#ue4-general

1 messages · Page 838 of 1

light thunder
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Is that something that you are certain should work? Maybe the process of aligning the material to the world makes it less static?

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@slim pumice check the blueprint section for one, and if you put screen shots of it, that seems to get people's interest

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but you are looking at this? mind you, I'm using custom events to show this, but if you are new, then this might be what you are looking for, just type whatever key you want in unreal blueprint when you are adding a node and it will search for the "key event"

radiant jasper
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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

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anyone know how to fix this?'

light thunder
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have you played with acceptance radius?

radiant jasper
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that has nothing to do with it, on success i want it to go directly to the player

light thunder
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oh

radiant jasper
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but i want the on fail to trigger if the ai is blocked by a door

light thunder
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why are you setting pawn to "Can Move" to false ?

plush yew
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i have a question how good is unreal performance wise? because the engine seems quite heavy so i’m worried about how game performance would be on lower end PCs or even mobile?

light thunder
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It runs fornite on mobile

radiant jasper
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can move is just so it doesnt free roam

plush yew
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Yea but fortnite is made by a big team of people

light thunder
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But there is some work involved learning how to optimize it

radiant jasper
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i want it to not free roam when sensing the player

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(basically i dont want it pulling random coords)

light thunder
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you are saying it still says fail even when it gets to the player?

plush yew
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yea i know, i come from Unity tho and since its pretty light weight as long as we don’t make slow code its usually pretty good

radiant jasper
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it says fail and success when it gets to the player

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and i have no idea why

light thunder
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I remember messing with this once

plush yew
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Would blueprints still work good on mobile though or is c++ a must?

light thunder
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same thing was happening to me

radiant jasper
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c++ is not a must but it depends what ur doing also for apple u have to have a mac

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what did u do to fix it

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@light thunder

light thunder
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print out the movement result on both success and fail, make sure you know what type of failure it is

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and you know what acceptance radius is right?

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because it will fail regardless if that isn't correct

radiant jasper
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yeah when it performs the on success

light thunder
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I'd play with it and see

radiant jasper
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like how close it has to get

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already did

light thunder
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like, set acceptance to a ridiculously small number, it should fail everytime

radiant jasper
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i have it set at 0 and it still doesnt fail until it gets to the player

light thunder
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put the player in a box so they can't reach it at all, does it fail then?

radiant jasper
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the player is in a completely blocked off room

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doesnt fail

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ai just stands at the door

light thunder
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no nav mesh problems right?

radiant jasper
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no it doesnt get actually stuck

open wadi
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Anyone happen to know if it's possible to insert carriage returns in a text block / rich text block?

radiant jasper
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cuz when i open the door he goes right through

open wadi
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From the event graph-side?

radiant jasper
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i asked the guy who made the tutorial and he said my code was fine

open wadi
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Such as, when writing data to the string from the event graph, is there an ASCII char you can write that will be interpreted as a carriage return?

radiant jasper
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wait so what do you want me to do with the switch?

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do u want be to disconnect the on success and on fail?

light thunder
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no, just get the result of the failing?

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the movement result

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does it say blocked, off path, aborted, invalid, etc

radiant jasper
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when at the door it says nothing

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when touching the player it says success and fail (cuz i have print strings)

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idk what the switch is suppose to do

bright wharf
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anyone know why it takes so long to package? is it cuz i have a poopoo peecee?

slim pumice
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@light thunder Amazing, thank you. Knew it'd be something straightforward! Will give a go later.

light thunder
radiant jasper
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ok

light thunder
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I seem to remember my problems being nav meshed based

radiant jasper
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still doesnt say anything when at the door

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now just gets stuck at the door

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no message tho

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he just stands there

light thunder
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which one of those fires off though?

radiant jasper
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none

light thunder
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then it isn't failing?

radiant jasper
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he got stuck at the door and when i opened he just stood there

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ima try making the nav mesh thinner

light thunder
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two things, I think the nav mesh jump points, forget what they are called but they help bridge the gap

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when you open the door are you sending the AI moved to command again?

radiant jasper
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no it just follows through with it, going to the player

light thunder
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It's been a while things I really messed with it I can't remember the mechanisms that make a I continually try to go to a place but then fail and try again

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wait I'm still confused about what is happening?

radiant jasper
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hold on im testing it again

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ok yeah i dont get any message when he just stands at the door

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when he touches the player, it says aborted

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(and success)

dense knoll
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anyone know where i can get a free realistic auto material? or at least how to make a simple auto material?

light thunder
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so is it failing actually?

radiant jasper
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yes it fails when it touches the player

dense knoll
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or how to make one of those materials that have multiple paint options/

radiant jasper
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which makes no sense whatsoever

light thunder
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Instead of using the Get Random Reachable node from the Get Actor Location from the player try just using the location of the player and set your Acceptance Radius to include the 20 from the Random Reachable node. The AI may be getting no return results that are within 20 and so it returns failed....20 centimeters is an awfully small point for him to try to reach and fit in.

radiant jasper
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uh what

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random reachable isnt included in the on see pawn

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i turn it off with the set can move

light thunder
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Set acceptance radius to 100

radiant jasper
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ok will do

light thunder
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don't know if it is applicable to you or not for certain

radiant jasper
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still stands at the door

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fail just doesnt happen

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success happens when it gets within 100 but the fail only happens when it literally touches the player ig

light thunder
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but when you open the door, he continues moving

radiant jasper
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yes

light thunder
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so it's doing what you want but what it is saying, makes no sense?

radiant jasper
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yeah its not doing what i want, i want it to do the on fail when it is blocked

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not just stand there

light thunder
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That's what I'd advise looking at first -- in your viewport, click "Show" and then check "Collision" to see how that actually looks as compared to the expected layout of objects in your scene.

radiant jasper
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huh

light thunder
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if the failure is listed it "aborted" this might be your issue

radiant jasper
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idk what thats talking abt

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viewport?

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where

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i have no idea what that is referring to

light thunder
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another comment from that same A.I. link - ```For those stumbling upon this post and the proposed solutions fail: in your Project Settings, check the "Engine - Navigation System" section. I added a Supported Agent here, following instructions for a different issue. Probably did something wrong.

After removing the Supported Agent and cleaning up the DefaultEngine.ini (removed the [/Script/NavigationSystem.NavigationSystemV1] section), the AIMoveTo started to behave nicely again.```

radiant jasper
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yeah i clicked the collision and my doors r highlighted in blue

tame delta
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Might be a weird question, but are there increment/decrement keys in number spinboxes? pressing the usual up/down keys do something very weird (that I don't understand the point of)

radiant jasper
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i have no supported agents

light thunder
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homemade - try using a new project like the default content once and test it there with simple geometry

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maybe that's it

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and obviously you have an ai controller on the map right?

radiant jasper
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its the same bp

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maybe u can find something wrong with this

light thunder
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I'm pretty bad with A.I. but generally when you are trying to figure it out, you want to hard code reliable things to make sure that the most basic elements work, like put a target point on the map and literally copy it's location vector (x,y,z) and put that as the destination in the move A.I.

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and just have the A.I. on an empty map (besides something to walk on) navigate to that spot

radiant jasper
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it has no way of knowing it it CAN get to the player

light thunder
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then experiment with blocking him but as simply as possible, like making a giant block in the way

radiant jasper
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the ai is completely blocked

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and it just stands there

light thunder
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No, what i am saying is, start a new empty project (but include epic content)

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and recreate the most basic A.I. you can

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move to a single, static point, and make sure it works

radiant jasper
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uh ok

open wadi
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Question: I have an API endpoint returning multiple responses for a given table, such as "users". I'm attempting to iterate through "users", how does one do this? I'm here testing for each loops, but I'm having trouble with the fact that it's JSON data. Simple decoding doesn't seem to be cutting it.

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Anyone ever done this with VaRest?

light thunder
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@open wadi There are some cheap (or free) market apps that let you work with JSON and convert the data to something you can iterate with

radiant sleet
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Is DefaultPawn included in engine and thats where it gets it?

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I dont see it in content browser

open wadi
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Hi @light thunder - Thank you. Looking at these now, such as "EasyJsonParser".

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Do you have a particular one you recommend before I go on a buying spree here?

light thunder
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low entry might be one that's free

open wadi
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I mean one would assume VaRest itself could handle this since it's built for handling JSON API responses and I am using it throughout this project for individual request / responses, I've only run into an issue now that I have an API returning a table with multiple entries I have to iterate through.

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But then again, I just scoured every tutorial I could find on youtube and the web to find an example of anyone doing this with varest and I couldn't find one, so perhaps not.

radiant jasper
light thunder
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I haven't worked with VaRest, I just remember seeing "JSON" come up in my blueprints (ironically I didn't want/need it, it kept getting in my way)

open wadi
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Ahh, ok.

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Well thank you for the help @light thunder , I do appreciate the response.

light thunder
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then you know that something is missing at the most basic level @radiant jasper I would tell you want it is, but I am just now trying to get back into AI

ornate forge
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I wonder why I can't delete those selected (yellow at the bottom) keyframes, they ignore the delete command

light thunder
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beyond telling you to watch some videos on it

radiant jasper
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im not trying to use destination

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for my actual project

light thunder
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I know that, but you need to understand why the AI fails in the first place

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or you're gonna have a bad time lol

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if you can't make it work on the most simple example, it means you must have a gap in your knowledge base, this is also known as "being a develoepr"

radiant jasper
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i watched @grim ore's vid on it

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and i just cant get it to work

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for him it just on failed when the ai determined it couldnt reach the player

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there was a gap between the player and the ai for him, but it should still work regardless

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(btw the reason i didnt get it to work on the brand new project is cuz i forgot to place the nav mesh

open wadi
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Ok, here's what makes no damn sense. Throughout my project, I successfully go from VaRest Response (CustomEvent) > Get Response Object > Get Sting Field (specifying the name of the field returned from the API) > Write to variable, as seen here. This works fine when dealing with an API request that returns a single object with individual params, such as "first_name", "email", etc.

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However, when dealing with an API request that returns an object, such as "users", with multiple "users" therein, iterating through it makes no sense. For example, this here:

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Doesn't work. I get the response object like normal, I set it to an array, and within the individual array elements in the for loop, I want to replicate the original functionality - get a field name and write it to a string.

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However, even though the pin on the output of the Custom event says "VaRest Request JSON Object Reference", and the array element pin on the For Each loop says "VaRest JSON Value Object Reference", I cannot pull individual fields within the For Each loop as I do normally.

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So that begs the question: What the crap is the exact difference between a "JSON Value Object Reference" and a "Request JSON Object Reference" re: VaRest?

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All the examples online of leveraging VaRest appear to be incredibly basic, apparently no one on the planet using UE4 has ever dealt with an API endpoint that returns more than one value for a given param, like "users" or "posts", or if they have they don't care to share.

bright wharf
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whats the node that has 2 branches

radiant jasper
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someone wanna help me

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plzz

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i cant find out why this wont work from anyone

bright wharf
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im kinda poopy at this whole game thing so i cant

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:?

radiant jasper
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even the guy who made the fucking tutorial

light thunder
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@open wadi Is there a way you could make a structure mimicking the same structure that the object seems to be composed of, and populating your structure with that data? then you could have a much easier time iterating through the data

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@radiant jasper watch other tutorials

radiant jasper
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ive watched like 3

light thunder
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or google, i found those two threads pretty fast

radiant jasper
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they all say the same shit

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ive tried google as well

light thunder
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try this

daring tundra
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Hi all. Is there a way to know if the level is finished loading when using OpenLevel instead of Streaming Levels?

light thunder
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download one of the content examples that actually shows A.I.

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like one where it is doing something, and it is already set up

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if THAT doesn't work, then your engine install is somehow screwed up, kinda like how you didn't have an agent

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(although it should still work at a basic level without that agent thing)

radiant jasper
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content examples?

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wdym

light thunder
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like epic or other template projects you can download

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that have it setup

radiant jasper
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dont think that exists for this specific node

light thunder
radiant jasper
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maybe i looked at this wrong is there something bad here?

light thunder
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I don't know that well enough, but you should be able to delete your setting ini to set it back to default

radiant jasper
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never changed it

light thunder
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appears to have some AI in it

radiant jasper
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thats just the basic third person template

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no ai

light thunder
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but there should be AI in it if i'm reading this right?

radiant jasper
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no

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its literally just a third person template

light thunder
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in any case, AI seems to be one of those unreal mechanisms that you have to adjust your expectations a lot more conservatively...you need to really understand what is happening at the most basic levels of its systems before you move on, at least that's my experience

radiant jasper
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its just not doing what its suppose to do

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unless theres a literal issue wit 4.25.1

light thunder
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and you've obviously asked in the AI section of Unreal Slackers? I know there isn't as much activity there

radiant jasper
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nav mesh bounds volume ? is that just the normal nav mesh

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the green stuff

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it moves fine

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the problem is that the on fail only executes when the ai gets to the player

light thunder
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Just remember the general advice - try to be as specific as possible when describing your problem, like "My AI reads "abort" as the failure reason despite reaching the player

radiant jasper
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when it should execute when it cant get to the player

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anyone have any idea

light thunder
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You need to start thinking like the logic it's moving

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it THINKS it can't get to the player

radiant jasper
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no it doesnt think that

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thats the problem

light thunder
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you need to think/define what "to the player" means in terms of the game logic

radiant jasper
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is something blocking it

light thunder
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that's why I recommended starting on a blank map

radiant jasper
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that is built into the node is it not

light thunder
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the EPathMovementResult I showed you should give some of the reasons, like abort

radiant jasper
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like i said it only aborts when reaching the character

grim ore
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so what does your map and setup look like? have you tested a simple map

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or is this map specific

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I can say on my simple map I have no issues, execute failed and success work as expected even with a wall in the way

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keeping in mind "failed" does not mean cannot get to the target due to a blocker

radiant jasper
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when the doors are down, i want it to do the on fail

light thunder
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You need to understand what those EmovementPath results MEAN.... block is not the same as abort, for example

grim ore
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it wont, fail does not mean "i cannot get to that location on the path"

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it doesnt mean there is an obstacle in the way

radiant jasper
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whats it mean

grim ore
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fail would be if the target is completely not available on the mesh, or no mesh

light thunder
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You don't have to have your navmesh constrained like that

grim ore
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your asking the ai to move, if it can move it will be a success

light thunder
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it should be green everywhere in that room

radiant jasper
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right but if it stops moving, shouldnt it be a fail?

light thunder
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unless that floor is lava or something

radiant jasper
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cuz thats what it does

grim ore
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no

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FAIL DOES NOT MEAN IT STOPS

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FAIL DOES NOT MEAN IT STOPS

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FAIL DOES NOT MEAN...

radiant jasper
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ok

grim ore
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I dont think you are getting that part

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just because you think it should mean that does not mean it does

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fail is if the "hey you need to go here" fails, the entire ai move to node

radiant jasper
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it works for him some how

grim ore
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your nav mesh should cover the entire area you can walk, I guess you just want them to walk from door to door and no where else?

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you need to check for distance to see if they made it to the target probably

radiant jasper
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the ai has no problem getting to the target

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the player character does not move

light thunder
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check the distance result like he's talking about

radiant jasper
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?

grim ore
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AI move to -> starts moving -> success -> check distance to player. If distance is within reason we got to the player, if its not we got stuck on a door or some other obstacle.

radiant jasper
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thats not a node

grim ore
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the ai move to node says "yo can you move to this location or get to this actor some how? do you hve a valid mesh and target? if so lets do it but if not lets fail.

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of course its a node

radiant jasper
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how do i check distance then

grim ore
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did you even try typing in distance?

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or do you need 100% copy paste on a tutorial to do this since you arent trying to learn

radiant jasper
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bruh

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what is the node called

light thunder
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type in dist

radiant jasper
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ok so set max draw distance

light thunder
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drag it off your player target node from yoru original cast

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nope

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not that one

radiant jasper
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what

light thunder
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the third person cast

grim ore
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good luck anyone trying to help lol

radiant jasper
light thunder
radiant jasper
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ohh

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ok did that

light thunder
radiant jasper
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then what

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test it?

light thunder
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you know about pausing execution right?

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like setting nodes to freeze everything once you get to them? so you can step through?

radiant jasper
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huh

light thunder
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ah, will this will help you a lot

radiant jasper
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the get distance to isnt doing anything

light thunder
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just hang on sparky

radiant jasper
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lol

light thunder
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You know about hitting f9 on any blueprint node (once that are executed in the white lines I mean)

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it puts a little red bubble on it?

radiant jasper
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yup

light thunder
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and you know about being sure you have set this to the blueprint that exists in the game when it is running ?

radiant jasper
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yeah its auto set to that

light thunder
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good, so you can step through and see the different values in this case, set the distance to the SELF of the AI

lusty mural
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is there a tuts for how to control of every bone direction for charterer with nodes "With a timeline of course"?

radiant jasper
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huh

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idk what the red dot even did

light thunder
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the red dot makes it stop

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rather, PAUSE

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so you can see what data is and what is happening the EXACT moment in the execution

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Like, there's no way to honestly debug anything in blueprint without using this

radiant jasper
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ooooh

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so

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it happens when i open the door

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and he starts going to me

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ig bc he saw the player

shy glacier
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how do i put a crosshair in my RPG project?

radiant jasper
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it stands at the door and waits before the ai moveto even happens

light thunder
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yes that's why the breakpoints( that red dot you put when you hit F9) are absolutely vital figuring out basically any

radiant jasper
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How should I fix it

light thunder
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@grim ore would be the one to ask but the timing is important on when your AI is moving because you have nothing in your blueprint as far as I can tell that is saying hey move again

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you need to think of the difference between a behavior and a task

radiant jasper
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I do

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It’s on the on fail thing

light thunder
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right now it seems like you are thinking of this AI that you made as a behavior

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but you have not put in a behavior you put in a task a single one time only task

radiant jasper
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The on fail resets it back to the e origin location

light thunder
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when you start messing with behavior trees then it will loop through and continue on the same behavior or change

grim ore
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@shy glacier you would add it to your HUD, using UMG or the HUD class depending on what you want. the FPS project has a generic HUD crosshair but if you need something better look into the UMG system

light thunder
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resets what back to the original location?

radiant jasper
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Like it has the ai move to the spot it began at

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And then let’s it free roam again

dense knoll
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ok that works here

light thunder
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it's not that it's moving it back to the original spot

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it's just not going to try to move to the node you gave it to because it read it as a fail

lusty mural
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@grim ore is there a tuts for how to control of every bone direction for charterer with nodes "With a timeline of course"?(how to make a short auto charterer movement with only nodes "

radiant jasper
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I’m saying it does that with the on fail

light thunder
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so it will default back to the free roam that can given the Nav mesh available

radiant jasper
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Mhm

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Rn I just want the on fail to trigger correctly

light thunder
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Make the entire floor the nav mesh bounds

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like get that shit completely green

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worry about constraining it later

radiant jasper
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Don’t want that tho

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I only want it to be able to go on those specific paths

grim ore
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@lusty mural there might be using the new control rig, otherwise you just start playing with bones inside the animation editor and save them out. I havent seen anything yet and the official animation course is not out yet.

lusty mural
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@lusty mural there might be using the new control rig, otherwise you just start playing with bones inside the animation editor and save them out. I havent seen anything yet and the official animation course is not out yet.
@grim ore thanks

grim ore
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is this basically just trying to adjust a current animation a bit? or trying to make small changes?

bright wharf
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guys im tryna put a mesh inside an animation bp how do i do that

grim ore
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you dont

bright wharf
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oh

grim ore
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what did you need to do that for?

radiant jasper
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Lol

lusty mural
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what did you need to do that for?
@grim ore I want to simulate a complete human body movement using nodes, not timeline animation

bright wharf
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what did you need to do that for?
@grim ore i want to make an AnimClass for the mannequin arms but i want to make it so i can use the mesh as a refernece and take it out later

grim ore
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@lusty mural yeah the engine is not really designed to do that but you can look into using IK for that or the control rig system and that would let you use nodes to control parts of it

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@bright wharf if you want to refer to something inside of the anim bp from outside (the mesh in this case) you can use a variable to hold it and have you character set it to the arms. I dont know really why you need it inside of there tho

radiant jasper
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So like

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Anyone know how to fix my problem

grim ore
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normally you would have the anim bp talk back to the pawn it is on and work with it if needed

summer edge
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How to set tap inputs for mobile
Not swipe just on tap function

bright wharf
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@bright wharf if you want to refer to something inside of the anim bp from outside (the mesh in this case) you can use a variable to hold it and have you character set it to the arms. I dont know really why you need it inside of there tho
@grim ore alrighty thansk

lusty mural
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normally you would have the anim bp talk back to the pawn it is on and work with it if needed
@grim ore i just need In order to make a logical cut scene without having to import a short film or something like that

grim ore
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@summer edge mobile controls (like stick and buttons) or just buttons on the screen?

summer edge
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Just buttons, can say half display coord for one tap other half for second tap

grim ore
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you would use the UMG system then to make buttons

radiant jasper
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I would use a widget bp

red prairie
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Does anyone know why files do not show in Unreal when I move files from one project to another?
Files show in explorer. I tried to copy files manually and also use migrate function.
I am moving files from 4.25.2 (project built using custom stuff) to newly created project in 4.25.3.

radiant jasper
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Pretty sure it has to be the same version

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In order to do that

summer edge
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@grim ore okay

light thunder
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@grim ore since you are doing office hours apparently :), I might as well ask, is there anyway to iterate through an enum? I want the next phase to go based on the previous one, so it is like a sequence, but I need to be able to interrupt it, which I why I didn't just construct a sequence with delay nodes in it

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aaand I'm dumb

harsh tiger
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would anyone here mind taking a quick look at my message over in #fab please? unfortunately it isn't very active atm

grim ore
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@light thunder lol I was putting together a screenshot but I take it you got it? just increment the byte 1 value and it should work (byte -> int and increment and back to the enum)

light thunder
#

glad I asked, didn't know you could increment the byte value like that

#

mine is clunky but i'm prototyping I guess

grim ore
#

enum > int. increment int. int -> byte. byte -> enum

light thunder
#

glad to know that though, thank you, i would still need these events but I'm sure I'll use that

grim ore
#

maybe just a function or macro that takes the current enum value and increments it and returns back the next

light thunder
#

totally unrelated - is there a quick fix for fixing my saving time - it's super long because I am disconnected from my source control (the machine that hosts it is down at this moment) I don't want to have unreal forget any of my source control settings so I haven't messed with it, I just wish it would realize that it's down and not hang for like 30 seconds while it tries to connect

turbid plover
#

huh... anyone else have the starter content packs disappear?

#

i also dont see any of the starter projects (top down, stick shooter etc)

fluid lance
#

How is this possible?

  1. Cleared saved and intermediate
#
  1. I have no redirectors
#
  1. Everything works fine
#

when i start the project 🤷‍♂️

turbid plover
#

last time i ran into that i created objects with the same name in the proper folder then deleted them and it fixed it

fluid lance
#

i can't create them in the "proper folder" because they !exist in the proper folder and work fine xD

#

i had this error many times ofc, but every time it made sense. Now it doesn't 😄

red prairie
#

Pretty sure it has to be the same version
In order to do that
Talking to me @radiant jasper ?

radiant jasper
#

yea

turbid plover
#

@fluid lance any possible references on those objects to those "broken" links?

fluid lance
#

as i wrote above: no redirectors or broken refs, the files are there and they get accessed and work. The struct pulls 1/2 of the game for instance, the rest are sound cues. They all play, everything is working fine

turbid plover
#

yeah but there are refs to those files in those objects, correct? i would change them to a different file, save, close, then reopen, set them back. "jiggle" the reference. generally in the engine when i get weird stuff with references like this, kicking the reference seems to fix it.

radiant jasper
#

ah, after thinking abt it i think ik what the issue is. The ai is attempting to get random point in the locked room

#

@light thunder

fluid lance
#

@turbid plover ok, i'll rename them - except for the struct, those are dangerous to play with, i learned that the hard way. But i'll "jiggle" the sounds and see if it works - thanks for the idea! 🙂

turbid plover
#

yeah youre right... thats a dangerous game with the struct

#

good luck! let us know if it helps

radiant jasper
#

is it possible to let pawn sensing see through a door

#

like through a mesh

hidden aurora
#

Is it possible to toggle rtx on runtime?

radiant jasper
#

so like when the ai is standing at the door, it executes the pawn sensing

light thunder
#

@radiant jasper it's definitely possible but you are going to need to spend some time in a course, it has to do with collision visibility channels, environmental query system, like, take a course on AI, not just watch a youtube series

radiant jasper
#

would ignore visibility work

light thunder
#

You are going to open yourself to a lot more headache if you "one question more" style of development....you need to take the time to truly understand these systems before you move on....

#

collision can be frustrating to try to figure out for sure

radiant jasper
#

would that work tho

light thunder
#

I am not sure

radiant jasper
#

iiit does not

fluid lance
#

@turbid plover aaahh...doesn't wanna "bite" 😐

#

renamed, saved, did all combinations, this is weird

stuck anchor
#

Does anyone know if Unrealengine 4.25.3 is pretty stable at this point for developing games?

grim ore
#

as stable as it's going to be

#

it could be 100% for your project or 0% just depends on your project

stuck anchor
#

i mean for the first version of 4.25 i had many problems and i hope it changed now

grim ore
#

check the update posts to see if the issues you had were fixed

midnight root
#

o_0 everytime I try to change one of the scale values on a terrain ( world comp world) it immediately resets back to 100%

#

I even restarted to make sure

#

same thing

#

4.25.3

#

only one terrain visible atm

stuck anchor
#

yes had that same problem

midnight root
#

omg

hollow ridge
#

Mathew how the hell do you make so many tutorials?

midnight root
#

@stuck anchor what did you do

stuck anchor
#

i mean i tried to change the scale values and it also resets completly

midnight root
#

yes I know

#

resolution ?

stuck anchor
#

i didn't found an solution

midnight root
#

weird

#

ok well ty for verify at least , at least I know Im not losing it ,ha

stuck anchor
#

😄

midnight root
#

I guess ill try changing values on import see if that does it

stuck anchor
#

yea try that and tell me if that worked

midnight root
#

still makes no sense its not importing as the same scale as exported,zero sense

#

anyway yup

shy glacier
#

can anyone tell me how can I make my basicattack fireball go through my crosshair

red prairie
#

@radiant jasper Ok, thanks. I will try to move it from 4.25.2 to another 4.25.2 ...

radiant jasper
#

ok

#

does anyone here know anything abt ai

#

and if so how do i let an ai sense the player through a specific mesh

#

using pawn sensing

midnight root
#

@stuck anchor ya that works

rough cedar
#

Hmm, my Engine stopped showing me the Lighting needs rebuilding warning, anyone have a clue?

radiant jasper
#

u prob built lighting

#

idk why u would want it

rough cedar
#

To know. Feels wrong not to have it - I stuff a new asset and there's no indication

paper thunder
#

I cannot see the parameters in material parameter collection and physics material. Any idea why?

flat axle
#

@paper thunder did you duplicate the material?

paper thunder
#

no

flat axle
#

How did you get the material?

paper thunder
#

i just made a new material parameter collection

grim ore
#

go up to window and reset the layout, you might have to do it in the main editor window it should fix it. otherwise you can go up to window and open back up what didnt open

flat axle
#

Anyone know why my HUD folder is highlighted in black?

empty dawn
#

hey guys, trying to debug my BP, don't know why I don't have the option.

grim ore
#

@flat axle just a random bug, restart the editor to fix it

paper thunder
#

i @grim ore it worked thanks😃

grim ore
#

@empty dawn is the blueprint loaded into the world and is the world running?

radiant jasper
#

does anyone here know anything abt ai
and if so how do i let an ai sense the player through a specific mesh
using pawn sensing

flat axle
#

@grim ore wow thanks! it fixed like 5 other problems I was having XD

empty dawn
#

@grim ore Ah, okay I get it.

#

So if I run the level it should just call a break point that I have in the BP?

grim ore
#

if you have one yep, it should auto select the first instance it finds

radiant jasper
#

mathew do yk how to let an ai see through a specific mesh

thick herald
#

change the collision settings I would imagine.

radiant jasper
#

tried that

#

set visibility to ignore and nothing happened

thick herald
#

No idea then, sorry. I don't use pawn sensing.

rough cedar
#

Hmm, my Engine stopped showing me the Lighting needs rebuilding warning, anyone have a clue?
@rough cedar Forcing precomputed lighting on and off as well as restarting the engine worked

vale silo
#

Where is 4.25.4 ? Where is 4.26p1 ?

radiant jasper
#

can someone help me please

empty dawn
#

tHANKS @grim ore One last question, is there a reason I couldn't select a BP in my example? I followed the docs and thats how they tell you to do it.

grim ore
#

you should see all of the current instanced blueprints of that class when it's running

radiant jasper
#

@grim ore do yk how to allow an ai to see through a specific mesh

#

?

thick herald
#

Spamming channels isn't really allowed my dude. #old-rules

ornate forge
#

That thing in the preview is supposed to be a human character

flat axle
#

How do I make a random float in range but without a range and just make it random from custom inputs

bright wharf
#

im trying to animate is there anyway to go trhough frame by frame with hotkeys?

grim ore
#

you would use the random float in range still

radiant jasper
#

bruh

#

can u atleast send some documentation or video related to it

ornate forge
#

I'm not a good animator

thick herald
#

What/How.... 😄

steady owl
#

Is a top spec Intel Xeon better than a top spec Intel Core for a UE workstation?

#

Things like compiling shaders, code- stuff that is very slow and runs in parallel

#

Or would the current top spec threadripper be better than both?

thick herald
#

If the TR has 2GiB RAM per thread, I'd probably go with that

steady owl
#

64 cores... it's crazy

#

I have always been an intel guy but that might have to change

grim ore
#

compiling takes as many cores and threads as you have so base it on that

radiant jasper
#

how much it cost

thick herald
#

AMD rules the roost just now

flat axle
#

threadripper 3990x is like 3500$

steady owl
#

So if I had an 8 core CPU, it would compile 8 times faster with the threadripper?

grim ore
#

depends on the 8 core cpu

steady owl
#

I had heard AMD was unreliable but it seems they are winning back the CPU crowd

grim ore
#

8 core 2600k, it would be more than 8 times faster.

steady owl
#

That is pretty amazing

grim ore
#

8 core 10th gen, it would be less than 8 times

steady owl
#

C++ compile times can be quite slow

#

And of course shaders compiling

radiant jasper
#

what abt the 11th gen ones

thick herald
#

I'd also wait for a bit, for the new Zen 3 chips

radiant jasper
#

those came out a week or 2 ago

steady owl
#

Oooo I wonder how much faster they are

grim ore
#

announce in a month or so, availability who knows when. compatibility who knows lol

steady owl
#

And it's fine to mix an AMD CPU with an nvidia gpu right?

thick herald
#

yup

steady owl
#

Haha cool thanks just making sure

radiant jasper
#

r the quadros good for compiling

grim ore
#

i thought you had to have an intel gpu with an amd cpu...

steady owl
#

GPU doesn't compile

thick herald
#

I haven't saw anything from Intel that would make me consider them in any shape or fashion

radiant jasper
#

or does ue4 not use gpu

#

ok

grim ore
#

GPU can compile, GPU lightmass in newer version of ue4 as well as CUDA support for quite a few things

radiant jasper
#

oh yeah cuda

steady owl
#

In 4.26 perhaps!

#

But it's not out yet

radiant jasper
#

everything has cuda now

grim ore
#

well gpu lightmass is out as a drop in replacement

thick herald
#

Soon™

steady owl
#

Oh so it'll be fairly fully featured and working?

#

Is it intended to phase out lightmass? cpu?

#

Ohh you mean the forum one

#

Gotcha

thick herald
#

Preview version of 4.26 might make an appearance this week.

steady owl
#

YEah the branch is up

grim ore
#

it could but no one knows, you could be using a machine with an iGPU so in that case cpu lightmass would be better

steady owl
#

I've been salivating at the mouth for it

radiant jasper
#

i got a gtx 1060

sinful lagoon
#

I wonder why I can't delete those selected (yellow at the bottom) keyframes, they ignore the delete command
@ornate forge if you have all the bones in the armature selected, and can't delete the keyframes, roll-out all the objects in the dopesheet at the bottom.
scroll to the bones that have keyframes and try to delete those keyframes individually

#

be sure the bone is selected in the dopesheet

bright wharf
ornate forge
#

@sinful lagoon I already figured out that I couldn't delete them because their bones weren't selected

#

After I selected all bones, I managed to delete all keyframes

frozen pond
#

is there any way ($ or free) to save/load whole level? i have many werid like destructable foliages

plush yew
#

How do you get inputs for pro controller and steam inputs for steam?

#

Do I need to download something?

light thunder
#

how do you bind an event to on audio finished when you are playing 2d sound?

#

I'm inside a function and I'm not sure how to do this, I can't bind the audio component because it is going to change during runtime, so I can't bind it at begin play

#

I guess this?

tall breach
#

does anyone know how to make a random procedural world generation with biomes dm me if you know

worthy fox
#

Is it possible to create my own templates for UE4.25? It’s quite frustrating creating stuff from scratch all the time using the existing templates.

gloomy gull
#

For making a ue4 game with a story, I feel that the best way to control story flow would be to use timers, but I'm not sure if I should use the TImer manager or something like TimeSeconds

grim ore
inland leaf
#

can i somewhat see a timestamp at my log entries ?

#

i have 90 errors but i cant find out where they are

#

i mean i know what script generates them and what component it is but i dont know if they are old or if theyx are legitimate right now

grim ore
#

clear the log and run it again

inland leaf
#

where is the clear button ?

grim ore
#

right click the log window

inland leaf
#

uhm ...

#

i cant find that part where to clear the log

#

oh ... well, its on start up ... atleast i now knjow that its on startup

tough oyster
#

I've started down the rabbit hole of this tool idea and was wondering if there is anything else out there like it. Has anyone heard of an Unreal plugin or feature that lets you VERY quickly make objects you can interact with as an FPS player that can move/rotate when activated, allowing you to easily set up basic Begin/End Nodes for the Translation of the 'animating' StaticMesh within the same Blueprint, and alternatively lets it Activate another identically linked Object for Translation where it follows these same rules for animation/interaction as well? Something specifically designed to make the process of building doors/levers/buttons/platforms/ect..., and all of their connected interactivity, as streamlined as possible.

inland leaf
#
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_K2_GetPawn_ReturnValue_1". Blueprint:  TwinstickController Function:  Execute Ubergraph Twinstick Controller Graph:  EventGraph Node:  Add Movement Input

this error translates to that there is no pawn yet ?

grim ore
#

which log are you trying to clear?

#

@tough oyster while not a separate tool you can expose a vector 3 to the world as a viewport tool and it lets you visually see the location of it and move it in the world easily which would let you visually set up a start location and an end location.

green yarrow
#

Hey guys,

we have released our first mobile game (two-man team). Hope you will like it!
https://www.youtube.com/watch?v=w4Yw5LRiMQ4&feature=youtu.be

Jump into a world of parkour, animal heroes and endless fun! Become a Parkour Hero!

Pick your favourite animal character and explore lively levels full of various fun obstacles and enemies. Customize your appearance, train yourself and become the best in the world of Parkouri...

▶ Play video
inland leaf
#

message log @grim ore

grim ore
#

ah, yes the message log keeps track based on the run in the bottom right. that would let you know which play session it was from and the clear button would be down there as well

inland leaf
#

thanks buddy 🙂

next badger
#

Greetings!
Is anyone here using SuperPNG for texture export? Is it possible to combine it with PS Slicer?

flat axle
#

How do I package a product for mac?

grim ore
#

run UE4 on a mac and use the package project option

radiant jasper
inland leaf
#
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_K2_GetPawn_ReturnValue_1". Blueprint:  TwinstickController Function:  Execute Ubergraph Twinstick Controller Graph:  EventGraph Node:  Add Movement Input

is there a way to debug this ? I have no clue what the problem is

#

there is no input, the event is "InputAxis MoveRight" but when i dont hit anythingj on my keyboiard the event should never be called ... right ?

grim ore
#

that is the input

#

and its an axis event so it reads every frame the value of that input

#

so yes it will be called even if there is none, that would return back 0 in that case

#

is that error called over and over or just a few times?

inland leaf
#

a few times at start up until the pawn is spawned

grim ore
#

yep then you know what the issue is

#

so you need to make sure your pawn is valid before you talk to it, you can use an is valid node before the pawn to make sure its valid before you try and use it

inland leaf
#

yeah but how do i fix it ?

#

is valid node ? will take a look

grim ore
#

yes, there are 2 of them and either would work

inland leaf
#

can you tell me the exact name ?

minor grove
#

I have a kit bash collection for cockpit items, but frankly don't know how to get started. Eventually it'll make its way into UE4 for prototyping (but suspect the poly count is astronomical). Would anyone be able to provide tips? Should I use blender?
https://gumroad.com/l/kWpq

Gumroad

Have you ever wanted to kitbash an awesome fighter pilot cockpit? Well now you can with all the pieces from this kit in an instant! All models/shaders/texture from the original render is included. Send me an email @hrosenberg236@gmail.com if you have any questions. You have my...

grim ore
#

the exact name is "is valid"

inland leaf
#

i dont find it ... 😦

grim ore
#

drag off the pawn you are adding input to and type is valid

inland leaf
#

ohh utilites

#

got it, im dumb, sorry.

quick silo
#

is there a way to hot reload c++ components?

gloomy gull
#

@quick silo restart the editor

quick silo
#

is that the only way?

#

is there nothing like unity?

grim ore
#

c++ doesnt work the way unity handles C# scripts

plush yew
#

Why are there no input methods for pro controllers or joycons? (Or steam virtual inputs?)

grim ore
#

what is a pro controller? and you can make pretty much any input work with raw input

#

There is also a steam controller plugin from the looks of it

fair field
#

Procedural foliage generation. I've followed very basic guides - I have my spawner, procedural meshes, and a proceduralfoliagevolume - yet I can't get anything to actually spawn. Everything has default settings. What am I missing? 😮 (4.25.3)

languid herald
#

Whenever I run my game in the viewport, the sprites appear as it should. But when I launch the game to play it, the sprites are now invisible. How do I fix this? I'm not sure if it's a material issue or not.

grim ore
#

its really hard to tell what could be causing it. When you launch it how are you launching it? have you tried these "sprites" in a new blank level to test they work. How are you displaying these sprites. e tc.

languid herald
#

I just press launch next to the play button in the viewport. I've had the same problem in every project I used sprites in. The sprites are for the player character, and are located in a 3d map.

plush yew
#

@grim ore A pro controller is a nintendo switch controller that you can buy as an external controller (I think it uses same input as joycons)

ornate forge
#

Is there a way to replace a capsule with a box in Physics Asset editor without completely deleting the capsule?

grim ore
#

@plush yew yeah switch controllers dont use standard input is why they would not work, they would be bluetooth controllers and even then really wonky ones at that.

#

@languid herald the launch button on the viewport is not the proper way to start a project for testing. Have you tried play in standalone window to see if the issue is still there?

#

@plush yew if you want a switch controller to work with UE4 you need to get the software that allows it to be emulated as an xbox controller as that is the standard input for windows (X/D Input). This is on windows of course, if you are talking about on a switch itself there is support for that on device if you are a developer.

plush yew
#

Alright thanks :)

ornate forge
#

It would be really nice if there was a delete button for each primitive

languid herald
#

@grim ore I just tried that out, the sprites appear fine, so that might've been the issue

ornate forge
#

If I add a box, then delete the capsule in the viewport, then both primitives get deleted

grim ore
#

@languid herald if you want to test this as is, as if it was a final project for someone else, you would use the file -> package project option

languid herald
#

Alright, thanks for the info!

robust prism
#

So. There was an option to change scalability in the viewport (where there are functions like Perspective, Lit, Show). I changed the scalability to Epic and now its disappeared. Everything is now super slow and I don't know where I can change it back to Medium, Low. Please help.

grim ore
#

@ornate forge maybe your setup is weird but it should work like you want it, selecting the shape in the viewport and deleting it should remove just that 1 shape

#

do you mean the little drop down in the top of the viewport? that is only there if its not on epic. The normal controls are in the settings drop down above the viewport @robust prism

robust prism
#

Oh thank you! I got it!

inner cloak
#

Am i the only one having issues with multi-user editing ? I tried with my wife and UE4 kept crashing !

flat axle
#

How do I package my project on pc for mac?

sudden bridge
#

Go to file>package project> MAC OS

flat axle
flat axle
#

@plush yew so no mac people can ever play a game you make on pc?

radiant jasper
#

bruh

#

smooth brain

flat axle
#

@radiant jasper how did you get that option?

radiant jasper
#

oh ur using the launcher version lmao

#

yeah u cant do shit with that

flat axle
#

I don't think I understand lol. What do I need to do in order for mac people to be able to download and play

radiant jasper
#

install from github

grim ore
#

you need a mac to build to mac or ios

restive eagle
#

I thought you need a mac to build for mac

radiant jasper
#

that too

#

or vm

#

u need to remote compile on it

#

and u have to have xcode server on that mac

restive eagle
#

i remember steam had a system which let linux users to play windows games, but i think its no longer in use

#

and wasnt really reliable

radiant jasper
#

linux is easy to export tho

restive eagle
#

i know its off-topic, just an interesting fact 😄

#

yeah you can do that with windows

radiant jasper
#

packaging with macos/iOS/tvOS is a nightmare

flat axle
#

so theres no way to turn it into a dmg file or whatever mac uses?

radiant jasper
#

there is

#

u just have to remote compile it on a mac vm

#

would not recommend tho unless u wanna have fun changing the source code cuz ue4 broken as shit

flat axle
radiant jasper
#

unless they fixed all that in which good for them but i doubt it

flat axle
#

I don't know how to do that, and I dont have a mac lol

radiant jasper
#

u could run a vm technically

restive eagle
#

on steam there are only 3.34% of mac users, so not a huge loss 😄

radiant jasper
#

yeah

restive eagle
#

for reference

grim ore
#

not a completely fair comparison as steam is not the primary source for downloads for macOS

radiant jasper
#

where is then lol

restive eagle
#

apple store i guess

radiant jasper
#

ig

#

but then microsoft store exists as well

restive eagle
#

steam > apple store

#

though

flat axle
#

Okay so I run a VM with macos installed, and then I have to do what?

radiant jasper
#

download xcode on it

#

xcode 12

flat axle
#

okay, im taking notes lol. What after that?

radiant jasper
#

look up how to start xcode server

#

educational purposes

flat axle
#

Yeah, What he said lol

frigid needle
#

i remember steam had a system which let linux users to play windows games, but i think its no longer in use
@restive eagle This is inaccurate. The system in question is called "Proton" and is very alive, well, and functional for Linux users.

restive eagle
#

few years ago i was looking into it and thats what i remember about it, maybe something changed

#

or i recall incorrectly

frigid needle
#

Yeah, I had Linux as my main OS for several months this year, so have some first hand experience with it. It's pretty reliable, if not yet perfect

radiant jasper
#

just so yk what ur getting into this was my convo with someone on answerhub abt it

restive eagle
#

didnt they discontinue the support for it?

radiant jasper
frigid needle
#

No, you're thinking of "SteamOS"

restive eagle
#

hmm, maybe

frigid needle
#

Proton is regularly receiving updates

#

current release is 5.0-9 which was released on June 11th.

restive eagle
#

hmm thats good to know that i wont have to worry about linux users, even though there are not a lot of people using that OS

vast fossil
#

how can I make AI not see trough walls ?

#

I hide and he sees me

clever bison
#

hello?

#

i wanted to ask, hypothetically...

#

if one were to ask questions about unreal models extracted from unreal games...

#

would that be ok here?

turbid plover
#

anyone else had the tutorial/example projects disappear? i cant add them in editor either 😦

grim ore
#

it would not be unless you have permission from the author

#

@turbid plover check for the templates folder in your engine folder

clever bison
#

very well, good to know. thank you and have a nice day. u_u-b

grim ore
#

you can also simply not install them, it's an option in the launcher @turbid plover

turbid plover
#

eesh maybe i was in a hurry and didnt install them

#

yup

#

you got it 🙂

#

thank you! also thanks for all your rad videos. 5 years in and i still look at them! how big is your project folder for those?

grim ore
#

empty? lol. I dont keep most projects but those ones in particular are all on github. no clue on the repo size

turbid plover
#

ah. occasionally i got glimpses when you scroll through your project stuff and it looked huge.

#

wasnt sure if it was some monolithic god tier tutorial project

grim ore
#

well the main series is yes, its all in one repository but as I use a basic project without much added to it the actual size is small

#

tons of folders, but small in size lol

#

they should be if you encrypt the pak file

#

but I have never used one so shrug

restive eagle
#

you simply have to tick encrypt in your project settings

#

and it will ask for key when you try to extract

#

but if someone really wanted, they could bypass that as well

grim ore
#

but even then there is nothing stopping debugging tools from pulling stuff from memory or the GPU so you can't just stop people who want your stuff

plush yew
#

Anyone know why my skeletal mesh won't save after trying to change it in the editor? I can move a bone all the way to the right and click save and it won't do anything when I compile and start the game... :/

restive eagle
#

theres a funny thing with valorant, if you dig deep enough in their files, you will find a job offer 😄

grim ore
#

@plush yew moving a bone in the animation part or in the skeleton itself?

plush yew
#

I'm moving it in the animation, I didn't realize it made a difference 😮

#

well, In the preview animation

grim ore
#

it does, but in the animation you need to set a new key frame

#

changing bones uses additive animation

#

so you would move the bone to where you want, hit + at the top for add key and it will add a new additive layer track at that animation frame for that new bone positions. Then you hit apply and it will apply that change. then you can save it

plush yew
#

I am actually in preview animation, so that would mean I'm in the actual skeletal mesh right?

grim ore
#

well what tab does it show at the top?

plush yew
#

This is what I'm trying to edit

grim ore
#

on the top right, one of them will be highlighted

#

and are you trying to adjust the actual skeleton itself and not an animation?

plush yew
#

I'm in mesh, so I'm assuming I should be in skeletal

#

and I'm trying to adjust the skeleton itself, not just one animation

grim ore
#

ah, you can't really do that in the editor unfortunately

plush yew
#

rip

#

Also love your vids, you have helped me tremendously haha

grim ore
#

you can do it at runtime in your animation blueprint but as far as I know you can't edit the bone transforms themselves in the editor and have it save

silk lintel
#

Hey, just getting into plugins for ue4. I've created my own, but how do I use it in other new projects?

grim ore
#

add the plugin into the project if its a project plugin, or into the editor if its an editor plugin

silk lintel
#

@grim ore I don't see it in the plugin browser. Do I need to publish it first?

grim ore
#

did you put the plugin into the project?

silk lintel
#

thx, I'll check it out

#

forgot about that

silk lintel
#

I'm trying to package my plugin and I keep getting this error: UATHelper: Package Plugin Task (Windows): ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly. It doesn't say which SDK, though. Do I need to install some Android SDK through vs installer?

marsh swallow
#

So today i finally tracked down that the weird really dark shadows we have around the camera are DFAO caused by the moveable Sky Light and just by touching any settings on them or moving the camera far away it fixes this issue and corrects the shadows.... so question. How do i fix this permanently? It happens both in editor and in package upon loading a new level up.

#

but for obvious reasons players cant move their cameras far away to fix the issue. Its apparently decently common?! I guess. but to fix it noone really seems to have an answer.

silk lintel
#

@grim ore I don't want to build for android. I'm seeing that you can disable the andriod build in the .uplugin file, but I don't have one.

grim ore
#

you should have a .uplugin, its a requirement for a plugin

silk lintel
#

yeah, that's why I'm confused

solid gazelle
#

There should be a uplugin file there if it's a plugin

silk lintel
#

there should, it is, and im confused

solid gazelle
#

is there one anywhere in that directory?

silk lintel
#

nope, checked everything

radiant sleet
#

BRUH IM LEARNING SO MUCH

#

I feel amazing

#

Gettin high off information

solid gazelle
#

it's not a hidden file type or anything?

#

Odd

silk lintel
#

no

radiant sleet
#

Any blueprint courses yal lreccomend once im done with ym current one

storm venture
#

sorry to interrupt, does anyone know how to increase performance when simulating physics on a large body of welded HISMs?
as in, i have an HISM with 1000 instances of cubes, performance is great, theyre all welded together so they act as 1 rigid body. but as soon as i simulate physics on it, performance drops terribly

grim ore
#

how did you create this plugin?

silk lintel
#

@grim ore through the editor, it's a c++ plugin with content enabled

storm venture
#

nice, ill check that out, thanks!

grim ore
#

yep super weird, maybe make your own .uplugin tho in the directory using the docs or grab one from the engine and use as a base

silk lintel
#

good idea, i think theres an example plugin somewhere if i can find it

solid gazelle
#

if you grab one from the engine make sure to change its type. Might be better to try to make another

silk lintel
#

you mean the api or...

solid gazelle
#
    "FileVersion": 3,
    "Version": 1,
    "VersionName": "1.0",
    "FriendlyName": "SimpleUGC",
    "Description": "",
    "Category": "Other",
    "CreatedBy": "",
    "CreatedByURL": "",
    "DocsURL": "",
    "MarketplaceURL": "",
    "SupportURL": "",
    "CanContainContent": true,
    "IsBetaVersion": false,
    "Installed": false,
    "Modules": [
        {
            "Name": "SimpleUGC",
            "Type": "Runtime",
            "LoadingPhase": "PreLoadingScreen"
        },
        {
            "Name": "SimpleUGCEditor",
            "Type": "Editor",
            "LoadingPhase": "Default"
        }
    ],
    "Plugins": [
        {
            "Name": "PluginBrowser",
            "Enabled": true
        }
    ]
}```
#

That's the one from the SimpleUGC Plugin

silk lintel
#

okay now im not seeing my plugin at all

solid gazelle
#

cpy and paste that one

silk lintel
#

not even in the project its in

solid gazelle
#

Do you have something writing to that disk?

silk lintel
#

@solid gazelle thanks, super helpful

#

i'm not quite sure what you mean

solid gazelle
#

If it's a code plugin, you will want the modules section to match your code modules name

silk lintel
#

right

solid gazelle
#

you were mentioning that the plugin is gone now

#

didnt know if there was some process running on that dir

silk lintel
#

no, not that im aware of in any case

#

how do I associate it

#

do u know?

solid gazelle
#

What does that mean?

silk lintel
#

for whatever reason, ue4 isn't installing file associations for me

versed lion
#

Hey guys, question I have a BT of an enemy when he sense player he will chase him and if he doesn't see him he will move to random location, the problem i have is that it will start chasing the player right after the move to random location is over, is there anyway to improve it so it will instantly trigger and run towards the player?

solid gazelle
#

The editor / engine look for uplugin files on startup (and a few places in editor when they're created)

silk lintel
#

so i have to manually select the program to open uplugin and uproject the first time

tiny wing
solid gazelle
#

you can't open a uplugin

#

only a uproject

silk lintel
#

yeah but it still takes a file association

grim ore
#

read the plugin descriptor section from the docs linked before @silk lintel

tiny wing
#

so i have to manually select the program to open uplugin and uproject the first time
@silk lintel you can edit it in a text editor, the uproject file

solid gazelle
#

You can use a text editor

#

notepad is fine

#

🙂

silk lintel
#

no, thats not what i mean lol

#

ill look it up, it must be buried in the docs somewhere

grim ore
#

the project loads, it reads the .uplugin file from the plugin folders and uses that to load up the stuffs. if you have no uplugin its gonna be a bad time. And its not buried its in the docs for the plugin in the plugin descriptor section

solid gazelle
#

I don't think I quite understand what the question is, but best of luck to you on that

grim ore
#

if you saw it in your project before then it was there... maybe uh you had a copy somewhere else?

solid gazelle
#

MathewW's post is correct, a uproject is what is opened in the editor. The editor / engine looks for uplugin files to know what plugins are part of the project

silk lintel
#

ill just make the uplugin from scratch, try to build, and hope it works regardless of file association

light thunder
#

What's the general process to get a monitor's image into VR in Unreal (or unreal in general) ala BigScreen Beta?

solid gazelle
#

The file association part I think is what I am confused on

#

what do you need associated?

grim ore
#

its just a file name and extension, nothing "opens" the .uplugin

silk lintel
#

@grim ore no, never moved project files, there never was a .uplugin file

versed lion
#

Can someone help me with the ai? its ok i can wait for an answer if you are busy or something

silk lintel
#

my plugin is showing up in the project now, im confused but ill take it

#

ill try to package now

grim ore
#

check the folder again see if the uplugin showed up for some reason

silk lintel
#

i manually created a file and it didn't get overwritten, so no

light thunder
#

What is the phrase I'm thinking of? Is not a media texture because it's your entire screen/monitor, but I want to be able to basically make my own theatre and see what's on my desktop monitor IN unreal engine

silk lintel
#

render texture?

#

render target?

#

thats the one

light thunder
#

how do I get the desktop feed into render target?

#

I've worked with them before, just not those

#

err, one that took my actual comptuer's display

silk lintel
#

im not one to ask about that, but i saw something for that in the plugins actually

#

let me check

#

@light thunder check the media/media players category, maybe the media framework utilities?

grim ore
#

@versed lion you can try asking, if someone can help they will. you can also try #gameplay-ai

versed lion
#

oh ok 🙂 ty

silk lintel
#

@light thunder so it's live?

light thunder
#

yes

#

so like, one of my monitors has the discord window on it (obviously)...I want to get that window to display in the actual editor

silk lintel
#

ah i see

light thunder
#

@grim ore can you advise? seems like a simple use case

grim ore
#

it is but there is nothing built in that I know of, your trying to capture the screen outside of the engine

light thunder
#

I don't even know the correct terminology to search for

winter zenith
#

I restarted my pc and all of a sudden my unreal engine is crashing when I open up my main map

#

I opened up epic games and it appears my engine is no longer there (says not installed)

grim ore
#

well screen capture or desktop capture would work

silk lintel
#

@grim ore So I created my own uplugin file and I'm trying to build, but I'm still getting this andriod error. This is my uplugin file, I even added a whitelist: ```json
{
"FileVersion": 1,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "DefaultPlugin",
"Description": "",
"Category": "Other",
"CreatedBy": "",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"Installed": true,
"Modules": [
{
"Name": "DefaultPlugin",
"Type": "Runtime",
"LoadingPhase": "PreLoadingScreen"
}
],
"Plugins": [
{
"Name": "PluginBrowser",
"Enabled": true
}
],
"WhitelistPlatforms":[
"Win64",
"Win32"
]
}

grim ore
#

are you trying to package your project to windows or android or?

silk lintel
#

@grim ore Im trying to package the plugin. I'm not sure how to specify platform, but I saw the whitelist option and figured it was worth a shot.

grim ore
#

package it for what? thats where I am confused

silk lintel
grim ore
#

ok gotcha

#

I dont think you need the plugins section, just the modules assuming this plugin is standalone

silk lintel
#

yeah it was in the plugin example

#

doesn't change anything, though

light thunder
#

@grim ore found one...actually had this in my library too

silk lintel
#

@grim ore Are you supposed to specify a platform? If so, how? All I see in the uplugin is whitelisted platforms, and that didn't seem to do anything.

winter zenith
#

My unreal engine is getting a fatal error when I open one of my maps

solid gazelle
#

have the log?

silk lintel
#

@winter zenith have you tried reinstalling?

#

I used to have this issue and I could never find a fix, cost me several good maps

solid gazelle
#

\Project\Saved\Logs

winter zenith
#

All I did was restart my pc then I got this issue, i'll pull up logs rn

grim ore
#

@light thunder thats a neato plugin

winter zenith
#

".09.15-01.45.03:748][462]LogWindows: Error: === Critical error: ===
[2020.09.15-01.45.03:748][462]LogWindows: Error:
[2020.09.15-01.45.03:748][462]LogWindows: Error: Fatal error!
[2020.09.15-01.45.03:748][462]LogWindows: Error:
[2020.09.15-01.45.03:748][462]LogWindows: Error:
[2020.09.15-01.45.03:825][462]LogExit: Executing StaticShutdownAfterError"

solid gazelle
#

That's the entire log?

silk lintel
#

i smell cap

#

i've never seen a log that short in my life

winter zenith
#

Obviously not the entire log

silk lintel
#

lol

solid gazelle
#

Yeah I know I was snarkin' about :p

#

what is it doing right before that?

silk lintel
#

pastebin it

grim ore
#

@silk lintel no it should package based on what you have, I wonder if you have some code that is causing the issue

silk lintel
#

@grim ore im not sure what to do, maybe make sure i don't have any android SDKs installed? idk

plush yew
#

hello
is it possible to attach static meshes to a skeletal mesh in the editor?
preferably not at run time
my problem is i have a weapon model
the base of it is a skeletal mesh with the bones
and i have different components for the weapon that i need to attach to their respective bones

i can setup them as "preview assets" in the skeletal mesh editor
but is there a way to save these?

silk lintel
#

@plush yew You mean inside an actor? Cpp or bp?

plush yew
#

neither
i need to modify the skeletal mesh itself
how i have the weapons configured it accesses/spawns one skeletal mesh
so i'm looking to alter my skeletal mesh file to include the additional components
i can of course do this manually outside of unreal but im wondering if its possible within it

silk lintel
#

@plush yew Oh, I see what you mean. Yeah, just drag the sm onto the sk and you can set that up in the details panel, there will be an option to attach to a specific bone after you specify an sk.

grim ore
#

@silk lintel I just noticed that was an engine plugin, perhaps you have it set up wrong

silk lintel
#

@grim ore Where do you see that? Maybe I did set it up wrong...

light thunder
silk lintel
grim ore
#

its in the installed section of the plugin browser, if it was a project plugin it would be in the projects section below

silk lintel
#

@plush yew it will only show up after you've set a specific sk, though

#

@grim ore I have the category set to "Other"

#

@grim ore And I did set it to installed, but it wasn't by default

plush yew
#

@silk lintel that's for a blueprint 😦 i need my changes in a skeletalmesh
because how its set up calls for a skeletalmesh

#

not a bp

silk lintel
#

@plush yew i'm confused... do you want it in the world only?

#

cause I don't think you can have standalone skeletal meshes

crude robin
#

is there anything extra i need to do to get my texture i assign to a model to work in ue4 when i import the model it doesnt load the textures

radiant sleet
#

How viable is learning blueprint frist then c++

#

does is flatten in the learning curve enough?

exotic thicket
#

@radiant sleet very

crude robin
#

i am using blender.

plush yew
#

@silk lintel
no
sooo
my weapon system is calling for a skeletalmesh
the skeletal mesh i have for my weapon is "incomplete"
the rest of the parts to the weapon model are static meshes

as it is, if i instantiate the current weapon skeletal mesh, it's only a part of the weapon
so i'm trying to attach my components together in the skeletal mesh through the editor but i'm struggling to find a way to do this

silk lintel
#

ah

#

@plush yew So is your weapon system BP or CPP?

plush yew
#

bp

silk lintel
#

okay

#

Can I see a screenshot of your sk

plush yew
silk lintel
#

oh, ok

plush yew
#

i can attach the magazine as a preview but its just for the preview

silk lintel
#

@plush yew can I see your blueprint where you're calling for it?

#

@grim ore I'm like 99% sure it's not an engine plugin

#

@grim ore Still, I can try creating a new one from scratch

hoary spruce
#

Hey, I'm new to UE4 and I'm hoping someone here can help me...I've made an actor blueprint class, and I want to make it just a basic cylinder. I open the actor and select the cylinder component. However, instead of a cylinder, I get "static mesh". Same with cubes, spheres, or anything else. It's happening in all my projects. I never had this problem before, I have no idea what's going on.

versed lion
#

the static mesh is ok

winter zenith
#

Here's the pastebin

#

to my log

#

When my Unreal keeps crashing when I open my main map

versed lion
#

you need from the static mesh section to choose the cylinder @hoary spruce

silk lintel
#

@hoary spruce You can add collision components, static meshes, and skeletal meshes

grim ore
#

@silk lintel I noticed the issue, your whitelist is in the wrong spot

hoary spruce
#

If I try to select cylinder after I get the static mesh, it just gives me ANOTHER static mesh lol

silk lintel
#

oh lol

hoary spruce
#

How do I get the cylinder to show up?

silk lintel
#

thx, I'll fix it

grim ore
#

and thisis what I meant by if its not set to installed it shows up as a project plugin

versed lion
#

@hoary spruce Click on the static mesh, look over to the right, you will see an option to set static mesh (into any shape)

winter zenith
#

My unreal engine is getting a fatal error when I open one of my maps

#

^ log

hoary spruce
#

@oshiri 😮 I used to be able to just grab basic shapes and mess with them within the viewport, is that no longer the case?

versed lion
#

it is

#

wait

silk lintel
#

No, that's a static mesh. It's different in an actor class. You use components.

#

So, static mesh component.

versed lion
#

from there you will choose the shape that you want

silk lintel
#

@hoary spruce Check 'show engine content' in view options and you can use basic editor shapes

grim ore
#

@winter zenith there is a ton of [2020.09.15-01.43.38:582][462]LogSlate: Took 0.000343 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K) [2020.09.15-01.43.38:678][462]LogLinker: Warning: The file '../../../../PolyGunUnreal 4.25/Content/SurvivalGameKit/Blueprints/Other/Libraries/BP_InventoryMacros.uasset' contains unrecognizable data, check that it is of the expected type. [2020.09.15-01.43.38:679][462]LogLinker: Warning: The file '../../../../PolyGunUnreal 4.25/Content/SurvivalGameKit/Blueprints/Other/Libraries/BP_InventoryMacros.uasset' contains unrecognizable data, check that it is of the expected type. [2020.09.15-01.43.38:688][462]LogLinker: Warning: The file '../../../../PolyGunUnreal 4.25/Content/SurvivalGameKit/Blueprints/Other/Libraries/BP_InventoryMacros.uasset' contains unrecognizable data, check that it is of the expected type. [2020.09.15-01.43.38:688][462]LogLinker: Warning: The file '../../../../PolyGunUnreal 4.25/Content/SurvivalGameKit/Blueprints/Other/Libraries/BP_InventoryMacros.uasset' contains unrecognizable data, check that it is of the expected type. [2020.09.15-01.43.40:077][462]LogLinker: Warning: The file '../../../../PolyGunUnreal 4.25/Content/SurvivalGameKit/Blueprints/Other/Libraries/BP_InventoryFunctions.uasset' contains unrecognizable data, check that it is of the expected type. [2020.09.15-01.43.40:077][462]LogLinker: Warning: The file '../../../../PolyGunUnreal 4.25/Content/SurvivalGameKit/Blueprints/Other/Libraries/BP_InventoryFunctions.uasset' contains unrecognizable data, check that it is of the expected type. so I would suggest rolling back to your source control your drive might have eaten part of your project

winter zenith
#

I am using source unreal

silk lintel
#

@grim ore Okay, looks promising after fixing the whitelist

hoary spruce
#

@silk lintel the "view" options has stuff about pins, but I dont see "show engine content" in there 🤔

silk lintel
#

@hoary spruce let me see, might not be the same exact wording

#

@hoary spruce Nope, that's what it's called

hoary spruce
#

I'm trying to snip a screenshot but struggling to keep the drop-down open xD

versed lion
#

@hoary spruce look at these screenshots and follow the same

silk lintel
versed lion
#

make sure you added the starter content

hoary spruce
#

I was able to get the cylinder to appear with the area on the right-hand side, I'm just used to being able to grab a cylinder component directly

silk lintel
#

that works too, but you don't need starter content to use editor shapes

winter zenith
#

@grim ore I opened up an autosave from my map and still same issue

hoary spruce
#

I'm using the 3rd person template with all the starter content in there, I was able to make a few objects a week or so ago where I just grabbed various component shapes via the viewport. I can work with this now that y'all have helped me figure out where to find the shapes, its just weird that it changed

silk lintel
#

@grim ore Okay, new error: UATHelper: Package Plugin Task (Windows): ERROR: Visual Studio 2017 must be installed in order to build this target. Apparently you need vs 2017 to build? I'm using 2019 so that's easy enough to fix.

grim ore
#

yep its a bug in .25 😦

silk lintel
#

@grim ore It's a bug that it is required, or it's a bug that it says that it's required?

winter zenith
#

@grim ore "so I would suggest rolling back to your source control your drive might have eaten part of your project"

#

What do you mean by this? Sorry, I'm new

silk lintel
#

@winter zenith do you use source control?

grim ore
#

bug that its required, it should work with 2019 but doesnt. needs 2017 for now

silk lintel
#

like github, perforce, etc?

#

@grim ore ah, ok

winter zenith
#

No but I have backups

grim ore
#

well the map was not what was corrupted, it was other parts of the project did you replace those?

#

it looks like a large part of the project went back I would open the latest backup you have in another folder and see if it works

winter zenith
#

kk

#

Yes my backup worked, luckily I made one earlier today

#

My project was working perfectly fine though earlier today after I changed a few things

#

All I did was restart my PC 😛

grim ore
#

i would run some hardware tests

silk lintel
#

@grim ore Okay, installed vs 2017 and tried to build. This time the error isn't so blatant. I'm going to have to go to the logs to find it.

#

@grim ore All it says is that the UnrealBuild Tool failed.

grim ore
#

it should still say why somewhere ahead of that error

fresh eagle
#

Hlo i have just made a 3d lev /game any idea how to add homescreen etc since its actually 2d ?

silk lintel
#

@grim ore I can pastebin the output and the log, but I don't see anything in either...

grim ore
#

C:/Users/abbyt/Desktop/DefaultPluginPackage/DefaultPlugin/HostProject/Plugins/DefaultPlugin/Source/DefaultPlugin/Private/Player/PlayerCharacter.cpp(34): error C2664: 'void USceneComponent::SetupAttachment(USceneComponent *,FName)': cannot convert argument 1 from 'USkeletalMeshComponent *' to 'USceneComponent *'

silk lintel
#

huh, where was that?

cedar wave
#

Dang - kinda sucks the floating pawn movement component doesn't have the checkbox to orientate the pawn to the direction it is moving.

grim ore
#

right before the fail part UATHelper: Package Plugin Task (Windows): [1/2] Module.DefaultPlugin.cpp UATHelper: Package Plugin Task (Windows): C:/Users/abbyt/Desktop/DefaultPluginPackage/DefaultPlugin/HostProject/Plugins/DefaultPlugin/Source/DefaultPlugin/Private/Player/PlayerCharacter.cpp(34): error C2664: 'void USceneComponent::SetupAttachment(USceneComponent *,FName)': cannot convert argument 1 from 'USkeletalMeshComponent *' to 'USceneComponent *' UATHelper: Package Plugin Task (Windows): C:/Users/abbyt/Desktop/DefaultPluginPackage/DefaultPlugin/HostProject/Plugins/DefaultPlugin/Source/DefaultPlugin/Private/Player/PlayerCharacter.cpp(34): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast UATHelper: Package Plugin Task (Windows): [2/2] Module.DefaultPlugin.gen.cpp UATHelper: Package Plugin Task (Windows): Took 14,3455988s to run UnrealBuildTool.exe, ExitCode=6 UATHelper: Package Plugin Task (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\abbyt\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\UBT-UE4Game-Win64-Development.txt) UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=6 (6) UATHelper: Package Plugin Task (Windows): BUILD FAILED LogSlate: Took 0.004575 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)

silk lintel
#

oh

grim ore
#

can always search for "error" as well

silk lintel
#

Yes!!!

#

Thx @grim ore for all the help! Packaging is always a pain, not sure why lol

grim ore
#

yay

hollow ridge
#

anyone know why my launch character is only moving the player when its over like 20k

normal fiber
#

How can I create a pinless function such as "random float" ?

#

I swear you used to be able to do it, haven't been able to figure it out

grim ore
#

a function without the execute wire? make it pure

normal fiber
#

Ah, I see

prisma marlin
#

sorry for silly question but how can i keep the pivot always in front view even if i rotate the model? because when i rotate the mesh even the pivot changes and that makes it bit annoying when i want to move the object to X or Y direction

grim ore
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you can try toggling between local and world for the coordinate system (the world/cube icon in the top right of the viewport)

prisma marlin
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omg googled but never found such easy answer

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thank you @grim ore

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i have another issue ....whenever i import the fbx it shows this error !!!

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but if i untick the "transform vertex to absolute" i can import the file but its scaled up about 3x-4x size and i checked the units and everything is fine with units

solemn mauve
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When learning unreal or even building a game. Whats the best place to start. I have watched a lot of stuff and i know how to use the software some but when it comes to finding a starting point im kind of lost. I do music production and music i always start with a melody or a beat and build my arrangement around that but with this stuff its tough to find my path.

cedar wave
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Make GTA6. It'll show you everything you need. Touches on all aspects of gamedev.

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(just kidding - don't do that, it's a joke)

solemn mauve
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Lol

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On it

cedar wave
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Start incredibly small. Focus on one part and then move on.

solemn mauve
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Mega Theft Auto Six incoming

grim ore
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@prisma marlin it sounds like the source model is too small

solemn mauve
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i kinda figured starting small is good but im just like do i learn blueprints or just build out my assets. I think im more worried about wasting time on something that was the wrong path

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maybe im overthinking it and letting the anxiety get me

cedar wave
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You only waste time if you're not growing. Success or failure is irrelevant. Just keep growing.

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Yeah, analysis paralysis is a bummer, but it happens.

grim ore
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well ask yourself, do you want to make a game?

prisma marlin
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@grim ore i imported whole hogwarts scene but there was no issue but today im trying to import modular assets and its causing the issue.

grim ore
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@prisma marlin well there is a remove degenerates option but I dont think it will help in this case. Try scaling up the model in your external program before bringing it in

solemn mauve
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of course i want to, i have ideas for stories or just mechanics id love to have as a game i want to play. But man i suck at coding and alot of the logic so i get scared. Games feel like the ultimate creative outlet, i do music production, graphic design and writing and it just feels like the next logical step for my creative process and expression.

cedar wave
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Blueprints (or BP for short, you'll see that a lot) make coding a lot more approachable for a lot of people.

solemn mauve
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blueprints even get a bit daunting for me

grim ore
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yeah but do you want to make a game

prisma marlin
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btw it wont cause any problem if i have about 1.2k modular assets in my scene right? lol because i never done this big project before