#ue4-general

1 messages · Page 837 of 1

fast verge
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I am really interested in creating art and would like to learn from all the user in this discord to create something for people to enjoy..

honest rune
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Type 'FFloatInterval' is not supported by blueprint. Seems kind of silly that wouldn't be supported since its just to contain a min and max value 😦

fast verge
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@red prairie once again.. I really appriciate you helping me.. Thanks a lot

bright wharf
near pine
grim ore
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Use the clamp node or make sure your not subtracting below your minimum

near pine
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ok

grim ore
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@bright wharf close and re open it or go to window at the top and open the missing windows.

near pine
grim ore
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If you are using integers yes

near pine
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ok

bright wharf
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@grim ore closing it and re opening it doesnt change it

near pine
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TY

gilded lichen
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Hello, I have this weird issue where I have to click on my buttons on my widget before I can hover over them. How can I solve this?

summer verge
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Every time I open the editor it sets the framerate to 120 fps, regardless of what I set last time

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How do I permanently set the max framerate?

worthy fox
summer verge
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No, that doesn't let me set editor maximum (which defaults to 120)

worthy fox
summer verge
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Hmm, I'll check it out. Thanks!

sly vine
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hey guys

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does unreal engine 5 is gonna be open source too as unreal engine 4?

urban bear
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Hey, I just started with Unreal Engine I haven't ever tried anything like this before, like unity or anything like that. So I'm betting this is gonna be pretty difficult for me to learn, but I was wondering if there was a good tutorial or something I can read on how to make a first person controller. No weapons or anything, just a normal player controller.

honest vale
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@sly vine I'd imagine so

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UE 5 is practically UE 4.27++ 😛

sly vine
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as i understand he comming after ue4.26

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so you may right 😄

serene birch
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since ue4.26 is 'around the corner' (if I read the timings right) and ue5 is for earlyish next year, it feels like ue5 will basically take the spot of the 4.27 release yeah

low bobcat
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Hey guys I've pulled the UE4.26 I want to play a bit with water system. Do you know where is the ocean? I can't find it.

bright wharf
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ive made a destructible mesh and i want it to be heavier, i cant find the gravity sliders and adjusting the mass scale doesnt seem to do anything

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theres no mass in kg option underneath physics but theres the mass scale underneath second physics tab

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also how do i make it so its effect by physics even after it fractures?

grizzled condor
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hello is any one know how to make the image to be able to scan and turn it to video ?Look like ROG phone 3 box

wooden oyster
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@plush yew I don't want something ready-made, I want to make it myself

versed spear
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I have successfully changed my players level in the game spark database through unreal engine. OMG what a pain it was. I had to rewrite cloud code from 2015 to work with game sparks 2020 api. What a joke that was...

bright wharf
plush salmon
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Anyone else's Editor freeze (both cpu and memory wise) on Loading Referencing Packages when Clicking on Fixing Redirectors? should I be looking for a corrupted blueprint somewhere?

versed peak
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Hey people, I'm just picking up UE4 for fun / as a hobby.
This is the first professional game engine I've used and i was noticing something strange. If you look at this GIF, you'll see, that at some camera rotation the ground looks blurry and sometimes it doesn't.
Can someone explain this?

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The ground material is 1 metallic and 0 roughness, so in my mind it should be a perfect mirror no matter the camera angle

plush yew
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its a great server for UE4 and other youtubers

exotic thicket
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I'm surprised you've managed to get that many members if you just go around spamming random servers with your invite link :p

plush yew
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not my discord

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i just love it

exotic thicket
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lol :)

plush yew
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it helps small youtubers

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it got me real and loyal subs

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its a great way of promoting UE4 Work

subtle gust
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hi all, can anybody help me why my character isn't rotating while following the spline? thx

snow crown
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yeah

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please dont post discord links here

rocky radish
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4.26 is available on github and i didnt even notice

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🤦‍♂️

bright wharf
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u want me to pay 50 quid for a triple a game?? ill just make it myself!

pliant rose
summer verge
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Is there a function button that servers as play?

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Like F5 or something?

exotic thicket
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anyone got any ideas on how to hide this gigantic icon an audio component is showing? :P

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trying to position a mesh and it's kind of difficult because I can't see anything

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(this is in the BP editor, not in the level editor view)

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it did just occur to me I can just temporarily move the audio component so it's not there, but it feels like there's gotta be some less fiddly solution to this lol

rancid lynx
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what collision channel does folliage use ? can i make it a custom type ?

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i cant find folliage collision anywhere in the details panel.

late verge
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if anyone is able to chip in, i'm having an issue with a cinematic i'm working on. what i'm seeing in the default and cinematic viewports looks nothing like what i see in the final render or when i hit "play". this issue has been bugging me for days and i still have no idea what's causing it. here are some pics for reference:

pic 1) this is the completely default viewport:

https://media.discordapp.net/attachments/131516273048682496/754484293211914301/unknown.png

pic 2) this is the cinematic viewport, which has some post processing stuff i've added to the camera:
https://media.discordapp.net/attachments/131516273048682496/754484445561487360/unknown.png

pic 3) this is what the final render of the cinematic looks like:

https://images-ext-2.discordapp.net/external/R_Dn2oqtvlPTC4Q2Gy3DoN3q1-2CMHqBUbegZyM3OLg/%3Fwidth%3D1204%26height%3D677/https/media.discordapp.net/attachments/413308607493308420/753052062287134750/Screenshot_189.png

pic 4) this is what the scene looks like when i hit "play":

https://images-ext-2.discordapp.net/external/haNh_GG7sBK-c5_8lcNht7zULwx-Kn0wb-uFh-VMO_Q/https/images-ext-2.discordapp.net/external/JGvK-42K8KopmTEtS314XojWshPGmpf9S23YxuBmOCc/https/media.discordapp.net/attachments/375020247335567360/754156511986450553/unknown.png

so basically, my issue is that the final render matches what the world looks like after hitting play, NOT what the cinematic viewport looks like

it should match what the cinematic viewport looks like, but it doesn't

i'm not sure why

rough knoll
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so remove from parent doesn't seem to be actually deleting the widget

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i have an inventory thing that when opened removes everything and when closed readds everything

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they stack ontop of eachother when readded

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things that had a low opacity become solid

rancid lynx
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Can I change InstanceFoliageActors Collision settings or type ? I cant find where or how.

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I see where I can add a "Tag", I could just boolean test that I guess X_x

dusky crest
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Rise Cyber Race, Final reconstruction of the Arc within the void

which axis is right from blender to unreal?
@pliant rose in default export setting in blender Z is up and -Y is forward

pliant rose
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Let the Light Guide you Right Emitting Bright @dusky crest

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every time open google is ads ..(

dusky crest
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google is not relevant anymore

pliant rose
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money bt4

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any alternative?

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CxS_Thrad_2_Tech must aquire powerful addless searchengine, filtering clutter.. for pure infor..i would even decimate senceless text.. or encode info into picture sequences.. since mind converts text to images any way.. X

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im friending any one that helps me, so if you dont mind, add me

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@dusky crest

exotic thicket
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Duck Duck Go is a decent alternative to google

pliant rose
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duck duck can go where no goo can blow

plush yew
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hey... I kinda need personalized help is there anyway someone could walk me through some terrain steps that are really messing up with my paint tool?

pliant rose
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good if feeds curiosity @exotic thicket

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working space

plush yew
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working space?

pliant rose
plush yew
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I've watched that whole 4 hour course several times xD I love it. insanely useful. just something isn't working correctly and I think I need someone to look at it to figure out what's not working

hollow frost
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Hello

still moat
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Is Anyone experienced with the RuntimeMeshComponent Plugin ?

pliant rose
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I have not progressed much sorry) @plush yew but what does seem to be faulty?

peak hare
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Rant Alert

Urghhh, why can't they make UI design to be doable in blueprint or designer then the code do it on C++??? Coding UI in C++ is aids and the documentation are near to non-existent

still moat
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Welcome to c++

plush yew
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well 2 things.

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1:when I use my auto generated terrain material it freezes and loads and once done both in game and in viewer it shows the tile field again as if no texture is on.
2: when I load a singular texture and paint with it to (fill Layer) the tile shows up in game but not in viewer and causes loads of faulty shaders

plush yew
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and if I paint normally they don't load like at all every other chunk

light thunder
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I'm having a project that is taking a long time to save despite plenty of file size on project drive and the changes made are very small. (like editing a single comment on a small blueprint that has no references to other files) ...what should I examine?

azure vault
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Does anyone have experience with fixing repeated frame dropping in unreal engine? I have a brand new first person project open and in the editor and also in game I am seeing ~100 fps but every second or so it drops down to 60 and immediately climbs back up. It's really really frustrating but I can't find anything that explains it. (I've tried disabling nvidias in game overlay, made sure texture streaming and frame rate smoothing are off, tried setting the fps to a fix rated at 30 fps and it still happens (drops to ~22 fps and climbs back up), I've tried uninstalling and re-installing everything on a fresh 970 evo plus nvme drive, I've made sure no other programs are running, etc.) Any ideas at this point would be appreciated!

manic pawn
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use insights to find the issue

azure vault
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OK, I will try

light thunder
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Still haven't figured out why a simple save takes like 30 seconds....I haven't changed anything about this project that I can remember

azure vault
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It looks like unreal is still building/loading from the other drive, is there a way to change this? I already uninstalled the launcher and the engines and reinstalled them on the fresh drive, I'm not sure why insights is showing me a build directory on the other drive

light thunder
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I think it's my derived data cache

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yeah this is blank

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I'm not sure why, but I'm assuming that's what needs to get the data stored?

azure vault
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OK, that appears to have fixed the files being on the wrong drive, sadly it didn't fix the issue. I have these frames that are spending ~100ms but it isn't giving any indication on what, any idea on how to dive deeper?

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As far as I can tell insights is only profiling the CPU and loadtimes (using the flags -cpuprofilertrace -loadtimetrace) is there a way to capture more information?

manic pawn
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if 4.25, use -trace=bookmark,log,frame,cpu -statnamedevents

radiant jasper
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I have a character bp placed in my level (ai, not controlled by player). It shows up in the map editor thing, but when I launch the game, it is missing

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here it is in the map editor

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does anyone know how to fix this

jagged sand
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hello, what is the best way to add lines so the text is seperate

radiant jasper
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u can just add a grid png

jagged sand
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hmm

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alright

radiant jasper
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anyone know how to correctly add a character bp into a level tho

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cuz i must be doing something wrong by dragging and dropping

radiant sleet
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As someone who is new to object oriented programing im confused on inheritance works in unreal

jagged sand
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hmm

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didin't work

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i added a uniform grid thingo

terse cradle
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Has anyone tried running unreal engine 4 on a external hard drive because my college doesn’t have it on there computer

radiant sleet
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@terse cradle I have :D

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Worked fine

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I have a nitro 5 laptop and I use 1 TB external drive

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Worked perfectly for me

terse cradle
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How

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Tried running it

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Doesn’t open up

azure vault
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Well, relaunching is showing the wrong drive again for the Build directory, but also even with the more data in the insights I'm just seeing CPU stalls for ~100ms, is there a way to diagnose the root cause of a cpu stall?

radiant sleet
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I just installed epic games launcher on hardrive

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You might have trouble if you dont have permisisons on hardrive

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Ive only used this hardrive with my laptop

terse cradle
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Yeah try that on my portable ssd

radiant sleet
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Are world settings and level settings the same thing?

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IS the world the project

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Project settings or level settings

tawdry wren
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Any idea why these randomly starting appearing?

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I can't build my project because of these errors, and i dont even do IOS / mobile development?

radiant jasper
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does anyone know a fix to my issue

azure vault
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Never mind about the build directory, I just realized the log messages inside of insights is probably using paths from the original computer that built the libraries.

tawdry wren
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Idk whoever has had the similar issue i have, its an issue with Rider. Somewhere it adds the include #include "IOS/IOSSystemIncludes.h" and throws this error

plush yew
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if someone is available to help a noob at a massive issue.. please come join me in support so I can show you everything that's going massively wrong

jagged sand
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it looks trash

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any other ideas?

dusky crest
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you can use border

jagged sand
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hm

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how do i do that?

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im new

radiant sleet
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If I send in an image can someone confirm or deny if I have it right?

plush yew
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I mean possible

dusky crest
jagged sand
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hmm

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bit scuffed for how i have it

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basically i have a row

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i add a child to a vertical box

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and fill the values with server info

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honestly its fine

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thanks for showing me

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actually

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hm

dusky crest
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yes you can do with listviewer

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try to get familiar with UMG, do some prototyping

jagged sand
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hmm

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i did this for the child

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but in game

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it doesn't have border ingame

radiant sleet
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This is my second day on the engeine

plush yew
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I just need help with painting xD it doesn't seem so hard but my terrain is massive and isn't working

radiant sleet
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This is my understanding so far

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Is world settings the project or level

plush yew
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world settings? like Global settings?

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Global settings are terrain and is an actor attributor. if you mean world settings it's a level design tool

radiant sleet
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So a terrain actor is called a world?

plush yew
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I'm not too far into to terms. sorry for not being able to associate certain terms

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I build as I go. I spent 2 years on Cryengine... this is big change but I still understand it. just names are all odd to me

radiant sleet
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@plush yew Thank you this kind of stuff I need

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So root component is just something that keeps track of x y z rotation scale and stuff ike that

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?

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You dont know how useful this kind of thing is

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IF you find more I will be so happy

plush yew
radiant sleet
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So I have another question related to this

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How do you acess variables and functions of classes above in blueprint?

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Here let me formulate my thought dang this is confusing

radiant jasper
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is there a way to make a character bp move without animation

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just to move

covert pollen
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how do i rotate the sky atmosphere

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its being janky with me

radiant sleet
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@radiant jasper The function jump

radiant jasper
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not jump

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just to sort of move

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like on x axis or whatever

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to randomly move

radiant sleet
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There should be

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I think all root components probably have a function

plush yew
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Just axis mapping

radiant sleet
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thats like set x y z?

radiant jasper
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huh

radiant sleet
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Dont listen to me

plush yew
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I mean animations come after setting up the movement anyways

radiant jasper
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the tutorial wants me to use the animation as movement

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but i dont wanna use any animation

plush yew
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So don't

radiant jasper
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how

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it doesnt work

plush yew
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what tut are you following

radiant jasper
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idk how to set the speed

radiant sleet
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Im confused on what casting is in blueprint?

radiant jasper
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bp

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it doesnt move

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it just stands still

plush yew
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Alright so this is about ai movement?

radiant jasper
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yes

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im just tryna get it to randomly move

radiant sleet
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do AI classes in unreal have built in pathfinding

lilac wigeon
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do you have any nav mesh where the ai can move?

radiant jasper
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uh

plush yew
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^

radiant jasper
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man all i have is that bp i sent

radiant sleet
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How long it take yall to learn unreal

radiant jasper
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and some pawn sensing

lilac wigeon
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in the level blueprint search for a navigation mesh

plush yew
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In simpler words, is there a place where your AI is standing and can move around

lilac wigeon
plush yew
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How long it take yall to learn unreal
@radiant sleet Still learning

radiant jasper
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yes

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there is

lilac wigeon
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place it in the world, and everything that is green is where your ai can move to

radiant jasper
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it is standing on a floor but wont move

plush yew
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I haven't messed with AI till now so not very knowledgeable about it yet

radiant jasper
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ok i added it

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theres no green

azure vault
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OK.. So it turns out the stuttering I was getting was from having UDP Messaging - Enable Transport turned on. ?? I don't understand that but hey this issue has taken me two months to fix, glad it's fixed

radiant jasper
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its just an invisible cube

radiant sleet
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Whats the best way to learn

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Just follow tutorials and overtime youll start to understand

radiant jasper
lilac wigeon
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it has to collide with terrain

radiant jasper
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what

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do i do with it

radiant sleet
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Is map level and world all the same thing

plush yew
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Depends on what you wish to do with the engine @radiant sleet , although yes watching tutorials and keeping on working towards self made stuff is the way to go.

radiant jasper
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@plush yew what do i do with this invisible cube

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theres no green

lilac wigeon
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oh sorry, you need to press 'p'

loud knoll
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anyone know a way of capturing APEX actor chunks so I can attach an emitter to them?

radiant sleet
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ThirdPersonExampleMap (Level)

radiant jasper
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can someone help me

radiant sleet
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And then theres world settings under project settings

radiant jasper
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what do i do with this invisible cube

lilac wigeon
radiant sleet
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@plush yew How long have you been using it?

plush yew
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oh sorry, you need to press 'p'
@radiant jasper Do this

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Like two months

radiant jasper
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oh

radiant sleet
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Only two months

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and you already know what a nav mesh is

radiant jasper
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how do i click it

radiant sleet
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You seem like an expert

plush yew
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No I don't, but the name itself is pretty self explanatory

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I don't know shit

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But keeping on working is the only way to learn.

radiant sleet
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Makes sense

lilac wigeon
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@radiant jasper go to this discord server, https://discord.gg/3eUZGz it's from epic games, there are 5 workshop there that can help you a lot if you are new, they check all the basics

radiant jasper
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ty

lilac wigeon
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sorry i cant help you enough, it's like 2 am here and i'm hella tired

radiant jasper
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ik the basic stuff

lilac wigeon
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but basically you need a nav mesh, your character inside that nav mesh and your destination from function aiMoveTo to be inside that nav mesh

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if one of those 3 things don't check, your ai wont walk

radiant jasper
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ok

radiant sleet
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Are component and asset basically the same thing

plush yew
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No

radiant jasper
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componenets r like variables and functions and stuff

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assets r like models and textures

radiant sleet
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Im doomed

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Thats so obvious

plush yew
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Components are like special objects that you can connect to actors as sub parts

radiant sleet
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So a component is jsut a variable basically right?

plush yew
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Assets are any content, can be bp, models, sounds, vids, anything

lilac wigeon
radiant sleet
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Yeah I was just confused why unreal said something that was an unbelivably stupid question

plush yew
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Yes they are stuff you can add to the actors

lilac wigeon
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it's every part of your blueprint that together create said blueprint

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each component has it's own functionality

radiant sleet
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Ok that makes sense

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Can you access functions and variables above you

plush yew
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They can be many things, like colliders, meshes, particle systems

radiant sleet
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That makes sense

lilac wigeon
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for example you can create the component for "health" and use it for your character but also for actors like boxes, or trees or everything that should have health

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that way you only create the functionality for "health" once, but use it everywhere you need it

radiant sleet
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Im confused by that

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Why wouldnt I just create variable for each object names health?

plush yew
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Because then you will be creating it multiple times

radiant sleet
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IS this where object oriented ocmes in

plush yew
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why make something 10,000 times, when you can make it once and share it.

radiant sleet
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Hmmm

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SO I could make class named health

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and have it say once health is less than zero destory this instance

lilac wigeon
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if you are new to programming i would say... don't overthink it, learn step by step, if you don't it will be overwhelming

plush yew
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^

radiant sleet
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Facts unreal got me whelemed

lilac wigeon
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try to understand unreal first

radiant sleet
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I understand moving around and placing things and stuff

plush yew
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Because you are trying to do everything at once, break stuff down into different parts and learn them first.

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Like I at the moment am focusing at animation montages

radiant sleet
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That makes sense but heres my problem

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I follow tutorial and I dont understand anything when it comes to when they start coding stuff

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Wait lemme finish my thought

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that sounds dumb so far

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lmfao

plush yew
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Do you know c++

radiant sleet
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I know it except for when it gets to classes

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and inheritence specifacally

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I understand if statment

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while loops all that jazz

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I even understand a class is just like a custom variable

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tyoe

plush yew
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Well unreal coding is just c++, with a large library of headers and macros made for unreal.

radiant sleet
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I just dont understand how unreal uses it

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So a header file is just where they store function names right and variables?

plush yew
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Yeah

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Like in normal c++, you need to call the iostream file, that is #include <iostream> to do normal input and and output through cout and cin

radiant sleet
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So theres one projects script and it creates a bunch of variables that are custom classes

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See that makes sense to me

plush yew
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In unreal projects there are similarly other header files that you need to call, and these files have their own unique functions.

radiant sleet
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So like pawn instance could have an avalible function?

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Like thispawn.makepawnjump?

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and like variables like thispawn.mass

plush yew
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Kinda like that yes

radiant sleet
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@plush yew did you have object oriented experience before you used unreal?

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like programming languages

plush yew
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I had some java

radiant sleet
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Wait so when I make a blueprint class in the content folder

plush yew
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Although nothing extreme

radiant jasper
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ok so now i got it working but the pawn sensing doesnt work

radiant sleet
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thats like main project being like #include this class

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and then I can create instances of that class because its included?

radiant jasper
plush yew
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Yes

radiant jasper
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what is problem

radiant sleet
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Ashen you dont know how valuable you are lmfao

plush yew
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what is problem
@radiant jasper What is the destination

radiant jasper
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the player

plush yew
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See this is some of the code from default unreal generated files

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And this second one is the header file CoreMinimal that the first one calls

radiant jasper
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its set to the target actor as third person character

plush yew
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No its not

radiant sleet
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So main project has like tick function and begin play functino and all that jazz

radiant jasper
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i have the cast to thirdpersoncharacter connected tho

radiant sleet
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where would you find that in blueprint editor

plush yew
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Look at the destination in the AI move Node

radiant jasper
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but is it not enough to be set as a target actor

radiant sleet
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Yo never have I felt so dumb lmfao

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Wait so is graph just a script

plush yew
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You need to get its location and feed it into the destination

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Wait so is graph just a script
@radiant sleet Yes, it is visual scripting

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As you can see the CoreMinimal.h file calls 143 other header files that the engine uses

radiant sleet
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I feel like im making progess understanding concpetually

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You are so awesome

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the fact your using your precious time to help my dumb questions

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Ill be back im gonna go experiment a little

plush yew
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Teaching others help me understand things too

radiant sleet
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I read somewhere that teaching something requires you to have like 10x knowledge than being able to practically use it

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I think thats true the number might be off

plush yew
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I always feel looking at others mistakes and trying to solve them like a puzzle to correct them is really fun.

radiant sleet
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the concept is true

#

THats a great way to look at it

#

I guess it is a mutually benifical thing

jagged sand
#

how can i check how many items are in an array (blueprint)

radiant jasper
#

how do i make the ai automatically go to the player character when within a certain distance

#

@plush yew

jagged sand
#

figured it out

plush yew
#

Array length node?

#

@jagged sand

jagged sand
#

yeah

plush yew
#

how do i make the ai automatically go to the player character when within a certain distance
@radiant jasper Set up a collider on the enemy or the player, set up on overlap event. Set a AI move function to be triggered by the overlap event.

radiant jasper
#

huh

jagged sand
#

oh btw what does this mean

plush yew
#

That is how I would do it, unless ya want to keep it sight only

radiant jasper
#

i want it to be so when the ai reaches a certain point it automatically goes to the player

plush yew
#

@jagged sand It seems your array is either out of bounds, or you are calling a null reference.

#

i want it to be so when the ai reaches a certain point it automatically goes to the player
@radiant jasper In that case do what I said

radiant jasper
#

idk what a collider is lol

#

or an overlap event

jagged sand
#

its not the array ill show it

radiant sleet
#

Unrleated but yall wanna see a picture I made

plush yew
#

I do think you are doing stuff beyond your current abilities @radiant jasper , I recommend learning some basics first.

#

Yeah sure @radiant sleet

radiant sleet
jagged sand
#

that is erroring

radiant sleet
#

I wish coding was as simple as drawing

jagged sand
#

trye

#

true

radiant sleet
#

See the thing about coding that scares me

radiant jasper
#

well i wanted to use pawn sensing but it didnt work

jagged sand
#

coding isn't that complicated tbh once you learn

#

just lots of time

#

debugging

plush yew
#

@jagged sand Which node is throwing the error

radiant sleet
#

Well I know how to code in gamemaker

jagged sand
#

getplayer i think

radiant sleet
#

but thats way more simple

#

I think theres soemthing about unreal being object oriented

jagged sand
#

yeah but it still works

radiant sleet
#

that is so fundemental my brain is trying to understand workload

jagged sand
#

ohh btw

#

how do i animate my ui

#

instead of having it popup

#

i wanna have it slide in

plush yew
jagged sand
#

ty

radiant sleet
#

Something just clicked in my brain

#

It makes way more sense

#

Thank you ashen

plush yew
#

I don't think I helped that much, but I won't say no to free credit.

radiant sleet
#

No you did

radiant jasper
#

ok i figured it out

#

now

#

i have doors that come down

radiant sleet
radiant jasper
#

but the ai goes straight through it

radiant sleet
#

This should just make cube float right

jagged sand
#

tysm

radiant jasper
#

how do i make the door block the ai

jagged sand
#

animations so good

radiant sleet
#

OMG IT WORKED

jagged sand
#

gg

radiant sleet
#

YYYYYYYYYYYYYYESSSSSSSSSSSSSS I AM GOD

#

I think I understand now

honest rune
#

This feels like an odd question but are UMaterialInstance something to consider using in TSoftObjectPtr<T> for late-loading? I always thought materials were just some weird graphics voodoo that is loaded on-demand anyway

radiant sleet
#

When you use SetActorLocation Does it ignore pysics

#

Or do you need to add physics component or something?

#

For physics

plush yew
#

how do i make the door block the ai
@radiant jasper set up a collider

radiant jasper
#

maaan

#

how

plush yew
#

It is a component that you can add in the blueprint

radiant jasper
#

is there a component i can add

#

oh how

plush yew
#

its called collider

radiant sleet
#

Wait so is collider a component that enables physics

#

and once you have that component you can change it to 1 of 3 physics types?

radiant jasper
#

event begin play?

radiant sleet
#

Like static and stuff

plush yew
#

No a collider is a component that bear with me, enables collision

radiant jasper
#

or connect it to something else

#

it doesnt show up when i click add component

radiant sleet
#

So does each actor already have stuff like mass and gravity

#

Or what component is for that

radiant jasper
#

how am i suppose to do this it doesnt show up

honest rune
#

SphereComponent, BoxComponent, CapsuleComponent

#

etc

radiant sleet
#

Oh intresting so when I add box component to my class it comes with that already

#

So if I wanted just a cube with no physics Id have to add static mesh component?

#

Sorry if these questions stupid

plush yew
#

So does each actor already have stuff like mass and gravity
@radiant sleet Yes meshes have gravity and mass, that can be toggled and controlled

radiant sleet
#

Oh so meshes have the avalibility for all that

plush yew
#

how am i suppose to do this it doesnt show up
@radiant jasper This is why i say you should learn the basics from a Tut first

radiant sleet
#

But you can toggle on or off

radiant jasper
#

im tryna follow the documentation

#

but I cant find the collision menu

radiant sleet
#

Wait so when I do SetActorPosition it doesnt do collision cause its doing it for all actor components

#

IS there like an AddForce node

#

Like whats its official name

radiant jasper
#

"At the top of the editor, there is a Collision drop down menu. If you click on it, you will see the options you need in order to add collision to your mesh."

#

its not there

plush yew
#

@radiant sleet It is called Add force

radiant sleet
#

@radiant jasper I think you can go into your characters blueprint class

plush yew
#

"At the top of the editor, there is a Collision drop down menu. If you click on it, you will see the options you need in order to add collision to your mesh."
@radiant jasper You are not adding collision to your mesh you are adding it to your BP

radiant sleet
#

select the character and then go into right

#

and that should be where all variables are

#

@plush yew No way I actually guessed it LMFAO

#

XD

radiant jasper
#

yeah i dont see it

#

im in the bp of it

radiant sleet
#

Click on the mesh component

radiant jasper
radiant sleet
#

And then on the right side you should see compile time variables

#

and I think thats where you check enable physics and stuff

radiant jasper
#

dont see shit

radiant sleet
#

Slect static mesh component

#

top left

radiant jasper
#

yeah then what

radiant sleet
#

And then right side window should have variables

radiant jasper
#

yeah it doesnt show the menu i need

radiant sleet
#

screenshot again

radiant jasper
#

i want this

#

but i cant find it

plush yew
#

As I said @radiant jasper You are in BP editor

radiant jasper
#

where was i suppose to be

#

nemo told me to go ther

radiant sleet
#

Dont listen to me

plush yew
#

The window you are looking for is a mesh editor thing

radiant sleet
#

I htink you can select phy material right

jagged sand
#

my animation is laggy?

#

its like 5 fps

radiant jasper
#

how do i get there

radiant sleet
#

and create hitbox

#

Where it says physical material

plush yew
#

Click on the green add component button in the top left @radiant jasper

radiant sleet
#

on the screen shot

radiant jasper
#

add what

radiant sleet
#

Yeah lsiten to him

plush yew
#

my animation is laggy?
@jagged sand Check your stats

jagged sand
#

where are the stats?

plush yew
#

Now add a collider

radiant jasper
#

not an option

plush yew
#

type collider in the search

radiant jasper
#

nothing shows up

honest rune
#

because its not called a collider

radiant jasper
#

bRUh

#

"type collider in the search"

#

aight

radiant sleet
#

Dont meshes come with collider component already?

honest rune
#

BoxComponent, SphereComponent, CapsuleComponent

radiant sleet
#

like default one?

#

Oh so only those

#

So hes trying to add collider component

plush yew
#

Collision

#

My bad

jagged sand
#

nvm the lag is normal

radiant sleet
#

I may seem like an idiot atleast im learning

plush yew
jagged sand
#

im running 4 things at once so yeah

honest rune
#

I think we have a Unity Stowaway here boys! Get him!

radiant jasper
#

ok i clicked on the box one

honest rune
#

lol

radiant sleet
#

Is collider unreal syntax?

plush yew
#

Dont meshes come with collider component already?
@radiant sleet Not all of them

radiant jasper
#

is there a way to just fill it

#

or do i have to size it manually

radiant sleet
#

Or collider unity syntax? Lmfao

plush yew
#

I have sized it manually, there might be an automatic option

radiant sleet
#

@plush yew So does a box

honest rune
#

yeah, unity calls them Colliders. It is a widely accepted name

radiant sleet
#

Box component come with collision component automatically?

#

Doesnt a physics component need a hitbox to simulate physics?

plush yew
#

Collision components are called colliders, colloquially

honest rune
#

more a "hitshape"

radiant sleet
#

Lmfao true

jagged sand
#

how can i fix this?

radiant sleet
#

too much 2D

jagged sand
#

the text goes off screen

#

on wider screens

#

nvm

#

thats right

#

dw

#

dw

honest rune
#

use smaller screens lol :p jk

radiant sleet
#

So box component automatically has physics component but no collision component automatically

plush yew
#

Saw your screen in half

honest rune
#

^

#

that should center it

radiant sleet
#

so you have to create collision component to put in side physics hit shape?

jagged sand
#

no i fixed it

plush yew
#

BOO, saw your screen, or your game will never be as good as witcher 3.

honest rune
#

@radiant sleet yeah, unless you choose to use physics asset or import collision meshes with the mesh

radiant jasper
#

bruh i added the collision and now my door close animation doesnt work

honest rune
#

or complex collision

radiant sleet
#

Oh so a collision component can be any mesh

honest rune
#

no

#

your mesh can be its own collision

radiant sleet
#

Oh so only those 3?

radiant jasper
#

wtf

#

someone halp

radiant sleet
#

So it would be complex collision component

#

?

honest rune
#

but the simple start would be using components. if you're new or learning, start with components

plush yew
#

But if your mesh is very detailed then it will lead to a very complex collision component

honest rune
#

no, ignore that, its only going to get confusing right now lol

radiant jasper
#

my door closing sequence doesnt work with collision

radiant sleet
#

Dont most games even with complex meshes use simple collision to save on performance or something

#

Like less pollygons

honest rune
#

yep

plush yew
#

Much better to set the whole hand as a single sphere of collision than to give collision that is mapped to the hand like a glove

radiant sleet
#

That makes sense

#

Where do I set the physics hitshape for actor

plush yew
#

Dunno

radiant sleet
#

wich axis is green red and blue

#

Like is green always x red always y and blue always z

#

or whats the correct one

plush yew
#

blue is z

#

red is x

#

yellow is y

#

atleast in UE

radiant jasper
#

someone gonna help me

#

pls

radiant sleet
#

Is that common in all 3d software

#

Or does unity use imperial system

plush yew
#

Who knows, I don't

#

anyone know why when painting a texture I lose the texture?

#

@radiant jasper I would help you, but you lack a lot of basic skills that one can very easily learn by themselves on the net, I recommend you to go do a basic tutorial first.

radiant jasper
#

bruh i added the collision box

#

and the ai still goes straight through it

#

the fuck

plush yew
#

Does your ai have a mesh with collsion

radiant jasper
#

no

#

it has a mesh

#

how do i add collision to it

#

wait he does have collision

#

nvm

#

yeah it has capsulecomponent

plush yew
#

Check your collision channels

radiant jasper
#

both the doors and the ai have collision

#

the way my door opens/closes is with sequence, but idk if i have to add collision into the sequence or something

plush yew
#

depends on your collision channels

radiant jasper
#

how do i check that

plush yew
#

I am signing off for today, maybe someone will tell ya.

radiant jasper
#

bruh

plush yew
#

Do think about

@radiant jasper I would help you, but you lack a lot of basic skills that one can very easily learn by themselves on the net, I recommend you to go do a basic tutorial first.

radiant jasper
#

but i have the box and everything

#

dont make sense to me

#

ok figured it out yall were tellin me some bs

#

had to do sum completely different

#

my on fail doesnt execute

#

it just keeps trying to succeed

plush yew
#

😦 I don't get why everyone else with much more difficult questions seems to be getting answers quite quickly XP but my Questions go unanswered and seem trivial in comparison

radiant jasper
#

idk how to fix ur issue

#

do u know how to fix mine

plush yew
#

you said you have collision on the door, the floor, and the pawn?
does the pawn mesh have tabled collision as well as object? and is the door considered an object actor? or is it a part of geometry as just a terrain placement

radiant jasper
#

collision is working fine now

#

look at my recent issue

#

my on fail doenst execute, it just keeps trying to succeed

#

like it keeps trying to go to the player, even when it cant

#

itll just stand in front of the door waiting

#

but i want it to on fail when it stops moving collides with door

plush yew
#

ah. well do you have a code for the on fail?

radiant jasper
#

yeah

plush yew
#

let me see that

radiant jasper
plush yew
#

looking at that I see no technical errors. but the on fail doesn't have a dragged out connector. is this the whole thing drawn out from another (all move to) that is drawn from it's on fail?

radiant jasper
#

the delay node is connected to the on fail

plush yew
#

because if not then it doesn't have an on fail option. it'll just try to constantly succeed

#

ok just making usre

#

sure*

#

then that goes outside of my trial and error. as long as that delay is from an on fail then I'm not sure because mine worked so far

radiant jasper
#

how do i make it fail

#

like at what point would it know to fail

plush yew
#

so broadly speaking what are you wanting? on suceed open door? and on fail what?

radiant jasper
#

on fail go back to original location

#

on succeed enter room which works fine

#

succeed would be if the door was opened

#

fail if door is closed

#

idk how to define that tho

plush yew
#

sorry 😦 not sure

#

it looks fine to me

#

I was able to replicate the problem I'm having at a different zone

#

if I add more than 2 textures in the same square it fails to render

#

I'm trying to pain with blending and nothing seems to allow me to place more than 2

worn granite
#

@plush yew your issue may seem simple (and the solution probably is), but getting an answer depends on whether the person viewing your question

1 knows the answer
2 wants to give the answer

#

In this case, I don't know the answer

radiant jasper
#

yo @worn granite

#

do yk how to fix my problem

worn granite
#

No, but I know how to ensure it doesn't become my problem

radiant jasper
#

huh

worn granite
plush yew
#

appreciate it

jagged sand
#

i made an audio slider, when i change the volume of master to 0% it stops the audio playing. how can I fix this?

#

they are for different sound classes

#

music and sounds and children of master

#

ok its not just for master

#

setting any to 0 volume stops audio

worn granite
#

You probably need to make sure your sounds are virtualized

jagged sand
#

virtualized?

worn granite
#

otherwise a silent sound doesn't play

#

Mhmm

jagged sand
#

ahh

worn granite
#

#audio might be a good place for more specific advice

jagged sand
#

ahh

#

tysm

#

also sorry

marsh gull
#

Finally, after 4 long sleepless nights (4 or 5 don't even know anymore) I HAVE AN INVENTORYY

jagged sand
#

woo

#

nice

marsh gull
#

it's networked too lol

#

had some weird issues with a client-2 thing

winter zenith
#

Just as my game is finishing building I am getting this error

#

Does anyone know whats causing this

runic fern
#

Goodday Guys ..
Can i use the Steam AppID Before Publishing or pushing any package ??

#

if anyone know please provide me

topaz hamlet
#

Hi Everyone, I am new to the channel and hope anyone knows how to print the Enum value in my HUD

Currently, my setup is

get GameDate > get Array[1] = month > Tobyte(int) > Byte to Enum > Enum (month) > Enum to string > Totext(string) > Return value

but my HUD always shows JAN, doesn't matter what is the input as the month.

Could anyone know how could I print out the value in my ENUM for this matter?

I will post screenshots of my setup as below:

jagged sand
#

using advanced sessions how do i get the steam name?

rich reef
#

Do you guys know of any software for previewing .tga files?

#

(Please ping on reply ❤️ )

regal mulch
#

@jagged sand The SteamName is already available through the PlayerName of the PlayerState.

#

(Given your game properly starts up with Steam enabled)

jagged sand
#

hmm

#

oh shit thats why

#

my game doesn't launch steam

#

steam overlay doesn't popup

#

got the config done

#

hmm

#

any ideas?

#

it used to have the overlay

#

ahh

#

think i got it

#

nope

merry gazelle
#

Does anyone know if Unreal Engine allows the the transform mode (rotation, move, scale) to be exposed ingame? I will create my own is necessary but it would be great if I could just use give the player the same controls as used in the editor

plush yew
#

Gone back to old project to finish things after months, forgot how organized I am

plush yew
#

@rich reef Try pictus

orchid coral
#

does anyone know how to stop the root motion affecting to orientation of my character? i've searched for hours and can't find an answer. please help lol

lusty carbon
#

Any ideas?

plush yew
#

I am so lost rn

light thunder
#

I'm having a project that is taking a long time to save despite plenty of file size on project drive and the changes made are very small. (like editing a single comment on a small blueprint that has no references to other files) ...what should I examine?

#

When I hit save, the editor freezes for about 30 seconds...the only thing I can think of is that the computer I normally am connected to through source control is offline, maybe that's causing the issue?

light thunder
#

Additional info - the project is a large one, however, I have opened one in a previous version of Unreal (4.23.3) and it saves fine, (even while compiling a large amount of shaders) versus in 4.24.3, I can't figure out why it is so slow)

marsh ledge
#

I’m pretty sure that unreal just has slow build and save times

lusty carbon
#

Using BP to teleport my pawn to some triggerBox location, I end up high in the sky

#

What is going on?

frosty copper
#

Think you need teleport checked (iirc, doesn't affect physics)

#

Other than that I'd check with some prints what the position of each actor is before and after the setActorLocation

ember star
#

Has anyone ever used Set Level Transform, or Load Level Instance in multiplayer?

lusty carbon
#

Is there a way to change ArchvizCharacter walk speed??

versed spear
#

it is a plugin. can you change the source?

plush yew
warped silo
#

What is the best channel here to ask about UE4 related tooling and pipelines? Things outside of the editor itself, such as UAT, UBT and UGS? I'm trying to get more specific information related to reliably maintaining a modifiable, yet easily distributable source build of UE that can be deployed to both artists and engineers. (Preferably via UGS)

versed spear
#

using charactermovment component and floatingpawn component. I add forward movement and it will move based on rotation. Issue I am having is that the character will only be moving while touching the ground. It is like the floating component is not working. I have the same set up on a 2d character and it works great. Maybe it is a setting I am missing.

#

ok so narrowed it down to the character movment component

marsh swallow
#

Is there a way to get landscape splines to ignore Cull Volumes?

#

they seem to get pretty jacked up when it comes to splines for things like fences and whatnot

fringe pivot
#

Can we use UE5 already?

sly spruce
#

Hello

#

I'm using UE 4.25 and using Webbrowser. Issues come from when I press some key when enable the IME option using another language different EN(Such as Ko,Jp,China..). IME allows input of Windows change status enables to be disabled. According to Release notes: https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_18/index.html

New: Chromium Embedded Framework (CEF) upgraded to branch 3071 Win32/Win64/Mac. Added web browser support for foreign language character input via IME.

But Webbrowser still occur issues when user input IME.

Release Notes for Unreal Engine 4.18

#

Who can help me this issue ?

ember sigil
#

I'm facing same issues when try debug reason disable IME on WebUI

frozen compass
#

I am starting to learn UE and am working on learning Landscapes. All the videos I see from importing my World Creator stuff show layers for grass and all. I am not seeing this on the latest version of UE, am I missing something? Thanks so much for any help.

sudden bridge
#

I created a new landscape and used a grass material, but it's just black. There's a skylight and a directional light above it, and I tried building the lighting but it doesn't seem to work. Thanks

sly spruce
#

I'm using UE 4.25 and using Webbrowser. Issues come from when I press some key when enable the IME option using another language different EN(Such as Ko,Jp,China..). IME allows input of Windows change status enables to be disabled. According to Release notes: https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_18/index.html

New: Chromium Embedded Framework (CEF) upgraded to branch 3071 Win32/Win64/Mac. Added web browser support for foreign language character input via IME.

But Webbrowser still occur issues when user input IME.
@sly spruce
.

Release Notes for Unreal Engine 4.18

scarlet birch
#

Will this work in a BP library as is or should I just feed in Delta Seconds as an input to the function?

inland leaf
#

in all honesty, i dont get unreal ... i have a brutally hard time to wrap my head around some of the systems. When i build a blueprint of a slow moving bullet that should have range X, i would save the start coordinate and check in the update (or tick) if the range is higher than the given range X ... but do i use a special "move" thing in unreal ?

scarlet birch
#

It's two sperate things there. One, to get the distance is what you stated. Moving can be done a few ways, most of the time you'd probably use projectile movement.

inland leaf
#

there is projectile movement ?

#

sorry i am coming from unity and things work a lot different there ^^

exotic thicket
#

@scarlet birch that'll work in the library just fine at least when called from actors and such since they provide the necessary world context object automatically for that

scarlet birch
#

Thanks, I suspected that would be the case but didn't want to be caught by surprise since this won't be used for a while.

sudden bridge
vale osprey
#

Sorry, I'm rather new to Unreal Engine. You may want to ask someone else.

sudden bridge
#

wait

#

what

thick herald
#

@sudden bridge that's due to tiling. Search YT, there a several videos out there that show different ways of reducing that.

sudden bridge
#

Ok, thank you

vital cosmos
#

How do most open world games handle different character faces? Do they randomise the morph targets in character to generate a unique face or is it just a a few faces repeated over

scarlet birch
#

Some combination of morph targets and separate head models

plush yew
#

can someone help me ith something dm me please

crimson citrus
#

Does anyone know how to play in a selected level? I have multiple levels and its a pain to run through my whole game to test things in the current level

harsh tiger
crimson citrus
#

I'm trying to use the "play from here" button, and thats not working

barren flume
dreamy sleet
#

Can someone please send me a video to move cars and how to move a person and how add money in

bright wharf
#

the gun suddenly went weak all of a sudden, the other guns ive made r normal but this one will still move objects but hardly, this is the blueprint for the projectile it shoots

nova harbor
#

@dreamy sleet i might be wrong entirely, but Get Velocity seems to be set to 100, maybe if you increase that?

scarlet birch
bright wharf
#

@scarlet birch that didnt do anything the the gun in problem but it made the other gun have the same problem

scarlet birch
#

Like the other person said, 100 is a fairly small force.

bright wharf
#

ohhh thanks i didnt see that

#

i gtg bed anyway

scarlet birch
#

Use impulse too

bright wharf
#

ill do it tommorow

scarlet birch
#

not force

radiant sleet
#

When I package my game

#

If I upload folder can freind play it

#

without downloading unreal 4?

bright wharf
#

yeah

#

i think os

harsh tiger
#

without downloading unreal 4?
@radiant sleet yes

scarlet birch
#

I'm almost done moving all my IK stuff to a component that just gets added to a character and does most of the stuff you need for basic foot Ik once you set a few config variables. Is that something that would be useful to others? Just want to know if it's worth putting on Gumroad or something for free.

harsh tiger
#

@scarlet birch sounds very useful

scarlet birch
#

I wasn't sure if they are better solutions now. I haven't been keeping up on things.

harsh tiger
#

i think having any component that can be dropped into something an tweaked a little is always something worth having

#

having one for IK stuff sounds like a real time saver

#

maybe put it on the marketplace?

open wadi
#

Hi everyone, question: Is there any way to copy / paste nodes from widget to widget? Event graph to event graph of two different widgets? If I highlight several nodes (none of which are widget-specific, such as a local variable), ctrl + c, then ctrl + v to another widget, I get nothing.
Is that possible or does UE4 simply not support this?

#

I realize if you copy nodes from an event graph and paste them to a text file, it will print out their descriptors, but I haven't a clue how to paste them into a different widget.

#

I see no paste option in any menu.

open wadi
#

Really stumped the room with that one I see.

thick knoll
#

is ambient occlusion broken in UE4 4.25.3?

iron raptor
#

anyone that wants help in unreal hit me up in chat - im the lead VFX artist in Systemshock Remake

#

in general at,

#

atm

haughty wagon
#

So someone is making a mesh, baking textures, all the stuff... but they're trying to send it to me. And when he does, none of the textures are actually applied to the static mesh. But other people's meshes that you download do have it. Is there a particular reason why this would be happening? like maybe an export option or something stupid?

#

It's almost like on his machine the textures work fine, but when he sends them to me, it's not finding the reference to the texture maybe? like some serialization of the 'name' of it?

glad ferry
#

I download packages full of static meshes from the epic launcher. So, shouldn't we j just be able to send static meshes to each other without needing to export to FBX?

exotic thicket
#

@iron raptor the dismemberment system you guys have looked real dope in the trailer that was shown in Realms Deep :)

iron raptor
#

cheers mate thats my entire system and assets glad you like it @exotic thicket

sly spruce
#

Hello @all
I'm using UE 4.25 and using Webbrowser. Issues come from when I press some key when enable the IME option using another language different EN(Such as Ko,Jp,China..). IME allows input of Windows change status enables to be disabled. According to Release notes: https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_18/index.html

New: Chromium Embedded Framework (CEF) upgraded to branch 3071 Win32/Win64/Mac. Added web browser support for foreign language character input via IME.

But Webbrowser still occur issues when user input IME.

In here, Who can help me this issue?

Release Notes for Unreal Engine 4.18

winter zenith
#

I am trying to port forward my dedicated server, it doesn't appear to be working is this correct?

left citrus
#

does anybody know if changing the world to meters scale will change the physics?

#

or is it purely for HMD

winter zenith
#

Does anyone here use advanced steam sessions for their servers?

ornate ice
#

People I've seen you can use Spaces in Variable names in UE4 is this not recommended? like on a Struct is it bad to have Use Ship Position As Spawn Point vs UseShipPositionAsSpawnPoint

scarlet birch
#

@open wadi It's not a problem to do so. I do it from project to project constantly let alone just from one BP to another.

#

use hot keys

open wadi
#

@cobalt peak Slivinski Hot keys? Ctrl + C, Ctrl + V?

#

@scarlet birch

scarlet birch
#

yeah

open wadi
#

I do that, nothing appears. It will paste to notepad fine.

scarlet birch
#

Weird.

open wadi
#

Yes, it simply pastes nothing.

scarlet birch
#

idk.

open wadi
#

Well holy fuck.

scarlet birch
#

i just click in the graph somewhere and then ctrl+v

open wadi
#

I just go it to to work by re-copying, then going back to the target blueprint, then specifically highlighting "event graph" in the left sidebar, then ctrl +v, then it pastes.

#

Who knows, well thank you @scarlet birch, much appreciated.

scarlet birch
#

🤷

digital canyon
#

Hi everyone, does anybody know a way to protect ue4 assets? say I have a library of 3000 game assets (meshes, sounds, blueprints, etc) and I want to hire a developer to do a bit of work on a project. Is there any way to prevent this developer from copying all these assets?

exotic thicket
#

You have them sign a contract which allows you to sue the shit out of them if they do that

#

That's generally how it works. If you want a contractor to work on your project, they generally need access to your assets to be able to do so

full goblet
#

Hi guys I’m looking to learn unreal. I have tried learning it once or twice before but never seriously but I want to give it another shot but the entire engine seems super overwhelming, what would be my best bet as to learning how everything works, doc? YouTube?

open wadi
#

@full goblet Have a project to build which will provide a clear end goal, then figure out how to do it.

#

Hi everyone, question. My node.js API returns table entries, the properties of which I am writing to a series of Rich Text variables. I need to be able to iterate through the results, which may vary in number of entries. I need to be able to iterate through the results, akin to a for (or, more accurately since the number of results can vary, a while / wend loop), and write them to individual RText variables.

#

Here's an example screenshot, which is not designed correctly at this point:

#

How might I properly iterate through this property, "call_times", to loop through it and set variables on an entry-by-entry basis?

hollow raven
#

Guys, anyone has a guide how to make squeezing through walls like how Outlast did?

open wadi
#

To be clear regarding the question above, writing to the variables is no issue, as I do it elsewhere. The issue is A) grabbing the full JSON object via VaRest, B) Decoding it (if necessary), C) Iterating through it . Also, since I likely won't be able to append a counter var to a variable name, I might need to write these entries to one single rich text block and use carriage returns to break lines between entries. However, research indicates it might be difficult or impossible to write carriage returns to a text block in UE4 / Slate, though if this is incorrect I would be thrilled.

cold vortex
#

Why is my game always capped at 60 fps

#

how can i remove the fps limit

#

this is an insult to my 144hz monitor

radiant jasper
#

asked this last night but no one answered so ill ask it again

#

my ai does not do the on fail, he just keeps trying to go to the player

grim ore
#

does it ever fail to find the target? thats what fail is for

#

you would need to read the movement result

radiant jasper
#

yes it gets blocked by a door

#

like a closed door

#

but he just waits there

grim ore
#

print out the movement mode enum

#

see what it shows when it is waiting at the door

#

you need to print it on the success and the fail outputs

radiant jasper
#

testing now

#

it doesnt print either, but thats cuz on success is when he actually gets to the player

#

but the on fail doesnt print

#

huh, so it printed both success and fail when i let the ai get to the player

#

thats odd

#

@grim ore

rancid lynx
#

is it possible to have 2 different InstanceFoliageActor on a terrain ? I would like a Rock group and a Stone group.

radiant jasper
#

@grim ore

#

Mathew do yk how to fix

full goblet
woeful arrow
#

Hi all, I'm relatively new to Unreal Engine and am having an issue with a blueprint that came free with an animation pack I purchased from the Unreal Marketplace. It is a relatively in-depth animation set (not ALS) and has zero issues in a blank project. However, in my project, I have odd issues such as the falling/airborne animation often sticks which can often be ended by pressing the jump button again but sometimes it sticks until a restart. I feel like I am just troubleshooting this the wrong way by looking at the eventgraph for the animation/character blueprint/controller. I just discovered the animation graph (lol at me) and this seems like it might be the right place to focus on , but was wondering if someone more experienced could nudge me in the direction that they might start in. Thanks.

#

(For context, I basically got this animation pack to learn animations better)

radiant jasper
#

Prob sticking on some actor

#

With a collision box that’s too big or something

#

my ai does not do the on fail, he just keeps trying to go to the player

#

The on fail only triggers when the ai reaches the player

#

And the success does the same thing (which it should)

#

But the on fail should execute when the ai cannot get to the player

woeful arrow
#

Thanks, going to check that collision now

#

This is for a player character

#

Not sure if it helps, but the level it works fine in was the TP example map

#

The map i'm testing it in where it fails is uneven ground

#

But it's basically just on landscape without features

radiant jasper
#

Idk somethings fucked up with the map

woeful arrow
#

LOL yeah

#

actually it's happening on flat ground in this level too

#

dammit

radiant jasper
#

anyone know how to fix my issue

#

i cant find whats wrong with it

flat axle
#

Is there a way to quickly share a level with someone?

radiant jasper
#

@grim ore I followed ur tutorial and i still cant find what I did wrong

#

I have a door that prevents the ai from getting to the player

#

but the ai doesnt fail even when it is behind the door

frozen shell
#

I got a question guys. what does Asset Loading refer to in game engine, and specifically, in UE4? I see in ActionRPG's documentation that games usually write their own asset managers for custom loading behavior on top of UE4's automatic loading of assets. But I'm very confused on what does "load" means. Does it mean to fetch the data from the disk and put into the memory(heap stack etc, not really sure)?

#

Or is it about cooking and deploying? When would be some situation we need or should be defining said custom behavior?

sinful egret
#

Hey @grim ore I just wanted to say thank you for all of your wonderful videos. I've learned so much because of you.

opaque bronze
#

@frozen shell putting it in memory generally

#

to use it

icy egret
#

Someone please help me
I follow this tutorial to make AI
In this video, he let AI chase player, but in my case AI won't chase player but move to random location even though they can see player
I watched it three times to fix it but no change
please help me
https://www.youtube.com/watch?v=X5l0u7M-ILo

This episode begins to add the chasing behaviour to the AI, allowing them to see the player and chase them using the AI perception system.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on ...

▶ Play video
woeful arrow
#

I found out my issue. Had another copy of the blueprint dropped in the corner of the level that I didn't know about and the "Jumping" boolean and some other booleans were getting all messed up and unpredictable because of it. Whoops 😅

polar barn
#

I have followed a tut on bringing in simple wheeled vehicle but cant find where to adjust wheel turn limit

#

currently my front tires turn way to much where would one adjust this in wheeled vehicle

tired jay
#

how do i get back to my previous level ?

#

i was on a level then accidently clicked create new level

grim juniper
#

@polar barn "Steer Angle" in your tire config. But I will say it looks like your wheels are reversed. I'd think the left wheel should be turned more than the right in that image, but it's the other way around

fast forge
#

@tired jay it will be saved in your contents, check inside the Levels folder, if you freshly started a project

tired jay
#

ty

fluid lance
#

Any idea no how to solve this? The files are there and they work, i get no errors in the game itself.
Cleared saved+intermediate, still I get this:

pliant creek
#

I am wondering, are there any dedicated groups out here to creating short films using UE4?

inland leaf
#

is there a trick how to move my camera freely in the editor during play mode? i spawn some things somewhere in the world and the position seems to be wrong, i want to look where they are

#

okay found it

#

love the WASD movement in editor btw

compact charm
#

Hiya folks!

I'm a little curious as to how appropriate UE4 is for 2D game development. I'm looking into developing a top-down RTS in 2D but am not too sure about whether I should use UE4 or Unity.

Edit: This would be a X/Y axis game.

Anyone have any knowledge in this area?

patent apex
#

hello, when you set a streaming level with Should Be Visible, is that operation Async or Sync?

wise prism
#

Why has Unreal Engine broke for me out of nowhere?

#

Lighting will not build at all

#

Posted in the Answer hub and no one is helping me

#

The only error that I get is in the Swarm Logs Tab

[Interface:OpenJob] Error: Invalid class

trim silo
#

Anyone here knows about UI and widgets?

#

I have widget with hp bars

#

but that's how it shows in game

#

it's still displaying old bars

#

hmmmmmm

pseudo grotto
#

I don't know if this channel is the most suitable for this question, if it isn't, tell me and I'll delete it

I am trying to install chaos destruction but I cannot, I have followed the steps, however when I enter: [https://github.com/EpicGames/UnrealEngine]
it gives me an error

#

I have the git associated with my Unreal account

dusky hedge
#

Is there even a way to block light from going through? As you can see Double Sided geo is checked.

odd hornet
#

there should be a cast shadows as two sided

dusky hedge
#

okay, ill search for that one, thanks

inland leaf
#

i think i did something stupid an broke my game :/

#

my character falls through the ground, the ground has a custom collsion that says "block everything" this should mean nothing can pass through it, right ?

#

okay seems like one object can have two different collsion sets ... that was a weird experience

sturdy trench
#

I just created a new player controller class, and... lol UE4 must be joking... I know its a IntelliSense bug but it feels weird

mossy nymph
#

you can close the error window and pretend it doesn't exist with unreal

#

before you compile a new class for the first time, there is no .generated.h file

#

and intellisense picks up on that

smoky sonnet
#

hey i have a problem i have a school in ue4 and i want to hide objects in the first floor if i use the stairs to go to the second floor or hide entire buildings if i am too far away to see them

#

i tried to work somehow with culling but thats kinda canca

#

is there a volume or smth else if i enter a volume or i am right about to enter it that every object gets loaded

#

so for example if i am entering a volume thats on my stairs to go to the first floor and right when i enter that volume every object in another volume or this volume gets loaded

#

hope it does make sense what i am saying

light thunder
#

@smoky sonnet Look into "frustam culling" you should be able to pause the game and fly around and see what is being rendered

#

culling isn't a "technique" as much as the goal, you want those objects culled

#

That or you could look into level streaming as well

#

I think Unreal used "gears of war" as an example for seamless level streaming, when they had to load a big level, they would force the player to walk slowly and play some dialog, but in the background the new level was being loaded into memory

#

If you have a smaller level that won't take but a second or two to load, but you don't want players to feel that hitch, you can just make an animation of a door opening up or something

ornate forge
#

My skeletal mesh is rotated 90 degrees when I import it from Blender to Unreal, does anyone know how to fix this? Fiddling with the Transform settings in Blender FBX importer doesn't seem to do anything.

light thunder
#

Unreal should let you modify the rotation when you import it

#

heck, you should be able to do it now in the mesh settings and click reimport somewhere

ornate forge
#

I tried that, it still gets rotated the same way

light thunder
#

is it possible you are rotating it after the fact? I'm assuming you are just in the skeletal mesh itself but have you somehow put it in the wrong hierarchy where it is taking something else's rotation?

ornate forge
#

No, it's a standalone mesh

light thunder
#

can you show me the actual meshes properties?

thick herald
#

@ornate forge have you set the blender export settings to x forward and z up?

left mist
#

Is it possible to flip a spline? I have made a spline_BP, but it is inverted... So is it possible to flip 0-1 into 1-0?

ornate forge
#

@thick herald Yes, that doesn't change anything

#

@light thunder Where?

open wadi
#

HI everyone, I have a question: I have a JSON object returned from my API via VaRest, "call_times", with a varying number of entires (could be 1 call_time, could be 7 call_times). How do I iterate through the entries?

light thunder
#

open up the asset in the content browser itself, for some assets you have to go deeper to find the actual mesh that the asset is contained. ( usually that's for blueprints but I think it could also be for skeletal meshes)

ornate forge
#

Actually, the issue seems to be with the animation I import with the mesh

#

The mesh itself seems to be oriented correctly, but the animation flips it

#

The animation came from Mixamo

#

When I import it directly, it seems to work properly

#

When I import it into Blender, then import it to Unreal, I get this mess

#

I was looking into tweaking Mixamo's animations, but even without my modifications they come out flipped

#

Where did this even come from? I didn't touch rotations at all

#

Thanks, I'll try to zero it now

left mist
#

Why is there no flip Spline key somewhere?

thick herald
ornate forge
#

That fixed it

#

Phew

#

I was tearing my hair out

light thunder
#

I remember reading something about mixamo's requiring a certain way

silent harbor
#

does anyone know why the world alligned material isnt lightbaking=?

light thunder
#

possibly dumb question - is it a movable object

silent harbor
#

no 😦

slim pumice
#

Hi guys, I'm fairly new to Blueprint so apologies if this is simple, but I couldn't find much online. How do I assign a sequence to a hotkey in UE? So for instance, press button 1 to play sequence 1, press button 2 to play sequence 2. I need to find a way of doing this and also streaming the output, but I can't find it online and fiddling only gets me so far! Any knowledge on this matter would be hugely appreciated 🙂

silent harbor
#

i made a test on the left with defualt material, it bakes fine, just world alligned material doesnt wanna bake