covert hedge
#

it's pretty basic tho

twilit pagoda
covert hedge
#

you can also find inventory system for free on the unreal market if you wanna take a look at them 🙂

#

i have no idea if they use what's described in the tutorial or other means

twilit pagoda
#

i have a bunch of marketplace assets, but I feel like they are not efficient for multiplayer. Especially if you want to extend it for AI and loot boxes

covert hedge
#

well it all comes down to whichever thing you're most comfortable with extending

#

they aren't called lootboxes pajaCmon

#

they are surprise mechanics

twilit pagoda
#

yeah but they use the inventory component right

#

and then u add random stuff to it

covert hedge
#

tbf if you are going for multiplayer you probably want server to be source of truth about loot and stuff, and i have no idea how this gets implemented FeelsDankMan

vale silo
#

I have 5 LODs, Base and 4 more (skeletal mesh). On Windows I am fine with all of them. On Android, I need for Base LOD to be LOD1 (basically I need to ignore Base LOD on Android). How do I do this?

covert hedge
#

uuh does an AI needs a controller to run a behavior tree? pajaS

#

ah yes it does

twilit pagoda
#

without a behavior tree you won't need a controller

#

but everything should be in the ai pawn class

covert hedge
#

my getters setters and event are in the controller class i attach to the pawn, so i can use different pawns if needed.
then the behavior tree runs, but i was asking because i'm creating a different behavior tree for a dummy actor that will be my AI overlord, broadcasting messages to different AI in the level, and i just want the behavior tree to run, i don't really need this actor to be "possessed". but ye apparentely even when you don't intend to do anything in the controller, you need one

#

but ye i'll need one anyway just to set the values of the blackboard

midnight gate
#

help Mesh contains Armature_001 bone as root but animation doesn't contain the root track.
Import failed.

#

WHAT DOES IT MEAN

thick herald
#

Exactly what it says, The mesh has a root, but the animation doesn't have any data for the root.

midnight gate
#

well maybe the root isnt suposted to be animated

#

dont give me an error then

#

but i actualy checked it doesnt matter if its animated or not still breaks

lusty mural
#

create an enumeration with available class
@covert hedge thanks man can u send to me best series for learn bp nodes system>

covert hedge
#

uh well i guess blue prints are kinda like any other languages, you need to learn algorithmy and logic before trying to implement

lusty mural
#

uh well i guess blue prints are kinda like any other languages, you need to learn algorithmy and logic before trying to implement
@covert hedge so is there a series for these things?

covert hedge
#

uuuh it's pretty generic, look up programming courses i guess. They should teach you about branches conditions, stuff like structures etc

soft panther
wary wave
#

....are you in the right place?

#

this is an Unreal group, not a (C#?) newbie help room

covert hedge
#

ye this damn looks like c sharp

hearty walrus
#

would it be possible to interact with other games on the system?

#

so if you did one thing in one game, it modified something in antoehr

#

another*

viral fractal
#

Depends

covert hedge
#

does anyone know if event/delegates can be tweaked to recieve a wildcard? FeelsMEGADankMan

viral fractal
#

If you can implement a tool to your new game that can read the savegame file of the other game, yes @hearty walrus

#

Like CD project Red did for witcher 3, it can read your Witcher 2 savegame and consider that information

hearty walrus
#

the idea was to have a few "trigger" NPCs

#

so if you kill one NPC in game A, it effects the story in game B

viral fractal
#

Are you making the other game too ?

#

If the "NPC XY killed" is saved in the savegame files and you know how you can code a tools for the other game that can read this information out of the file it would Work

hearty walrus
#

yes

viral fractal
#

Nah

hearty walrus
#

I think, just an idea, there should be 2 savefiles

#

PlayerSave and FlagSave

viral fractal
#

Either go with the Default Location where it gets saved, for example user/documents/my Games/Game1/savegame

hearty walrus
#

upon first load, R3 will check R1's directory, and will throw an error and prompt to manually select if wanted

#

if R1 is found, look for FlagSave

viral fractal
#

Or have a dialog where the user needs to select the file

hearty walrus
#

in FlagSave, there's set flags that manipulate actions in the game

viral fractal
#

Sounds good

hearty walrus
#

so a flag named
IsNonHostileKilled is set to True, it prompts the early ending cutscene to play, with an option to clear the flag

covert hedge
#

uuhu so blackboard can't use C++ declared enums? BrokeBack Clap

#

wtf Sadge

covert hedge
#

ah you need to type it yourself alright

#

pretty sad it doesn't show in the thing

slate basalt
#

is there a place in the editor to override console variables and save it to disk for the project?

#

or do i need to manually create a .ini file or something?

fervent sigil
#

I have a landscape that when visible, my framerate drops from 60fps to 15fps.
Is there a way to check what is with the landscape that's making it so slow?

plush yew
#

Sorry if I'm out of topic but I've just downloaded this soft from github and I'm desperately trying to open this but can't :

#

Any idea how to open this thing ? (if I understand well the README, I should open the consoleTool3.jar)

covert hedge
#

1 unreal unit is 1cm right? FeelsMEGADankMan

honest hawk
#

is it possible to set the scalability lower than 25%

#

i can do it in the editor, but dont know any console command to set it lower than 25%

grim ore
#

The screen percentage? r.ScreenPercentage xxx

dull marsh
#

Hey everyone,
Is there anyway to import 16 bit raw texture, and use it in c++?

honest hawk
#

@grim ore thanks 🙂

mental oyster
#

Did anyone else get a DM from some Martouu guy?

covert hedge
#

who in his right mind would use imperial pajaPepe

ember raven
#

I hope there's more tutorials for beginners and hobbist, What i want is just building a dedicated serverw ith working positionlal, immersive voice chat and webbrowser

#

still i am struggling with making voicechat work in dedicated server

#

I find voicechat actually basic, essential part of Game.

covert hedge
#

does anyone know how long does it take to get accerss to UE and UT repos? i linked my account but i still cannot seem them

versed spear
#

there is a thing called discord

unborn canyon
#

Hey. There was a problem. The transition of shadows between assets is too hard, where did I go wrong?

grim ore
ember raven
#

there is a thing called discord
@versed spear I want it positional audio, with sound effect., cave , forest etc

versed spear
#

cool I guess discord can not do that 🙂

ember raven
#

Vivox can do it, their document says it ,but harder to implement

unborn canyon
versed spear
#

start network voice won't work?

ember raven
#

okay i must try this function

#

i found that tutorial

mental oyster
#

Did anyone else get a DM from some Martouu guy about needing devs? I checked mutual servers and it’s just this one

mental oyster
#

Probably a dumb question, but is there a specific way to report it or do I just DM a mod?

#

Nvm, just saw that DMing is an option in #old-rules

narrow mauve
#

I have a question that will make some of you shake your heads. Is that a power of or a negative

oak fulcrum
#

Hey. Is skin system for all like Guns, character etc. Hard to make or not ? No videos found in Internet.

outer cosmos
fierce forge
#

hello , i have a noise texture , how i can generate the terrain with it ?

oak fulcrum
#

@fierce forge Think on YouTube there are many videos with Terrain

fierce forge
#

i searched but i didn't find something without a plugin

oak fulcrum
#

В этом видеоуроке будут показаны основы работы с игровым движком unreal engine 4, работа с материалами и создание террейна. Будет добавлена растительность, трава, деревья, озеро с динамической водой, горы и туман.

➡️ Возвращай до 30% от стоимости покупок в интернете с кэшбэко...

▶ Play video
fierce forge
#

?

#

i don't understand russian

oak fulcrum
#

It is russian but i hope it is gonna help you

#

Try to find better

#

@narrow mauve Think any way it will be like 1/edr PS i dont know high math

dawn gull
#

I have this code that picks up objects, how can I make it constantly check and update the distance?

winter zenith
#

How would I be able to have my system where the grass moves when something goes over it along with the wind

#

It will only let me plug 1 thing in for worldposition offset

grim ore
#

@outer cosmos you shoult not be using launch to desktop

outer cosmos
#

@grim ore why

grim ore
#

because that is not what it is for

#

what are you trying to do?

#

launch would be for other devices or machines, such as ios or android mobile for example

bright wharf
#

i changed the playercontrollerclass in fps template and it doesnt use the gun anymore even when i changed it back

outer cosmos
#

@grim ore was just trying to see how it looks on full screen with all light built up, i could do it before

grim ore
#

well if you did you got lucky, and its not freezing its trying to cook and compile and build and a ton of stuff

#

you should be packaging and testing if that is what you want, launch is not just push launch and it works

outer cosmos
#

@grim ore I am new to unreal, I have played with it before but now I am going into game industry so thought it would nice to know it

bright wharf
#

yo can someone help me

outer cosmos
#

@grim ore packaging and testing I will remember that

grim ore
#

how did you change the player controller @bright wharf

outer cosmos
#

@grim ore thanks for solving the problem,👍

bright wharf
#

how did you change the player controller @bright wharf
@grim ore using the "FirstPersonGamemode

grim ore
#

so all you did was change it and change it back? that would not affect the character. You could try re importing that feature pack if you want from the content browser (top left add, then content and feature pack, and add back in the first person pack

bright wharf
#

ill try that

dawn gull
#

How can I use "Complex Collision as Simple" and still use physics?

#

The model im using only has complex collision and so when it uses the default it just sinks through the floor

near ibex
#

Anybody know why this is happening?

serene birch
#

why what?

near ibex
#

the square light stuff

serene birch
#

as a guess, super low resolution lightmap?

#

check the "lightmap resolution debug visualizer"

near ibex
#

where might i find that

serene birch
#

link anchored to the section "Using the Lightmap Density View Mode" for that debug

#

but the rest of the page is worth having a look at

thorny glacier
#

Hello is there any ref/idea tips for making quick cast spell like LOL ?

stuck aurora
#

Anyone with unreal dedicated server experience?

vital orchid
#

Hi. Quick question I hope. Extremely new to unreal. When I bake light maps on a simple scene all my modular pieces look like the lighting is incorrect.

#

I may have missed a creat lightmaps UV setting on import but can't seem to locate it in the models properties

near ibex
#

@serene birch i tried screwing around with the desity and res but when build the light it looks od and then just turns back to squares

serene birch
#

what kind of density the debug showed you?
do you have overlapping UVs warnings?

#

do you have excessive amounts of stationary lights touching the same part?

#

(excessive means more than 4 :D)

dawn gull
#

How can I use "Complex Collision as Simple" and still use physics?
@dawn gull So I'm dumb and that sucks, so I just did custom collision and it works now

near ibex
#

@serene birch i had all the lights on static except for a couple i didnt get to, i switch them all back to stationary and that fixed it

#

it gives me the annoying red x's tho

sudden bridge
serene birch
#

did you build lighting?

viral fractal
#

Change your lighting to dynamic or go to 2010 and bake it

sudden bridge
#

ah, ok thank you

celest vapor
#

in the Anmation BP when it calls "try get pawn owner" would that work if the mesh was in an actor class instead of a pawn?

dawn gull
#

Sorry for so many questions, why does the timer not start when I do this? (Or at least not run anything)

celest vapor
#

@dawn gull your time is at 0

#

the time has to be > 0

dawn gull
#

ok, i thought that was the delay for executing the code

ember star
celest vapor
#

the time on timers is how long it will take to then execute the code. not how fast it does

covert hedge
#

uh is there a way to find actors belonging to a certain class in a given area ?

celest vapor
#

I thought that changed the icon color @covert hedge not the selection color

dawn gull
#

@celest vapor How can I stop the timer?

celest vapor
#

drag off of its return and "clear and invalidate time by handle"

#

@dawn gull

dawn gull
#

thank you

celest vapor
#

np

ember star
#

@covert hedge thats folder color

autumn elbow
#

Is there a way to see which bps are loaded into memory?

empty dawn
sudden bridge
#

hey guys, is there any way I can make the water here not go through the fog? thanks

empty dawn
#

Thanks @plush yew When I create the project it's not showing up in the project browser.

#

Ah, it was in "More"

#

Where can I find Migrate?

#

Thanks @plush yew Can I just ask why can't I just import that into my own project?

#

Since there's also no "Migrate" with folders 😦

#

Nope 😦

#

See this is what I hate about Unreal,

#

LAST question, after migrating to my other project the materials are not applied.

#

What can I do?

#

Or do the shaders just need to build?

burnt hull
#

@plush yew hey did u find out the command to show draw calls in the stat unit command?

covert hedge
#

and suddenly, casting an "Actor" to a type that inherist from "Actor" fails Sadge

burnt hull
#

booooo lol

#

i noticed it shows stat unit as the above image on android

#

with draw and prims

#

i did a search just now looking for an answer and it came up lol

#

🕵️

plush yew
#

I got a custom software cursor set up but i want to make it change assets when ever it is touching a button. Here are my assets:

#

Top one is deselected and bottom one is selected

celest vapor
#

is there a way i could execute a console command to log somethig to the console for when I package a dedicated server?

karmic moth
#

When I add a preview pose to my aim offset it looks like the arms are backwards, looks like that in game too. When I remove preview pose it looks and behaves fine in the viewport window but arms are still backwards in game. Is this an issue with the imported animation skeleton or something?

narrow mauve
#

Is there somewhere I can go to pay someone to model a vehicle for me

karmic moth
#

yes but have u tried photogrammetry

obsidian nimbus
#

there is prolly a place where u can buy a model of a car allready made, wil be lots cheaper

narrow mauve
#

has to be totally custom tailored

#

no copies anywhere else

near pine
#

when i add this it makes my character glide left when i try to move

#

im so confused

#

ive been here for hours

#

please help

#

ok

#

where would i find that

#

ok

#

they not colliding anymore

#

😦 still not work

#

i cant find any fix on google

#

wait so apparently the mesh is set to 'block all' on collision

#

where would i change that

#

thanks for the help

#

🙂

#

NO

#

WHY ISNT IT WORKING STILL

#

:(((

#

THIS IS SO ANNOYING

#

O

#

M

#

G

#

i used a static mesh

#

instead of a skeletal

#

i am so stupid

#

its literally 4 am

steel crown
#

good sign to take some rest :D

rustic panther
#

how do I get a CMSID from Nvidia for the DLSS branch?

#

apparently this

storm venture
#

how would you guys go about representing an actor like a grid-based-vehicle (like those made in games like space engineers)?

#

would it be possible (not terrible on performance) to construct large vehicles using many smaller actors without the use of instanced meshes in ue4?

#

ive tried spawning 1000 cubes, all attached to a master cube with the simulated bodies welded, and fps drops to <10

#

would instanced meshes be a requirement for something like this to work? if theres 50 different block types, there would have to be 50 different instanced mesh groups then, right?

golden condor
#

Hi

#

Currently, my UI shows multiple weapon ammo on screen

#

How do I fix this?

grim ore
#

dont add your ui more than once?

golden condor
#

Is this where i am going wrong?

grim ore
#

that would be my guess since its showing the same stuff more than once

#

uh

golden condor
#

Well, that's a different weapon

grim ore
#

look for your add to viewport nodes

#

is each weapon adding the ammo counter to the viewport?

golden condor
#

Give me a sec

#

This is the ammo counter

grim ore
#

how is that the ammo counter?

#

i see nothing about UMG there

golden condor
grim ore
#

ok so thats the player hud, is the ammo counter part of the player hud or separate?

golden condor
#

part of it

grim ore
#

so thats creating it and adding it, but in the other blueprint you are talking to the player controller and getting a reference to it and then updating the ammo counter

#

when you are adding it in that screenshot you are not saving a reference to it soo...

#

where are you setting that reference, the HeadsUpDisplay in the player controller

golden condor
grim ore
#

soo...

#

you are creating the hud twice then

golden condor
#

When it comes to the ammo, I am saving the current ammo for the current gun then switching to the second gun and then showing the new gun's ammo

ember raven
#

Voice chat, i've used advanced sessions, uuhm... is Networked voicechat "positional voicechat"? did i do sth stupid here?

golden condor
#

then showing the saved ammo from the first gun

grim ore
#

you are creating the hud twice, you just showed me 2 seperate places you created it and added it to the viewport

golden condor
#

Well, those are different though.

#

I think

#

Ooooooow

#

You're right

#

I just deleted it on the character

#

Yep

#

I am stupid

haughty wagon
#

How do you create a "GameSession" that you can apply settings to using Blueprints? I see nothing, and I can't find anything to "Get" so I can say break out properties, call functions, etc.

golden condor
#

Thanks @grim ore

barren flume
#

Hate that I just found out 4.26 exists

radiant sleet
#

Yo im a newbie to unreal engine 4 and Im a little confused on how its structured

#

I come from game maker studio

#

And im confused on difference between actor / component and a couple things how the windows are structured and its been giving me that brain fog

#

So actors are what objects would be in gamemaker right?

#

I think im a little confused on what makes something a component

#

Is there any recources that helped you all grasp this topic?

barren flume
#

Youtube and the unreal engine docs

cedar wave
barren flume
#

good thing to look at if you run in to problems

cedar wave
#

Actors = anything in the game world
Components = pieces attached to an Actor that provide functionality

radiant sleet
#

Hmm so is the level considered an actor?

#

Is it just a class?

#

Im new to object oriented programing so I probably sound like an idiot rn lmfao

#

So like a object in the level could have a blueprint compoinent

#

could the level have a blueprint component as well?

#

Ill actually read that doccumentation first

#

Its looking great thank you so much

icy egret
#

Hold socket is the bone socket where is on the hand guard

radiant sleet
#

@cedar wave This article is proving amazing so far thank ou very much

hidden aurora
#

If anyone has a good c++ resource about lasers please dm me. Thanks

open ermine
#

Hey guys, I'm trying to create a spline mesh for UE4 - I would like to convert this tri-part curve IMM brush I made in zbrush as a spline blueprint. Icing on the cake would be adding rope/chain physics to it as well. This is all I have so far and I can't even see the mesh pop in when I drop the blue print - any ideas?

#

and here's the mesh in question - just trying to use the center boned and rope as atm

radiant sleet
#

So whats the difference between a blueprint and a graph

#

Is a graph a script component?

#

Im confused on the vocabulary

#

So blueprint is a class but its also a visual scripting tool?

#

Like if I make C++ project will my class for my tree object be called a blueprint?

#

Is what im saying making sense/

#

This vocabulary is killing me

#

lmfao

#

Im so enthusiatic right now I probably seem obnoxious lmfao

weary basalt
#

Blueprint is the visual scripting language.

#

Graphs are typically what you place Blueprint nodes onto to form logic that gets executed as part of the Blueprint script.

#

Blueprint is generally a catchall term for anything related to the Visual Scripting language within the Editor where you place and connect nodes.

radiant sleet
#

Ok that clears up a lot

#

OHHHH i see its called a blueprint class

#

Its starting to make sense

jagged sand
#

can anyone help me? im new to ue4 i want to change the gravity of the world so the jump is shorter

#

also how do i disable motion blur?

radiant sleet
#

@jagged sand I figured it out I wanted to do the same thing XD

#

I dont know if gravity is a global or for each actor individually

#

If you open thir person player blueprint calss

#

class

jagged sand
#

hmm

radiant sleet
#

and select the character movement component

jagged sand
#

yea

radiant sleet
#

then on the right side you see variables

#

I think thats what the engine uses when it initializes

jagged sand
#

ty

#

im learning ue4 blueprints

radiant sleet
#

do you see gravity scale

#

Same lol

jagged sand
#

yeah

#

i wanna make a zombie wave shooter

#

multiplayer fps one

radiant sleet
#

you use gamemaker or any other engine before

jagged sand
#

hope its not too hard

#

i use roblox lol

radiant sleet
#

Bet your already ahead of me

jagged sand
#

;p

radiant sleet
#

Ive been doing 2d my whole life

jagged sand
#

dang

radiant sleet
#

So excited to be in the third dimension now lmfao

jagged sand
#

nah ue4 is completely different to roblox

radiant sleet
#

Does roblox have classes and stuff

#

?

jagged sand
#

wdym by classes

radiant sleet
#

Like you know a class in C++ ?

#

Like where you can make a new variable type

#

and that variable is just like a combination of over variables

#

am I making sense?

jagged sand
#

oh roblox uses lua

#

you ddon't need to define a class

#

its automatic

#

you can have a string on a variable

radiant sleet
#

wdym by its automatic

#

Oh I see

jagged sand
#

if i did

#
local haha = true
#

its automatically a bool

radiant sleet
#

Intresting

#

Yeah your way ahead of me already lmfao

jagged sand
#

not with ue4 PES4_SadGe

radiant sleet
#

Im pretty new to object oriented programing too

#

Cheif I started to day

jagged sand
#

same

#

loll

#

hmm

#

how could i make a sprint blueprint?

#

how can i change walk speed?

#

i got it

#

dw

radiant jasper
#

i will pay $10 to anyone who can help me get my 3d model setup in unreal using mixamo

#

idk how to add the textures I have for it after putting the untextured model in mixamo

#

pls

radiant jasper
#

ok guess not

#

damn this server used to be so much more active

rough knoll
#

can i store animations in a variable somehow

#

i want to change my idle animation in my state machine based on the equipped weapon

uncut vigil
#

can't you store equipped weapon in an enum variable and use that?

rough knoll
#

i don't, i was just going to do a simple isvalid to see if the primary weapon was a weapon and if so play this anim and if not dont

golden shoal
#

How could one differentiate within an anim notify whether it is playing in the animation preview or in play?

mint sequoia
#

GetWorld()->IsGameWorld() @golden shoal

#

IsEditorWorld() IsPreviewWorld() <- or something like that (don't have VS open) exist too

radiant jasper
#

when I open my 3d model in the basic microsoft 3d viewer it works fine but when I import it into unreal its all white

#

any ideas?

#

I have a project file where it works, i tried exporting from that into my main project but it just shows up all white

digital rover
#

how much cube actor blueprints can be placed in the world minimum 60 fps from blueprints?

radiant jasper
#

can someone pls help me

#

I have the model working perfectly in one project but not the other

cobalt heath
#

this is crashing more than vegas pro lol

radiant jasper
#

@grim ore

#

pls help me

#

huh

radiant sleet
#

This is gonna sound so dumb but I A M SO EXCITED

#

I finally figured out how components work

#

Coding is worse thing ever until it isnt

#

Sorry I know this is prolly anooying but I jsut wanted to share my enthusiasim

cold vortex
#

wtf happened to my camera

radiant sleet
#

You prolly changed fov

#

I think if you go to blueprint class and click on camera sub component

#

or is this just a meme

#

Who ever shared that article before yall are amazing

cold vortex
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This isn't from in-game

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this is, like, the editor camera

radiant sleet
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Are you joking or real problem XD

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Id look up how to change camera fov for editor

cold vortex
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real problem

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i'm new to unreal

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ok ty

radiant sleet
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Or use scroll wheel

radiant jasper
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someone pls help me

radiant sleet
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what you need help with

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Im new but I just passed huge roadblock

radiant jasper
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i have a 3d model in one unreal project and it works fine but i cant get it in my main project

radiant sleet
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What was modeling software

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are you using FBX?

radiant jasper
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its an fbx file

uncut vigil
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@cold vortex there's some weird shortcut that does that, happens for me when i have a controller connected, just restart it

radiant jasper
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but the textures r seperate

radiant sleet
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Idk then

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Bruh actually starting to understand unreal like best feeliing ever

radiant jasper
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the textures r just white in my main project

radiant sleet
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How much harder is multuplayer with unreal

radiant jasper
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is there some way to just combine the projects or something

radiant sleet
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I know in game maker its pretty easy to just have client server hosting

radiant jasper
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multiplayer has to be hosted on something unless its p2p

radiant sleet
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But is it way more complex in unreal

radiant jasper
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no it uses Epic online services or whatever its called

cold vortex
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there's some weird shortcut that does that, happens for me when i have a controller connected, just restart it
Oh, damn

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I did recently connect a controller to test controller shake

radiant sleet
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What modeling software you ise

cold vortex
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anyway I fixed it by

radiant jasper
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idk I was given the file

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i think autodesk

cold vortex
radiant sleet
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I think Im high of finally learning how to use components

radiant jasper
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so like

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how do i get it to work

cold vortex
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From what I've seen of UActorComponents, they seem kinda of like Unity scripts

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I think

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you can write code once then drag and drop it on to any Actor right

radiant jasper
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is there a way to combine the projects or something

radiant sleet
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It was the blueprint editor that was confusing me

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Like where was variables and functions for current actor selected

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and where do you adjusted variables and functions for sub classes

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Once I understood it was on left and right side it just clicked

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Will blender cut it for unreal?

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Or should I really get houdini or auto desk

uncut vigil
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depends on what you're doing but blender is fine

radiant jasper
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autodesk is like 4k/yr

uncut vigil
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3dsmax indie is 330E per year

radiant jasper
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blender is free

radiant sleet
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qbittorrent

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jk

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Im kidding

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Its just the concepts right

radiant jasper
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can someone help me pls

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ive been trying to fix this for a long ass time and I just cant get it to work

plush yew
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you can migrate uassets to a different project if thats what you're asking

radiant jasper
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tried that

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nothing migrated over

radiant sleet
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Theres nothing fundemental liek a certain export feature or anything blender lacks right

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although im comfortable with blender ive never really exported anything

radiant jasper
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YOOO DUB GOT IT TO WORK

radiant sleet
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BET!

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Send pic

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Bruh when you actually solve a problem it feel too good

radiant jasper
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ben shapiro fnaf

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all mechanics r down just gotta do ai and im done

radiant sleet
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lmfao

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thats a wap

radiant jasper
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yes i will be remastering him singing wap to sound very ominous and scary

versed spear
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cloud code is no fun when using an outdated tutorial and have to change the code 😄

radiant sleet
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I wish Iw as smart enought to know what you were saying

late verge
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radiant sleet
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When I package my games for my freinds to play

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do they need unreal engine installed to play

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or if they have full server can they just play whole game without having it installed

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@late verge How long have you been devloping for

late verge
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i'm not a developer

radiant sleet
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?

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Your game looks sick

late verge
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it's not my game haha

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i'm in the SDK for Squad

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but i do agree

radiant sleet
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What that mean lol

late verge
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sick game

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it's the modding tools for the game

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i'm creating a cinematic though

radiant sleet
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Ah so your a devoloper of mods

late verge
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not even

radiant sleet
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Thats sick

late verge
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just like cinematics

radiant sleet
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Wait can you animate the skeltons of meshes in unreal

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Or like how that workflow work?

late verge
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that i am not sure about. i'm just using the animations already in the game and playing them at certain times with Sequencer

radiant sleet
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Ah thats still sick though

late verge
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ya

radiant sleet
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Is a cast event just an if statment

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Im confused

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?

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Like if the return is one continue line of logic

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or return is true

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Question about level class

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When you load level and theres no camera does unreal automatically create one

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And if I were to delete my character does it just creater camera actor where I died

radiant jasper
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so I dragged a character bp into the map and when i test my game it doesnt show up

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is there some specific way I have to put it in the level

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does anyone know

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bp

wise lagoon
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hey guys, are "Layers" a design-time construct or can I use them in a release build for actor grouping?

icy egret
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@radiant jasper You have to change deafault character pawn in gamemode BP
Ex, if you use Third person template, you can find it in "Third person gamemode"

radiant jasper
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It’s not a playable character

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It’s an ai

icy egret
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oh

radiant jasper
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I don’t want the player to control it

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But for some reason it just doesn’t show up where I put it in the map

icy egret
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umm
I don't know about AI too much, so it's my guess
make sure that AI have accurate collision
make sure that AI's spawn location is accurate
make sure that AI have accurate meshes

timber mountain
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hi guys.
i have a basic question about UE4.
imagine that i have different enemy types that they are same in behaviours. should i copy paste anything in my first blueprint to other blueprints ? it means i have 20 blueprints same. (because i have 20 enemy types) ... Can i use only One blueprint for all of them ? because all of behaviours are same. so i think its not logical to copy paste all of my blueprint contents.

honest vale
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if they act the same you could just swap the skeletal mesh to a different one

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assuming their skeletons are the same

modern sinew
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Hello- I need some help with my drag-and-drop code. Assuming I'm reading this (First image, "On Drag Detected) right, it's definitely setting the dragged element to itself, but for some reason when I get the dragged element again (Second image, "On Drop"), it always gets the values for the very first slot, no matter where I drag from

woeful wadi
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When I hit Play why does it not automatically possess the player?

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it just puts me in camera mode and I have to manually hit possess

timber mountain
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@honest vale i said about blueprint not skeletal mesh.
for example AI blueprint. they use same AI.

daring tundra
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Hi all. Is there an easy way to have three player split screen also in "Grid" mode instead of "Favour Top / Bottom"? And if not, is there a way at all?

solemn flume
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quick question: Can rigged assets in unreal only have one UV tile?

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as in, if it's a rigged asset, does it all have to be part of the same object

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or can you import multiple components to the same rig

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as separate objects, with separate UV tiles

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obviously I would use virtual texturing, but it's shit 😛 (too buggy and doesn't work on many machines)

covert hedge
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hi

wise lagoon
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Hey guys, I'm having some trouble with a LineTrace and getting a hit when casting it from inside geometry. It works when the starting point is outside of the geometry. I found a post https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/66507-line-trace-not-working-when-starting-inside-static-collision that explains my issue perfectly, and its solution was to set 'bTraceComplex' to true for the line trace. However, that does nothing for me. Anyone have any ideas? Here's a screenshot to illustrate the specific geometry I'm having the failure on.

stone stump
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anyone who knows about level designing or envirnoments in unreal really well?

bright wharf
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i want to add an animation to something and want to put a mesh into it how do i do that

wise lagoon
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@bright wharf it sounds like you're looking for SkeletalMeshSockets

robust oar
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any tutorial on how to do a magnet that pulls other coins/objects to you?

frozen pond
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i want to attach actor (character) to soccket,but pawn is rotating when its attached, its location is good but rotation is living it own life

robust oar
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@frozen pond ctrl + r

robust oar
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oh

frozen pond
robust oar
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what are the other options in the rotation rule?

frozen pond
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tried that

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nothing changes, chicken is still rotating

robust oar
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thats the options of the child mesh

covert hedge
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@frozen pond which plugin are you using to get straight connections and not splines ? looks sexy

frozen pond
covert hedge
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ah 10 bucks FeelsThinkingMan

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thanks

digital rover
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hello, when i package project with exclusive nativization the dedicated server cannot find that asset to spawn. why is that?

wise lagoon
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LineTrace doesn't seem to return a hit for backfaces without it.

pale forge
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Hey guys... Anyone here release a game on Steam? I just published my first game... and some of my reviews are saying that the game is crashing. I go to view Errors in my steamworks console and there are none. What do I need to do to output errors from Unreal to Steam?

bright wharf
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@bright wharf it sounds like you're looking for SkeletalMeshSockets
@wise lagoon that didnt work i want to put the mesh into the animation

glad ferry
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Is there a way to make subtractive geometry work on a mesh?

ebon marlin
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When is the earliest I can take a data asset and read from it to instantiate my class instance? Is it in BeginPlay, or could it be done during construction?

ember star
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What's the most lightweight way to place/reference a 'point'/location in the world? I don't want to hardcode a location, I want to be able to place/move an actor and get its location. Is there a simple 'point' actor?

ebon marlin
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just an actor

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an actor has a physical presence in the world

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oh, and theres a scene component

grave aspen
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which channel would be best to ask a question about gameplay cameras in, as in switching between multiple cameras?

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not a cinematic or cutscene, but during gameplay

brave shard
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you should move the camera with a timeline maybe

grave aspen
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not quite as simple as that

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i guess i'll ask it here

brave shard
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you can make it move smootly with timeline

grave aspen
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yes, but it doesn't need to be a statically placed camera

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and the object's position is not static either

brave shard
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oh k i understand

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i saw 1 thing about this in marketplace

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was really well made

grave aspen
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i'd prefer not to purchase something on the market place currently, only because i want to be able to understand how to do it first, for understanding and learning purposes

brave shard
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ye i see

grave aspen
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and then once i understand it, i'll look into building a complete solution myself or purchasing one

brave shard
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only the character shadow is present in game

grave aspen
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plug and play is great don't get me wrong, but understanding what's actually happening and what voodoo they are using will go much further once i make that purchase if that makes sense

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that video is of you playing, but i see dynamic shadows working

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what am i missing?

brave shard
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ye in editor

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not in game

grave aspen
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play in editor is playing in game

brave shard
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then idk

grave aspen
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are you talking about when you package up as an executable?

brave shard
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not really since im making mods

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i only know that in unreal they work and not when i open the game

grave aspen
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if it's a mod for some other game that you didn't make, i dunno

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that's more of a modding thing than a game dev thing

brave shard
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ye but seems nothing related with game mechanics

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just shadows

grave aspen
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as those types of things will likely be controlled by the game itself

brave shard
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if im not wrong the shadows worked before

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so i think i did something

grave aspen
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honestly, i know nothing about modding games

brave shard
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i do and i can say that my problem is not related with the game itself

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these are default things of unreal engine

mighty sluice
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hey everybody, I have a quick question about Chaos. Is this the right channel? ^^

grave aspen
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i'm sure there are a hand full of modders here but since this is technically being used somwehre that isn't the unreal engine editor and your own packaged game, there are so many unknown variables

brave shard
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ok then ill ask in the modding discord too

mighty sluice
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thx 👍

worldly minnow
#

any advice on implementing P2P multiplayer on an unreal engine 3 game

wanton lotus
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Not many people talking in animation. Is there a way to get around creating blend spaces for every skeleton? Is it possible to just create one blend space template and then make children of it then override the animations? For instance, I have many monsters that will have similar sets of animations, but different skeletons. I was able to make a base animBP and I just create a child of it for each monster and fill in the variables with the correct animations. At first, I used blend spaces, but every monster would need them created. I then started to recreate the blend spaces directly in the animBP so I could simply plug in the used animations.

vale summit
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Does anybody know why when I paint foliage it paints some foliage oustide the brush size?

ember star
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I have no idea why this would have changed, but suddenly my navmesh doesn't go to the edges and I can't walk between levels

forest tree
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Not many people talking in animation. Is there a way to get around creating blend spaces for every skeleton? Is it possible to just create one blend space template and then make children of it then override the animations? For instance, I have many monsters that will have similar sets of animations, but different skeletons. I was able to make a base animBP and I just create a child of it for each monster and fill in the variables with the correct animations. At first, I used blend spaces, but every monster would need them created. I then started to recreate the blend spaces directly in the animBP so I could simply plug in the used animations.
@wanton lotus I got really stuck at this when I started with Unreal. If the skeletons are different, I don't think there's a way to really "re-use" AnimBPs from an easy inheritance perspective.

That being said, there's ways to mitigate the issue:

  • If you're using C++, you can house some of your repeated logic (like getting distance and speed) in a parent AnimBP class that you inherit from. A locomotion system like MoveIt would handle that for you ('frameworks' like that are a boon if you can use them well).
  • Don't make functions in your AnimBP if you can get away with it. Collapse as much of your logic into thematically organised collapsed graph. That way you can copy paste the collapsed graphs to your other AnimBPs when you make changes, makes maintenance a bit easier.
  • Make use of interfaces to prevent direct casts to your pawns. That way moving logic between AnimBPs becomes easier.
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  • Where you can, use montages instead of the statemachine (I tend to use statemachines for things where I really want the granularity and be able to use things like blendspaces. Your core locomotion). The logic for playing those types of assets is easier to make generic enough for the code you write to be re-usable. When I started I over-used the state machine by a metric shitton and it became a huge tangled web. That makes not being able to re-use it much more painful
  • To save yourself some time, you can retarget an AnimBP (or the individual assets like blendspaces) so at least the set-up is done for you. Even if the retargetted animations are shit, you can then just replace the individual assets with your own by reimporting with new file.
wanton lotus
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@forest tree My AnimBP is currently working well with all the monsters. I have no problem creating a child and plugging in the animations. Right now I am trying to save myself the hassle of making hundreds of blend spaces that are all identical except for skeleton and the animations.

forest tree
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I was able to make a base animBP and I just create a child of it for each monster and fill in the variables with the correct animations.
Oh.

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I misread.

wanton lotus
forest tree
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You were able to parent even though the skeleton was different? I thought that was impossible. Ha.

wanton lotus
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I have to recreate the blend space logic directly in the animBP

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You can create the child, change the skeleton, then fill in the variables. Can't directly override an animation, so everything must be set as variables.

forest tree
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Interesting

wanton lotus
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I was hoping that blend spaces had some similar trick as what I am doing with the animBP

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So I don't have to recreate the logic in the animBP and just fill in variables for the base blend space.

wooden oyster
#

Is there an tutorial of how to make game mode like TDM or free for all

icy egret
#

Someone please help me
I want to get the RIGHT vector, but if character's Z rotation is -90~-180, it becomes left when I "get right vector" node

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how to get the RIGHT vector?

bright wharf
#

what measurement is the friction in?

ember raven
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@versed spear

mmh hey... do you wanna help me making my voice chat finally working?

scenic fox
#

Can you put .obj in ue4?

ember raven
#

yeah you can put obj

terse jewel
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@icy egret getting the right vector should always return the right vector. Not sure what youre asking. It might be that you have an actor, with a mesh component that is rotated relative to the parent, and you're actually trying to get the right vector of the mesh, instead of the actor as a whole?

fast verge
#

Hi guys, My name is Sujayanto, and currently I am really stuck and cannot move any further with a problem. My workflow is Blender (modelling), Quixel Mixer (Texturing), unreal assembly and lighting. Is it correct? The main problem that I am facing for almost 2 weeks with no progress is this. I have tried to uv map a simple cube room with glass on 1 side. I put it on 0-1 space. I export as fbx. send it to quixel mixer and then bam. the resolution is really bad. the line is not crisp. I have tried playing with the uv texture and it bear no fruit. can anyone help me?

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thanks in advance

red prairie
#

@fast verge I mean, its texel density/resolution. Increase the resolution of a texture or make it tillable. Is the resolution equally bad in Unreal and Blender?

fast verge
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@red prairie it was okay but still not sharp enough. so I tried 2 thing. 1 with subdiv (because I want displacement) and the pic above no subdiv.

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when u said increase the texel density it goes wild with texture. I tried to go far beyond the 0-1 space. When I do that I got 1 tile which is in the resolution that I'm okay

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my goal is archiviz..

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thanks for reply btw..

red prairie
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Not sure what you mean by going OUT of 0-1 space. Bu you can tile it with geometry.

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Dont make whole floor 1 single plane (1 plane = 1 texture tile). Instead place multiple tiles (modular).

mental oyster
#

Can someone walk me through opening a 4.24.3? project in 4.25.3? I’ve installed the latter, but haven’t opened my project since

fast verge
#

so If I understand it correctly. I should break it into 2mx2m and placing it modular.

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so the texture will be the same on each modular tile to match with quixel mixer size

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@red prairie Thanks a lot for the advice. I'll try to do it now.

zinc shore
#

Is there a way to make Ai rotation smooth instead of snapping to the direction they move in

red prairie
#

How do I move art content from one Unreal Project to another? I tried copiying it manually, and using migrate, but content files are not shown in the new project.
I am moving content from project made in 4.25.2 to blank 4.25.3 project (opening the project does not work).

left helm
#

Hey guys! I have an issue when creating a project from a blueprint. Nothing just happens :S Any tips?

bright wharf
#

i tried to open the first person gamemode controller and this happened

viral sluice
#

Hi everyone.
I downloaded a file thinking it was an unreal project to check some things and learn and after unzipping I see and exe. How can I open it with unreal?

fast verge
#

what do u think?

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pass or nay for archiviz?

plush yew
ember raven
#

isnt it postprocess volume?

plush yew
#

where can i get tthat

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found it

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thanks

red prairie
#

@fast verge I mean, looks good. Not much stuff to look at yet. But if I am looking the the quality of the texture, it looks good.
It looks like there is different scale on floor and walls?

honest rune
#

Are types of TInterval supported for blueprints? Such as FFloatInterval?

fast verge
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@red prairie it got me thinking if lets say I made a room of 10m x 10m it would have 100 plane. Do you know if this modular system is the best standard industry practice? I'm sorry if i ask a lot of question. I'm just trying to learn it correctly since I have no background expertise in this area.