#ue4-general
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why aren't my favorite folders being saved between engine shutdowns?
How would I create an IF loop or something similar in UE4 Blueprints?
Example:
IF CurrentHealth > TrueHealth:
Change CurrentHealth by -1.
IF CurrentHealth < TrueHealth:
Change CurrentHealth by 1.
Looped until the condition is not met.
type in > to blueprint node then set the value of CurrentHealth to the CurrentHealth minus 1 , vice versa
i suspect you're trying to do something fishy there
Best practice for loops is to avoid when possible, just create checks that occur when something changes
So whatever event changes your health, you can also run a check event that checks if something should change
as CurrentHealth = TrueHealth would have the same result
so whats the additional reason to do it incrementaly?
In this case thats something I can't do, sort of making a health animation, the health just repeatedly decreases by 1 or increased by 1 until it reaches said value.
I.e: CurrentHealth is 70, TrueHP is 80
if you loop it it will be instantanous
I see.
as loops have to exit synhronously
using integer for health is also super impractical
Not using int luckily
simplest way for blueprint, yes?
yep.
just whenever the currentHP doesn't match the trueHP, it changes by 1 every so many frames until it reaches that value
current blueprint
Timeline 0-1 SetCurrentHealth to FInterpToConst (CurrentHealth, TrueHealth, GetDelteTime, InterpSpeed (which is in change/sec))
on Timeline Update
I don't know how timelines work man
watch the videos on youtube man, it helps
sorry, messed it up a little
it's like 5 minutes of your life
generally
Timeline is a node which adds a Ticking ActorComponent
it has a curve asset in it (value paired with time, editable graph)
I see.
as it TIcks, it changes the output (value for that time stamp)
and you set it to 0-1 value as alpha for lerp
so after my inputs, I can use a timeline for it to go over time to that value.
then you just Lerp(float)
Makes enough sense.
the above
FInterpToConst
is a version without a timeline
but if would have to be plugged in TIck
Hi everyone, first time question asker. I have a platform moving along a spline in a loop but I want that to rotate on loop as well while its following the path. CAn anyone help?
rotate to match the spline orientation at that point @novel rose?
how do I go about doign that?
you can rotate spline points
you grab the tangent at the point on the spline
and plug it into MakeRotFromX node
then set that as ActorRotation
it will cause the Actor's forward vector to match the spline tangent
I want the mesh to spin as it follows the spline route
like a spinning coin moving along a path
so just moving from unity to ue4 is modular buildings semi do able when starting on ue4?
so is it possible to set these to variables?
What do you mean? Like, importing modular buildings or something like probuilder? @hidden adder
something like pro builder
Okay I get this message when I created a c++ project and an actor class in visual studio
not sure what to click
Nothing out of the box that I know quite like Probuilder, but you can use BSP's to block out your level (workflow is just a bit more archaic than probuilder) and then export it as fbx to your preferred DCC program.
It works well enough
has anyone had this issue with skeletal animation (joints) jittering randomly on lower LODs https://www.youtube.com/watch?v=V73_Yb8bWK0
oh wow god dayum there is so many freebies for huge systems on epic store its insane
two questions, is it possible to.
a) Set these curves to variable values and
b) Use integers instead of float
or how to add something called FInterpToConst?
Hello, might be dumb question, but why when I convert a BSP to Static Mesh, for some reason any applied material uses world alignment? I can't figure out how come created static mesh applied this on top of any assigned material.
whats the node or way to have a % chance of something happening?
Could just use a random in range and check the result.
is it a yes or no chance or happening? so 2 options? i so look at the random bool and random bool with weight nodes
nah percentage chance
Wait we actually have random with weight nodes?
i code one in c++ ause i couldn't find one 
I have an actor as a floor trigger, with some onOverlap, and I want to encapsulate a few instances of this actor in another actor(?), such that the parent actor is aware of happenings in the childactors. Whats the right way to setup that communication?
how do you create the child actors?
right now im adding child actor components to the parent actor, but unsure if thats the right way to start going aboutu it
directly in the scene so to speak? not proceduraly spawned in event construct or whatnot right?
fairly confident you could use event dispatcher to get the parent actor to listen to the triggers 
Could someone help me with the timeline? I'm trying to make it go between two variables instead of between defined numbers
I know you can't do that directly.
For example, truehealth goes to currenthealth over the course of 0.4 seconds.
i considered that constructing runtime would give me a little more reference passing control
well i did that for widges but that the same thing for actors, if you construct at runtime and then bind the event it's gucci
devoluti0n, would you know by any chance?
didn't use timeline yet
oh
@ember star set up an event dispatcher in your trigger, then OnBeginOverlap call the dispatcher.
Then, in the actor, bind the dispatcher event to whatever function you want to run
hey so im using Advanced Locomotion System V4
but when i put it into a new level and set it to player camera zooms in really close
FInterpToConst or something?
something like this, but with your classes instead of widget 
@potent bridge use a lerp, drive it with a timeline. the timeline outputs 0 - 1 over X seconds. the output of that goes into the alpha of the lerp. The A of the Lerp is your first variable and the B of the lerp is your 2nd or goal variable. This will make it go from your first variable to your second variable over X time
Not sure how to add those lerps though.
how do i fix this?
its called a lerp or linear interpolate node and you do it as i just described it
this is what I have right now
okdoke, so do it like i described
I think I get what you're saying though.
which one though, Lerp (???)
as theres multiple of them
which one works with your health variable?
(hint) its the one that is called lerp and works with floats
so I lerp my float first, then feed it in to a timeline
look at docs or a video on how lerp works
so no you would not
the timeline output track is from 0 to 1 over X time. The Alpha on a lerp wants a value from 0 to 1 which then tells it to output A, B, or somewhere in between based on if its 0, 1, or somewhere in between. The timeline basically tells lerp over X time to change your value from A to B and gives you the result which you then put wherever you want it
sort of get what you are saying MathewW.
So I am having issues with skeletal anims and LODs https://forums.unrealengine.com/development-discussion/animation/1812523-skeletal-model-joints-stuttering-jittering-in-lods-lower-than-baselod
Just noticed this weird issue last night (UE 4.25.1):
https://www.youtube.com/watch?v=V73_Yb8bWK0 (https://www.youtube.com/watch?v=V73_Yb8bWK0)
Is it a bug or was it always like that in UE4 ? I never used pre-made LODs before. It was always either BaseLOD-only skeletal mode...
any help is appreciated
you have true health which you want to match current health over a certain time right?
Yes. Exactly
Hold up.
Put result of the timeline in to Alpha
what I interpreted what you said as
but nope
fixed
Thanks @grim ore , I was otherthinking that a lot.
any idea on how can i make something like this robot ? https://www.youtube.com/watch?v=ddgCrtYSxQY&t=319s
A couple days ago I decided to begin creating my first actual game: a fast paced first person shooter featuring wacky things like wall running and physics based enemies. So naturally, I had to make a devlog.
Play a demo of the game here: https://stevensstuff.itch.io/fps-game-...
the 4leged one
I was wondering what AI class I would use for an action like firing from a spot
a behavior tree can do that
you can still have blueprint event do the firing
but yeah, I have trouble with BT's too
Not sure how to link these ones
What's the goal?
In this case, if it outputs true, it sets the values.
use a branch node
I'm trying to work on a client-server based game. Its working when I test locally but I'm having issues with running things server side when actually deployed
i notice in the logs that every client is joining with IsServer: YES
am i packaging wrong - or how can i have my client understand that its a client
im using Steam Online subsystem
Beautiful
Hey all, quick question: how does the Unreal Engine parse what's in its Content Browser vs what's not? I recently created a new C++ class w/o a parent that's now not showing up in the browser, even though it's in the actual file paths. I'd like to figure out how the program actually reads this stuff, given these kinds of issues have been happening a lot to me lately XD
anyone knows what happened to udn? i can access the read only website and apparently there's a new website but the address isn't written anywhere?
along side gears 6 
hey had git bash open and I closed the editor yesterday, I came back today and the changes in the editor (blueprints, bt, etc) from yesterday aren't there, is there something I can do?
Hi, I have a problem with the rig mannequin control, I try to move the hand and press the s to save the key but the leg also moves as if they were tied.
can anyone help me out with a camera lerp issue? I'm trying to have a smooth transition between left and right shoulder cam. I can toggle them fine without the lerp, but when I add the lerp in, it only goes to the center, not the opposite side.
anyone know how to fix this?
Hello
I've been making a spartan roll ability for my game and I ran into an issue where I can't dash very far on the ground. I know I need to set the ground friction and gravity scale to 0, but I'm not sure how to implement it after trying a few times to do so
Here's the code snippet I made
damn bridge is cool and all but boy does the editor lags when you mass import stuff into your project
Yeah lol
@random violet it's not exactly the solution to your problem but i would have done this for switching camera sides
by that, i mean this will work, but its not the solution you wanted
Sorry if I sound like a dummy, but I'm not the best with bps
@formal maple thanks, i'll give that a try
@bright wharf fix what
Spook's gun is upside down
bruh
@bright wharf fix what
@formal maple its upside down, too big and in the wrong postion
It's a ghost gun
damn the importing into unreal while in gam eof dota 
from 144 fps to 60
worst idea i ever had 
squish that cat
Can someone help me with my dash?
@hollow frost depending on your game, i would build it around creating states for your character. so i'd make an enum called PlayerStatesEnum or something and then add all the state types you need. then make a little system with a custom event where you can change a bunch of variables depending on which state you're going into
idk how much you know about enums, but you have to make them in the content browser by right clicking > blueprints > enumeration
I already have something like that
I just need to fix up the friction and gravity scale on the dash
But I don't know how
wrong screenshot
what do you mean you don't know how?
it's in character movement
@hollow frost you can adjust the friction scale on the movement component, it should have a way to set it using a bp node
something like in that pic above yeah :)
@hollow frost also in your screenshot i noticed you're using the inputaxis to get the moveforward value, but you can just use 'get moveforward' instead
@formal maple Thanks
i just showed you in the screenshot before
Within a new project, how do you access your already "downloaded and exported," megascans?
sorry, wrong chat lol
ah
So anyways, I need to reset the friction and gravity to normal after the dash ends
Otherwise I just go flying like tribes
Is my question out of place?
Avihs i would help but i dont know the answer to that question. you might just have to add the content to your project from your vault
Alright.
@hollow frost just do what i did in my screenshot and set the values to what you need
Thank you
@manic ridge see here it says add to project
I want to start learning this. Do I need tokniw c++ prior to starting learning unreal engine?
nope
blueprinting is mostly logic and knowledge of what the nodes do
it does have limitations that you'll need c++ to get around, but its unlikely that new users will need that straight away
Ok thank you
@barren lake
If I have several UPrimaryDataAsset-derived types that are themselves stored in TSoftObjectPtr<T> where used for the sake of lazy-loading, would it be going overboard to have those data assets contain their own referenced assets in TSoftObjectPtr<T> as well?
I should mention that when one of the data assets are loaded, it will definitely use all of its resources it references and they are only referenced there; nowhere else in the project.
I just feel like maybe keeping those nested assets in TSoftObjectPtr<T> for lazy-loading as well is a bit too much and unnecessary under those circumstances.
like, say I call to unload one of those data assets manually. Will it also automatically unload its referenced assets if no other references exist?
yeah screw it. I'm going to use direct references for the nested assets.
Can anyone help me with an issue that I have using C++? I have a triggerbox setup box and everything works in terms of overlapping. The problem is I did adddynamic on my oncomponentbeginoverlap call and this makes it so I can't add any more parameters to the function that gets called when overlap happens. I have this one int variable that needs to be able to be passed by reference into that function. Since I can't change the parameters because of the signature from the delegate, is there any solution?
Hi. I've cloned an unreal project from github. For some reason I can't generate visual studio files, it does not appear any unreal option when I right click the uproject. Windows does not know how to open it. I've set it to open with UE4Editor.exe but still I can't generate them. Someone knows how can I set this up? Thanks
what color is the .uproject icon
I activated the subsystem plugin and stemsubsystem and added the code in the defaultengine folder and started Steam, and when I start the game, the Steam overlay does not appear to me and it does not appear to be connected to it
Does anyone know the solution?
@grim ore Got it working this way. Thanks!
I had a low poly model and it came out extremely smooth? How do I fix this when importing
@idle needle yep thats why I was asking what color the icon was
When i go to pickup this blue storage container. the package inside flies a million miles away. hwo can i help control this?
are they 2 separate items? do you want them to be 2 separate items?
Containers containing physics based objects is kind of a pain to get working well :P
yes they are
yes because i take the container off a shelf and this item will be inside. player then takes this money item out and does stuff with it
i tried dampening its sort of helping, wondering if theres a way to grabbing location should be smoothed out
@winter zenith right click and shade flat instead of shade smooth in blender. @hasty wharf try attaching the objects inside to the container until a player grabs the item inside?
hmm soudns like an interesting idea
is there a way to dampen the speed the storage bin comes to me as i pick it up? i feel if i removed the jerkiness it would avoid this
it depends entirely on how you've implemented the pick up logic
you can add easing into the movement in variety of ways
hey, Might be missing something but i cant seem to find procedural foliage volume in 4.25 now. Any suggestions?
i think you need to turn it on
its still experimental
somewhere in editor or project settings
odd, thought its been for ever since they added it haha
yep
EQS is the same
things that work great but are still experimental
I'm sure there's a good reason
Hello everyone! So I recently figured out how to increase the size of UE4's debug text but now I am running into an issue where as the text gets larger in size, it hits a boundary and starts to get cut off.
Is there a way to expand the boundary of the debug text area so I can see the full file name?
Hello guys, i'm having an issue, i'm trying to move an actor through its own spline but since the actor changes locations so does its spline, do i have to not have the spline inside the actor but in the level instead?
you could for example move the mesh component instead of the whole actor
that might work but... just found out about "detach from actor" method from spline and that works perfect. Thank you anyways for the idea @exotic thicket
Hello! I recently dowloaded and started UE 4.25.3 exited to try the Chaos destructables. I see that the Chaos plugins are all enabled but I don't know how to access them? Do they STILL require github dl and recompile even in v. 25.3?
Does anyone know how I can edit the unreal virtual camera ui widget? I want to move some stuff around but I cant figure out how
@heady lynx yes until .26 comes out you need to use a source build for chaos
sigh Ok, thanks mate!
Can anyone help me with an issue i'm having with oncomponentoverlap?
what does this symbol mean btw ?
Any idea why this water shader is causing blurriness around the edges of my objects?
@inland leaf Cosmetic Only. It means it will only execute on the Client, never on the Server.
Read the Node tooltip
@weary basalt thanks for the quick help ๐
the node tooltip just says "creates a new widget"
Ah ok, most node tooltips will describe it correctly.
but yeah, good to know it only gets called on the client ๐ then its off to bed. Have a nice night everyone!
it means it is client only
Recently Bought a FPS project example and i was wanting to change the UI of main menu but there is no widget blueprint to edit the main menu how would i be able to change it?
ok
thats the same menu from shooter template
i had to buy that template
from the ue marketplace?
i dont think they would allow it, but someone might correct me
no from youtube and i got a link to someone who was selling source
what did you pay for exactly?
i mean whats the purpose of that template
can you show a picture in-game? i have a feeling that you bought a free template
the purpose is to have a base so i dont have to work from scratch
yes hold on
@restive eagle
ok, that map is on the marketplace. if hes not the creator then hes redistributing stolen content
is it a paid map on the market place?
A short video about the Shooter Game Sample from Epic games.
this template was given for free to learn from the epic games
wait it will find the map as well
it was free for one month some time ago
but if hes not the author he doesnt have the right to distribute it
well according to him hes the author but i cannot confirm that
can you show where you bought it from?
sure
k
@snow crown could you investigate this with @cedar jetty, its definitely redistributing stolen content. maybe epic legal department could do something about it.
since im no expert in this
@restive eagle was that something made by epicgames?
like im confused if he didint make it then who did?
its a free template made by epic games and the only things added in this template are maps and I highly doubt that hes the author
damn i wish i would of asked around before hand
shooter game is c++ only right? not blueprints?
think so, opened that right now and cant find a single node
@plush yew what do you think, if you saw the link?
maybe i started pointing fingers out of spite but i still think that something is going on here
yep @plush yew ffs i got scammed
even on his video he told people its a bp project(which is a lie) and he bought the assets
but it still doesnt give him the right to resell them as his own
https://prnt.sc/uj7l5w sorry if this topic doesnt belong here, but i cant tolerate such behavior...
im currently re doing Phoenix Squadron: Northern Star and making it less cluttered have better fps, less bugs
and a better Physics system so yea im currently putting down the 3 year old project in favor of a new redesign
the setup/layout of PHSQ has been causing sever performace hits and issues so im redoing the entire thing
so yea im abandoning 3 years of progress to make a new and cleaner system
does anyone think i should do this or stick to the old version? No objections then, im going throgh with it then...
Hi all. Looking for some help regarding an issue I'm having with calling an inputAction from an NPC Character Blueprint. Can anyone see anything that might be causing the issue? I am a newbie.
(I have tried with auto receive input player 0 with no luck)
"E" being the key I am trying to call it with. I am sure that there are no inputs that are sharing that key, too.
My issue is that the input action is simply not being called. WHen I look into it with the debugger, I can see that the "E Key" input action is NOT firing off.
I should have included this, but it seems like it is the "Enable Input" that fails:
"LogPawn: Error: EnableInput can only be specified on a Pawn for its Controller"
Hi guys, I imported the animation and mesh of this model and in the animation (left) it's like the bones are separated or something? it works well inside Blender
Hi everyone! Would anybody be willing to give me some help with a landscape material?
I'm trying to replicate this node setup:
and this is what i've done:
yet for whatever reason, this is how the material looks on my landscape:
any ideas as to why? i don't want this material to tile at all and i thought the landscapelayercoords would fix that, but for some reason it's not working
When will 4.26 be out? Will it affect all water material/shaders out in the market?
suppose to be October they release every quarter
Anyone know how to disable shadows on the text 3d object?
@tired lynx When using that kind of blending it's ideal to multiply or divide the landscape coordinate for the mask as this will tend to render at true scale, so a 1024 texture will be... yep 1024 units wide. Create a constant parameter called scale and multiply or divide the UV for your mask in a material Instance.
@loud knoll Try getting the 3D text component and uncheck "cast shadow" under lighting.
@surreal harbor They broke the ability to use Text3D objects in BP's in 4.25, so I had to place it in the level and animate it from there. If you select the object no options to control the light settings, I could get it in the level BP and attempt to set the shadows there is that what you are saying?
No just select the component on the details panel, you can change the instance settings there
no you cant
You want to do a quick call?
Have you checked those options are not included
like every other thing has those options
you are right
but this one is missing them
I already reported it as a bug but your idea might work
these are all the options
You are correct, the option is missing
yeah I I know its WIP and the bug with the BP editor is going to be fixed in 4.26
I feel like I am the only one using it but I like your idea
I could tag it and attempt to do it via BP
There is a trick you can do though
@surreal harbor I am all ears mang
If you aren't planning on editing your text you can just convert it (or each individual letter as your animation implies) to a static mesh and disable shadows on that
oh that is a good idea as well but then the animation wont work
How is the animation set up?
going to try the tag and see if I can grab it on begin play and set the shadows to 0
using the new 3dText Animation gizmo tied to the sequencer
Ahh
ok, I see your problem
Well I guess you'd have to make a new animation for each letter in that case but that would be a royal pain
I could it with an interface as well but lets test the tag
yeah and I am not ready for that right now this is just WIP
that video above is just starting out
also the warning is on the almost every letter it is giving that your shadows are too big error also it self shadowing it self isn't needed
directional lights the most expensive thing you can put into your game, normally 1 at a time
they are used for the sun how many suns does your world have?
@left citrus What @loud knoll Said. Limit directional lights to at most 2, 1 if you are using forward rendering.
well it's for offline rendering, not realtime - regardless of the cost - would this many directional lights get buggy like this?
There are limits to how many you can use
I can swap them out for spotlights
what would be better? rect lights? we're using ray tracing so I guess those
That would be best
hopefully that solves the issue - will report back
gonna go ahead and delete that so I don't go to jail for breaking NDA kek
ok
Be careful, doing this to text you have in the world might crash your engine
It did for me
yeah
But after it is set creating new text works fine
that is an interface ?
No
where are you doing that construction script?
I just put a bit of code in the construction script
An interface would not have worked anyway
Unless it was an Editor Utility widget
yeah I tried it thought I missed something
I am doing it in the level script where are you seeing a construction tab?
Sort of, I just made a new BP class called 3D text which inherits from the 3D Text class and made the change there
But you can totally add a BP script to your text and it should work fine
I had packaging errors with that class in BP
when I first converted my project over to 4.25 a few weeks ago I couldnt package because I was using that class
Ok, well it is beta
yeah I know
I found 2 bugs so far
they told me they are going to be fix in 4.26
fixedd
I am doing it in the level as a test to see if it will package because I want to replace all my text with 3d text when they finish the feature
4.26 should not be far off but since it seems to me for an intro anyway, have you considered just rendering it out as a video file and using it that way?
that is against my dev religion everything in my game is real time
๐
Nothing is baked in this project that is part of the fun
Maybe time to convert?
XD
I'm in the "just get it working" or "the simplest approach is the best approach" category
Hey, i noticed you can look around by default with the mouse (Mouse X and Mouse Y), on mobile, how do I get this looking around effect using the finger to swipe around?
Will Mouse X correlate to swiping left and right? And Mouse Y swiping up and down?
just unsure if "Mouse" = Finger
When tapping the screen Finger = Mouse, for camera movement you are going to need to add that in yourself
how do i use the height texture for* a material?
@surreal harbor yeah I agree in most things but since I am doing a test and learning how this works for bigger things using this as a small test case an figuring out what is broken now is a fun side project to give me a break from harder issues
@surreal harbor it does work in the level script as well
I am testing to see if it will package
@loud knoll Fair enough, well then I wish you good luck.
Awesome
I never use the level BP myself
I use it for level specific controls I wouldn't ever want to do this normally - like I said I had a BP Actor 3DText setup but it broke in 4.25 and works in 4.24 and will be fixed in 4.26 so I am trying to figure out a way to keep the work from .24 and limp along until 4.26. I was in the process of replacing all my in game 2d text to 3d, and I knew this was risky. So I am doing a few one off tests to find out any other bugs or work arounds so they can fix it now before 4.26 comes out.
I figure if I help them then I increase my chances for a better version
@surreal harbor your solution worked great thank you! talking to you helped me figure it out
@loud knoll Fantastic, glad I could be of help!
houdini apprentice doesnt let you interact with ue4 right
its the yearly indie one?
Do I need to enable an option or something to be able to set materials on mesh lods?
Nvm, I see how to do it now.
I have a question. I have a for each loop that has various strings in an array. I want to dynamically write them to a (or multiple) text blocks in a widget. This is a basic example screenshot of what I'm working with:
I cannot figure out how to do this.
how do i stop a material from stretching on a raised surface
I'm reading various things online. In this example, the person is saying to create a text block, create a canvas panel,, then leverage them in this manner:
Build powerful visual scripts without code.
i want it to stay as it would on a flat surface on a vertical/slanted one but it stretches
However, I can't reference the canvas panel that exists in a separate widget, despite setting it as a var and declaring it global.
I suppose, since you cannot have text blocks as an array, any example of adding text blocks to a widget by looping through an array would be terrific.
so is there any way to streamline the process of morph target facial animation?
i have a character with a huge list of facial morph targets, and as of right now, it looks like i need to manually keyframe each one of them?
Hello Guys I have problem with Client when joining the server he cant move as i know the movement should be replicated by default but its not
I have a button I've dynamically generated via the "Construct Object from Class" > Add Child to Canvas > Add Child to Vertical Box sequence. How do I access the "onClicked" property for this dynamically-generated button?
https://youtu.be/kltdjLlJkjw how can something like this be done? New to ue4
Added two states. Scared and attack mode.
Like how do I add this ribben effect
@candid stratus That looks like a particle effect to me.
I mainly do back-end work, but my guess is you should start researching particle effects, you can download some free ones online, or for a cheap donation to someone's patreon.
whenever i press play my character isnt where i set him (first image)
this is my first time using a game engine
@open wadi ok thanks ๐
pls help
hey all, I was wanting to make a spawn area for a simple weather system that uses a cylinder volume? Because I have a height and radius of the cloud + rain for example.
Does anyone have any idea how I could do this in unreal? It doesnt have a cylinder volume and so I'm not sure what my steps should be.
Question: When creating widgets / menus, is there a set rule of thumb for a minimum number of pixels from the left or right edge of the screen you want to be? Such as, a minimum of 50 pixels?
can I set just a certain LOD of a mesh or foliage to render to the custom depth buffer?
Hi everyone, in this code here I'm within a for each loop and dynamically generating buttons (using a custom widget I created that only consists of a canvas panel and button). It is displaying the button properly; how do I bind to the on Clicked event for this dynamically-created button?
I'm reading quite a bit about this and it looks like I should add an event dispatcher to the custom button widget I created for this purpose, and call it for the button's native OnClicked event. The issue here is, the entire point of the button is to take an input for a URL (which will be used in a subsequent Launch URL call when the button is clicked), but the event dispatcher does not allow me to add output pins for the URL string param I added to it, so I don't see how this could work for my use-case.
this is indeed how you would do it
basically the setup would be like this:
- Give your custom widget a String variable like "Button URL"
- Give your custom widget a dispatcher, and give the dispatcher a String parameter
- When the button's on clicked happens, call the dispatcher with the Button URL variable as the parameter
now you can bind an event to that event, and you'll receive the URL as a parameter and it should just work :)
@exotic thicket Thanks brother, working on that now.
Bread
@exotic thicket Here's where I'm confused. I created the string in my custom button widget, "URL", and I created the event dispatcher with a string param of the same name, "URL". But when I call "Launch URL", I can't drag the "URL" pin from the left side of the dispatcher due to it being the wrong direction.
oh
I mean if you want to launch it directly from the button
then you don't need the event dispatcher :)
Oh, well I don't care about launching it from the button
just link the URL variable directly into it
I mean you can definitely launch it directly from the button like this, it's entirely valid
Here's the code within my for each loop where I'm successfully dynamically generating the buttons (my custon widget that consists of just a button)
so yeah in that case you can just lose the dispatcher, just connect the url variable to the launch node and that should work
But that unattached "bind on clicked" node isn't in use
Because I can't determine how to bind to the "on click" event of the dynamically generated button within the parent widget that is dynamically generating the buttons
you don't need it if you put the launch node into the button widget :)
Bread
Right, ok.
So then the question becomes - I now have a URL string within my custom button widget, but within the parent widget using the button widget to generate the buttons, how do I write to the URL string after the "construct button" node?
Within this:
same way as you'd set any variable
Cast to?
the output from your construct node is already of the correct type
But but these buttons are being dynamically generated within a for loop via the construct object from class
so you should be able to drag from that and say "Set URL"
np :)
Here's a random question: Is there some rule of thumb about how many pixels from the edges you want to keep your menus (when working with desktops / laptops) when designing in UMG? Right now I'm doing 50 pixels from left / right.
I don't see any articles on this so I presume this is entirely subjective.
I think it's mostly a question about TVs vs computer monitors
even modern TV's can have some amount of overscan, meaning stuff at the edges might not be visible
if you look at most computer GUIs, they have lots of stuff right at the edges too... so if you're not worried about overscan, it's just a question of what you want it to look like really :)
Right.
Hmm.
Wonder if I should leave it at 100 pixels.
Well for this project, our users are required to only be on desktop and laptop.
I suppose you're saying if they're insane and using a TV as a monitor.
Another all-nighter boys.
Bread
Hi all. I'm working on a concept, and I'm trying to figure out the best way to go about the next step. I have some arbitrary meshes, and I am drawing splines on these meshes using LineTraceSingleByObjectType. I now have a spline with approx 500 points tracing an arbitrary path (closed loop) on the mesh surface. What I'd like to do is create a new mesh, that takes the exact outer shape of the mesh, and cut where the spline is. Kind-of like a boolean. Any ideas on an approach for making this clone mesh? I'm thinking possibly a procedural mesh, using all of the spline points as vertices, and somehow identifying all of the vertices on the underlying mesh
@rich sparrow bread
this is an example of what I'm trying to copy:
@rich sparrow but why?
hi guys
Hi
i have problem installing the engine where can i find help?
Epic support
ok thanks
allo
hi
How do I install another version of UE4 from epic games launcher?
Unless college computers somehow locked that off
nvm
I activated the subsystem plugin and steamsubsystem and added the code in the defaultengine folder and started Steam, and when I start the game, the Steam overlay does not appear to me and it does not appear to be connected to it
Does anyone know the solution?
Anyone know of a way to disable the Unreal selection border? Preferably on specific actors/classes
Hey Everyone!
I am new to UE4 and just wondering if you might be able to help me at all with something please. I can't seem to get my textures to look as close as they are in Substance P? I have ensured that the roughness/metallic/normal maps have the RGB switched off and my UE4 settings are high or cinematic. Exporting out of Substance I did the UE4 packed as Targa 8bit. I'm rather confused! If anyone has some further insight into this it would be GREATLY appreciated. Many thanks!
Maybe a lighting issue?
is there a way to hide items in the viewport? just like in hammer ctrl U and H shortcut? 
You can hide stuff by selecting then H
oh so just like hammer 
i'm 
thanks ๐
is there a visgroup counterpart in UE4? 
oh there is pog
@plush yew Maybe? It just looked as through the texures weren't displaying as crisply - unless that's just a standard UE4 thing? I really have no idea. I have only been using it for a week lol
anybody would know why i have weird stuff like full lighted meshes when there's basically no light nearby? 
So if I start my project in c++, I get to mix blueprints or I can also mix C++ if I start it in Blueprint
anybody would know why i have weird stuff like full lighted meshes when there's basically no light nearby? :Sadge:
Do they have materials with emission?
Check if their is a light in the world outliner
So if I start my project in c++, I get to mix blueprints or I can also mix C++ if I start it in Blueprint
Anyone?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000094
UE4Editor_UMG!FWidget3DSceneProxy::RenderCollision() [d:\build++ue4\sync\engine\source\runtime\umg\private\components\widgetcomponent.cpp:518]
UE4Editor_UMG!FWidget3DSceneProxy::GetDynamicMeshElements() [d:\build++ue4\sync\engine\source\runtime\umg\private\components\widgetcomponent.cpp:467]
UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [d:\build++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2887]
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [d:\build++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:3946]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:4234]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1106]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:3477]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::35'::FDrawSceneCommandName,<lambda_7df85a902bb55f107fd3c0b688678f3c> > >::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:583]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:340]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:471]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
Can somone help me to identify this crash?
@plush yew uuh wdym? i have 2 lights, the one that are in the entrace, and a BP_skylight, maybe i should remove it since it's all interior right now anyway? 
same stuff without the skysphere and all sky related stuff
@rich sparrow hi there, i am currently working on a very similar problem. you would have to use ProceduralMeshComponent or this https://runtimemesh.koderz.io/
Documentation for the Runtime Mesh Component and affiliated plugins for Unreal Engine!
@flat crater yeah, I figured that'll be part of it. I'm thinking about how to actually determine which verts/tris should be part of this new mesh
unless that's a post process thingy
well that's exactly the part of the process i am working out right now
you might run into performance issues with a high res mesh
the reason being that the mesh triangles are stored in a linear array and might not be ordered in a way that is beneficial for your algorithm
so you might have to iterate through it a lot if you cant find a way around this
sure, I would accept a momentary pause. I'm still wrangling with how to decide whether something is 'inside' of my spline, or outside - as there's no concept of a shape, yet.
for your use case maybe it could be done to determine the closest vertice of the mesh for every point on your spline
the RMC is multithreaded, so you should probably use that
also you would definetly have to do it in c++
blueprints will be way to slow
yeah, I'm in c++, need the speed for sure. I could get the closest vert, that's simple enough. It's more all the other verts on the surface, that are enclosed within the spline loop.
e.g.
keep yellow, discard purple
should yellow be completly discarded?
no, I want to keep yellow. Discard purple.
sry mixed it up
it also may be possible to remove all triangles that contain vertices within a certain distance to your spline points if you then run an algorithm that detects which triangles are connected and sorts them into two groups you would only have to discard one of them
an alternative I was thinking is some kind of line trace arrangement, between pairs of spline points.
well you would not necessarily hit anything i think
my lightning problem only grows it's even worse now watafak
have you already lokked into vertex buffers? if not i recommend it, since it is the way triangles are represented in PMC and RMC
@rich sparrow - is that spline mirrored?
if it's not, what you're asking for will be... difficult
I think it's going to be very slow even in C++ though
yeah, i want to press an that issue again too. i am not talking easy or fast here
because you will have to find the nearest vert to each spline point and build a triangle array connecting them to the relevant opposite vert
the geometry you get will be horribly unoptimised at the end too
if the spline isn't mirrored through an axis, then this whole thing is so far into the realms of pure math that you're asking for help in the wrong place
@wary wave yes it's mirrored, closed loop
yeah, then you grab the nearest vert to each point, and create a triangle array using the adjacent and opposite points at each iteration
basically zig-zag between the two sides of the spline
that should create a basic mesh that represents where the spline created the intersection
but that's only going to create a flat surface between the sides of the spline, no?
I want to retain the whole curved surface of the top of the mesh
ambershee is talking about closing the hole i think
yeah that bit I can do, effectively just using the spline points as verts
I have another option I may try, which is to prefab the screenshot 'cap' mesh in the DCC. All I eventually want is to split that cap into multiple segments - a lot easier to do with a procedural mesh and splines.
not sure how that helps me, though. I don't think I have a way to discard parts of the procedural mesh, based on that spline
you disconnect everything connected to verts you've got on your spline
(ideally you should be creating those spline points with respect to the verts in the original mesh to get a clean 1:1 snapping)
yeah I'll get a higher-res mesh and snap to verts
basically you're gonna cut that original mesh into two, discard one of your two islands, and make the triangle array down the spline
it's nasty, but it's the simplest way to do it
yeah it's the 'cut into two' bit I'm lost at.
so, say along this orange line, each dot is snapped to a vert
the plan would be to discard the tris on the purple section. I could create the 'cap' segment using the dots/verts along the orange line. Rough shape, but it would do
but I don't really have a way to identify the tris/verts in the purple section.
if you've disconnected every vert along that spline you have two unique islands
discard one, based on the axis of your spline
this means you need to calculate the two islands
which is in itself, an algorithm
right, that 'disconnection' is part of the procedural mesh lib?
I thought that might be the case ๐
I understand the principle though - doubt I'll get that implemented.
how do i cast a shadow for my fire ? because when i keep my point light over here it gives the shadow like this.
how to i get rid of this preview ?
@rich sparrow the pmc as well as the rmc only support slice with an infinite even plane. that is my issue as well, even though my use case is probably not as expensive as yours
so you would basically have to implement everything yourself, which will require some knowledge in algorithmic geometry
@prisma marlin I can't see clearly, but I'm assuming it's the shape of the structure that holds the light ?
that make sense then. The question is what do you want/expect ?
Personally I'd just disable the shadow from that structure
i want to illuminate the scene from fire
but if disable the shadow, wont it look unrealistic? like fire wont give shadow to wall and everything
Disable the shadow being cast on the structure that holds the fire, not on the fire casting the shadow.
So the fire should still emit light (and cast shadows) on all other objects
It would look less realistic - but the more realistic version is the one you see in the picture
How can I define a nav mesh volume that a player can travel in vs one that an AI has to stay in?
isn't nav mesh used by AI? That is, it doesn't really limit the player. So what does it mean ".. that a player can travel in" ?
sorry. i have a player using an AI controller for pathfinding. I want my player to be able to walk about a map, enter an area, and have NPCs there stuuck in that area
so i want a smaller navmesh inside a larger one thats just for certain actors
I don't think you can do it, nor you should. Navmesh is the area where AI can ever travel to, not the area it should.
that is, when you tell your AI to go to some position, you usually do something like "get random point in circle". Just use a smaller circle then.
@flat crater understood, and thanks. Also thanks @wary wave for the input
@prisma marlin You mean you want to have a more realistic looking bounce light type effect in the entire scene without raytracing? You need another light in the scene then to fake it. I might be wrong there but just my understanding of how to light a scene. One for the dynamic torch light casting the shadow itself, and one or more for the static lights faking the bounce light from that torce that can effect inside the shadow.
Hey guys, does anyone know why my vehicle is doing this flicker? There's also the problem with wheels but rn I'm trying to solve the flickering, which happens in editor and in-game. I'm assuming I did something wrong when exporting from Blender or I messed up the skeleton or smthg, cuz an older model used to work fine
why is my rotating movement component not working on my cine camera ? an lead ? ๐
ight I solved the flickering
is it possible to make this storage bin so it cannot flip over ?
@hasty wharf go to physics and lock rotation
of the mesh
Lock rotation on X and Y axis
and Z if you also don't want it to rotate
yooo you're first person I helped with UE4
with the Pro Foliage Volume, can we not remove the vegetations by hand? Like if im building something?
Is there any way to check at runtime what's the current value of given console command? For example r.ScreentPercentage. I can set the value at runtime but how can I check what's the current value?
is there a way to automatically set the resolution of the viewport? i tried putting r.setres in the defaultengine.ini [/Script/Engine.RendererSettings] and that didn't seem to work
Is there some debug console command to force show a specific UI Widget Blueprint per name?
Hey guys is there anyway to build a Custom Wall like .
Player Click And Drag to build the wall
You'll have to look into how to add static mesh to an instance static mesh component and attach it to player input and probably some guidelines that when you start building a wall you lock the rotation and stuff til you're done 'planting walls'. As for tutorials, I think so, on youtube I've seen some stuff. try looking into those keywords.
anybody know what to cast to a ai creted from third person character
Couldn't Find Planting wall in youtube @icy ridge
i was thinking to use Spline maybe it work
https://youtu.be/H_0AYd4SbAE So this, but you're gonna have to attach it to player input
How to create a blueprint that can procedurally generate walls and floors of desired size! Awesome tool for unleashing your creativity and putting your content generation speed on steroids.
If you wanna kill some time and are looking for a challenge check out my latest (free...
Cool
that part is not on youtube but if you figure out a nice way to do it, you can get views for making a video.
I will check it thanks
No problem.
Aight so i just came to an idea for a game i want to make , but there are absoutely no tutorials on how to do it , the plan was to make a procedurally generated planet with a already set % of Atmosphere density and different atmosphere elements that give different colors to the sky. The atmosphere seems to be the hardest one to figure out in my mind
I have a VR project. an it works fine in the editor. but when i build the game and play it, the oculus stays black inside and doesn't show the game. has anyone come across this before or know of a fix?
My pawn is spawned inside of a box collision and thus on overlap never fires. Easiest fix for this?
I have it working in VR now in a packaged build. the new issue is when i press the joy stick in to teleport. it gets stuck on itself and the teleport line stops almost instantly.
again, has anyone come across this issue before?
Is there any way to manually triggere a call for checkoverlapping?
Is there any way to properly import materials from blender to ue4
Thanks for everything!
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is there a limit to how many mechanics you can stuff into or build into a game to be activated on a whim when something engages with the game to make them happen or will having too many mechanics break the game even if their culled or whatever like for example, "push block" "parry" "grapples" "sprint" "climbing" "rolling"
"swimming" "picking stuff up" "pushing an object" "emotes" "use of an item"
but let's say for example that there is 200 mechanics though culled or what not would it be game breaking to process or have smoothe play for? o-o;
i have a crud ton of many little ideas but i dont want to blueprint so much crazy stuff if building a game can only handle like 20 mechanics
or hell even 10 mechanics :C
i already had to kill 5 mechanics and rework another 4 ish i had planned because half triggers cant be done with controller buttons..
There is no limit, but your computer is not infinite
You have to actually implement stuff and benchmark it, that's the only way to answer this
o.o
so its possible to build infinite interaction into my game and than benchmark to hope the game doesnt explode
and if it doesnt infinite novelty x////x
Knowing the theory of algorithms also helps
is it called "theory of algorithms" o-o
It's like asking how many stones can you pick up. Depends on the stones ๐ ๐
oh
so tiny mechanics can be stacked like crazy
but clunkier bigger stuff like mounting bik enemies may be more costly
mechanics can be simple or complex there is no answer
Questions about blender and ue4
How does stuff like hair work
And liquids
Would it just import as a solid object
Liquids - no idea but UE4 is getting better at them.
Nice
Hair is more complex.
Neat
Or rather it's possible to do, but depends on your choice of implimentation
I wish materials could export from blender to ue4
in theory a pipeline could be created depending on how the material is set up, its doable with 3dsmax and datasmith for example
hello,anyone who can help me with some modding?
Is it possible to attach a static mesh to a bone in a skeletal mesh, using a physics constraint actor?
you should be able to attach it to a socket on the bone
if I do this, the object lags behind by a frame
change the tick group to one of the other ones, maybe after physics and see if it helps
hmm, okay, I've got it in an actor, with a physics constraint for my 2ndary motion and attached to the socket, seems to be working
cheers @grim ore
I need a way to separate/mask out only certain LODs of foliage in a post process material while still keeping the mesh lit not unlit. Can I do something like have a single LOD render after a post that is set to "Before Translucency" but not be transparent? or maybe have a single LOD use custom depth?
why my packaged game have 200+ mb when my content folder have just 500 kb ?
you need the engine to run the game...
look where your 200mb is located in your packaged game and you will see
You can get it down to well under 100MB if you change somethings.
i changed a lot
Is there a way of having a custom planar reflection shape? I need it to fit a mirror, but it's not square
But including prerequisites adds a bit too.
for reducing but nothing happened
you can exclude some engine content sure
i did this
How to reduce the size of your packaged game.
hello can someone help?
i bought this soldier from the marketplace
details
and if change the ue4 mannequin with the soldier in the thirdperson bp the animations dont work
and now i am trying to change the skeleton of the ue4 mannequin animations to the soldier
how do i do that?
when you are importing the soldier make sure to select the same skeleton as you are using inside your thirdperson bp
then find thirdpersonanimbp, right click and retarget to the new skeleton that your soldier has
it will make a new anim bp and use that inside your thirdpersonbp
i got it now
but it will duplicate all the animations, there might be easier options but cant think of any atm
oh this should work too
find soldier mesh and asign a new skeleton
@sleek karma see if that helps, then you wont need to duplicate any anims
Nice
Can we remove foliage items from the procedural foliage volume? Like one is spawned but we need to move it without touching others spawned?
foliage blocking volume and resimulate.
although it will likely change the locations of others
Hey guys, do you follow some ue4 tutorials? I am also publishing series of guides on YT, today about shader animations https://www.youtube.com/watch?v=Fmq2QvyEIMA
In this UE4 guide we discover secrets of shader animations. We will learn how to create new vertex animation in 3DS max and import it back to Unreal Engine 4. Then I share more advanced mesh movement techniques which I am developing in Astro Colony game as a solo developer.
P...
Is there a command that shows the count down to garbage collection?
Or by forcing garbage collection does it reset the timer?
SIGGRAPH 2016 video for the related paper. The full paper can be found at http://www.cs.ubc.ca/~van/papers/2016-TOG-controlGraphs/index.html
how
help so i have an animation set up
but once the cutscene is finished my object that moves goes back to its original spot
but what i want is once the cutscenes finished my object stays in that spot forever, unless i want it to move back somehow
@stark marsh
https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/WhenFinished/index.html
On properties for the object you want, right click and select "Keep state" when finished
Describes how to keep any changes made through Sequencer when it has completed or restore changes back to their original state.
Yo! Does anybody know if this โThird person example mapโ is still available somewhere?
@haughty hound Its default within the engine, if you create a new project and choose the third person template it should load up
Gotcha, trying ta๐๐
thanks @restive basalt
btw my game is sort of going to be like the dungeons of darksiders and breath of the wild
with less combat but more platform elements and puzzle
did they remove simulate in the BP editor from 4.25.3?
no
well I have 4.25 and 4.24 right next to each other and the button is doing something different in the BP editor
Well I am stumped I have both versions here in 4.25 the button runs a sim for the entire game, where in 4.24 it runs a sim in just BP editor
Chaos is disabled in bot
both
I am going to check the plugins maybe I turned something off
How do I change this to world?https://gyazo.com/3aabd3cddbcff53ba803238287474e5c
this is the main editor viewport
@loud knoll Have you tried using the simulate button in the level editor window and not the individual BP? They do two different things.
@barren flume click the cube (local) to switch it to the globe (world)
but some viewports only have local or you need to click on something as its for objects itself
I tried clicking on objects and tried switching and deselecting all objects and tried switching but nothing happens
in that gif is me clicking on that
even pressing the shortcut (CTRL+) doesn't change it
oh wow I had to change it to move instead of scale to change it
@scarlet birch yeah of course man, right now my PIE simulate button is running the game in 4.25, and in 4.24 it is running the game. In the BP editor the Simulate button which did have issues with clean up in all previous versions only runs the game in .25 and still works the same in 4.24.
I have all the Chaos plugins off so I am going to see if this move from Epic is tied to the new changes
@scarlet birch Yes it has to do with plugins being removed
The button is back as soon as I turn on the plugins for Chaos
I guess it makes sense if everything is moving to Chaos.
@scarlet birch yeah true but if you convert your project over and had all that stuff turned off to save memory you are now missing a key function for the BP actor editor with no warning. What I will do now is reset the plugins in use when I convert my projects over so I can make sure everything that is suppose to be on by default is on, and then trim things when I get ready to package. I noticed a large difference in package sizes when I start removing plugins I don't ever use.
@scarlet birch like Magic Leap they have like 6 things on by default and I turn all that shit off, unless someone is paying me to develop for it I will never do it or if I was to do it it would be a fresh project.
hi, does anyone have an idea why in the viewport the texture seems to be overcompressed? I have no clue...
It's a pretty common complaint that all the VR stuff is on by default. It causes issues with users who have VR headsets too if you're not using VR.
Hmm... does anybody have any clues as to why some scalability settings are automatically resetting in-editor?
You can change them, but clicking in/out will reset them.
If there was an error with some level, I would expect a warning or printout somewhere ๐ค
So, I am running into an issue
When I convert a millisecond to a second
The second is on the millisecond delay
So I end up counting The milliseconds to turn into a minute
Instead of counting seconds to turn into a minute.
I figured it out
It was the resetting of the milliseconds being done last
I had to reset the milliseconds right after I set the new second to +1
there is a timespan variable and datetime variable type btw
and a delay in tick.... its not smart
@grim ore There's a few trolls that need to be banned
Doesn't a delay in tick just cancel itself out?
im not sure if theres a complete beginners channel or anything but how long would it take to learn C++ semi-proficiently? i heard its one of the hardest and overly complex languages
45.7 years
The voice chat is suffering from some really bad eggs jumping in and out
Should I tag one of the mods?
probably
@upper heart The voice chat is being raided by trolls, one of them straight up was throwing hate speech and another was doing a Banjo NPC style voice modulator
I think the first guy invited his troll buddies
Thanks for letting me know
hey quick question, how do I reduce the size of the camera view inside the viewport? it's clogging up the entire thing when I select my pawn
He's the first one.
@dull plank is the second.
You mean the camera when you press on it?
You can disable that entirely.
I don't especially want to but if I can't just make it smaller I will
yeah
Its a bit annoying when working. True
what resolution are you working at where it is so large?
But its useful sometimes, usually I disable it until I need it.
I just can't even move my pawn when I click on it cause it blocks it
it is useful I just wish it was smaller
Edit>Editor Preferences> Search "Camera"> Level Editor - Viewports> Look and Feel> Uncheck the "Preview Selected Cameras" checkbox
yah yours is way larger than it should be which is why i am asking about the resolution
there is a high dpi checkbox in the editor settings you might need to adjust
ok
doesn't dpi just have to do with the mouse?
oh it worked
much better thank you
its dots per inch and applies to your monitor as well since its at 4k and you probably have scaling on
yeah
Hello, I hope this is the correct location. I'm curious how others handle this situation.
Multiple input events are bound to the same key, let's say E.
E can do something like mount a gun.
If you hold down E, it can bring up a contextual menu (like ping location)
If the 2 events are handled in Pawn and PC separately, what is the general approach to resolving a problem like this?
now everything (else) is blurry but it's a small price to pay for salvation
@scarlet oar First, input should not be handled in both,
@scarlet oar If E does multiple things, look into interfaces ๐
ah... interfaces nice, yeah @scarlet birch I would prefer to keep things sane, but I work with a team and don't have explicit control :)
Interfaces sound good thanks @thick herald
Yeah that's even more of a reason input shouldn't be handled in multiple places.
agreed
No envy.
Hello Guys Can i Count the Percentage of Destructable wall Like if i Destroyed half of the wall i will get 50% is it possible ?
You can get the number of pieces in C++ not sure if BP has a way.
@scarlet birch It seems if they want more testing or have some deal in place the plugin gets turned on by default that seems to be the pattern but i noticed when I reset the 4.25.3 project back to default a lot of things that used to be on are off . Its all fine now, I just freaked out because I couldn't find a button I have been using for years for timing animation and emitters.
@golden condor did you mention me?
You can get the number of pieces in C++ not sure if BP has a way.
@scarlet birch You know how to to do it in C++ ?
Apex?
Yes
I'd have to look at my code from a project but yeah could probably get there.
@runic fern are you talking about APEx fracture chunks in BP?
Yes Vexar
{
return (int32)ApexDestructibleActor->getNumVisibleChunks();
} ```
@runic fern I was working on that for a few days. All BP efforts failed for me. I could get parts, but couldn't get emitters to attach and follow the chunks.
i have code to do that
i wan just to get the count of the Chunks so i can Count the Percentage for the Task
I needed emmiters for chunks that were disolving
@runic fern Each chunk will produce a Socket, and you can get the socket names and count
@scarlet birch Could you get the emitters to work with out your code or did you need to code it?
The code exposes the chunk locations to BP so the emitters can then be placed at their locations
Yes I was trying to do that via BP with out any code by using the Get Closest Point on Collision Node
You comfortable at all with C++?
Yeah
if i made a Collision Box around the destructed wall and overlap the Parts I can get the count right ?
Here, it's adapted from old forum posts and answerhub stuff anyway.
Just have the destructible component inherit from it and you can get the chunk locations.
Can I have it fold that kind of stuff when I post it?
or is there a better way?
Hey any one know if you can run UE4 off a external hard drive?
like can I copy my UE4 installation on a external hdd and use it on another pc?
@scarlet birch you can delete it man
I got it captured
@little warren I used to do that with Unreal 3 not sure about 4
I'm not overly familiar with c++ but it got the job done
and another question please ...
I've Seen a building system like the Sims Who can build the Wall and snap a door and windows to this Wall ..
What this System called how can i make it
Dang if any one knows if UE4 works please let me know
Because i wanna make a Customizable Walls inside the house when the player want to destroy a wall and build new one he will be able to snap Window or door where ever he want
I use UE4 from an external SSD without issue
does anyone have any sources on how to do physics based hit damage?
@runic fern I would try adding sockets and snapping the objects to those generic locations and then design the objects around the limits of those socket locations.
or maybe Mask for Windows and Doors Might Work
Magic Plugin you mean ?
then you could be more creative
nah just like a fade in effect
like something to cover up what you are doing
smoke and mirrors are 99.8% of game dev ๐
I just learned The Apex Destruction today ๐
was way way way way way worse in the old days
Yes Smoke And Mirrors And Fire
I wanted to Make A Smaller Fractions but looks like not working with Apex i need to create it as FBX outside and import it
yes chipping away is a cool mechanic I ended up removing it was taking too much time but I am doing an action / arcade game.
Also i was trying to Make Fall Damage like when the upper side falling will destroy
i think Impact Damage and something with it should do this job
anyone know how I can make it so that shadow doesn't pop in and out? (bottom door step frame shadow)
it does this for all the shadows, if the camera gets too far away / clips the shadow i guess
im rendering a cinematic so i can't have this
i think light portal should do this thing
ur paintings are upside down?
on purpose
Yes
the shadows disappear when i get too close though
not when i get too far away
i don't think lightmass portal would fix that
No one on multiplayer seems to know the answer, so maybe a more general shoutout here:
When I call "LoadGameFromSlot" while in an online session, it always loads the saved game that exists on the server, even if the client is calling it. Is there any way to have the client get its own save game data from the local client?
anyone know why this happens? when i turn camera in certain angle. The glass shows that weird white light for no reason. Using spiralblur does it. You can even test it out. My goal is a blurred glass
Is there any way to make lights work with LPV in 4.25? afaik it only works with the directional light
since UE4 is weird sometimes ... if i have a Dictionary, will it fail if i access it when the key isnt in the dictionary or will it just return null ?
also sorry for asking this here, i have a very hard time dealing wiht the documentation somehow
why does this happen?
i cant make my character crouch or "bounce" when running
it just moves in one direction
and when it crouches, that happen
Watch how I made Subway Surfers 2020 Remastered version (or I will eat you).
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CyberRace, i loaded UE4 and my level is not there... lol it is displayed in system folder but missing from content browser.. happened before, wonder if its unfuckable?
I'm trying to make some circular array with a simple mesh, can't find how to do it with blueprints
found this plugin tho, does it worth it? https://www.unrealengine.com/marketplace/en-US/product/array-placement-tools
was able to dumb the issue down, it's not shadows, it's ambient occlusion
anyone know how to fix the ambient occlusion from culling like this?
I was wondering what I should do to stop the material from repeating like this? (the lines)
Is there water plugin in 4.26 repo on Github?
How do you go about adding in game cosmetics and an item store in your game?
With steam
@barren flume idk how to doit but you can look in youtube for tiled variations
that adds some paintings to the landscape, so it doesnt looks like a repeating image
I must be being an idiot, am I missing something or did Unreal just YEET all the good tutorials?
The amount of times I come across this page is unreal (pun intended) https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1745504-a-new-community-hosted-unreal-engine-wiki
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline.
These resources now live on a new community-run Unreal Engine Community Wiki โ ue4community.wiki (https://ue4community.wiki)! You will be able to find content from the official ...
The amount of times I am able to actually find the referenced post is 0 so far. Am I the only one who is having this issue? Is there a way to see the old Wiki that I don't know about?
it's hard to find those for some reason on google
but they do exist, you can try using a search like "ue community wiki + your search"
I'll give that a go - thanks zomg
Wow - literally found it in seconds. I've been pulling my hair out with this - Thanks @exotic thicket
anyone know what's caushing this ambient occlusion culling?
@plush yew yes, i am thank you for replying btw
is there any way to fix this?
with SSAO
Can anyone help me with that, please? All my textures simply became like that (I'm using starter content). I've disabled lightmap compress on world settings already, but the same continues
@plush yew how would i go about baking ambient occlusion?
Having an EXCEPTION_ACCESS_VIOLATION problem with UE4. Turns out when I add a BP instance of a certain C++ class, an EXCEPTION_ACCESS_VIOLATION error occurs in the GameMode, specifically with SetMatchState(). Issue is that the C++ class that is supposedly triggering this error has no code involved with GameMode in it as far as I know. Has anyone seen this problem?
if you had a normal from a raycast to a 2d square and you knew the rotation/orientation quaternion of that square how would you decide what side of the square was hit? I've tried converting the rotation quat to a unit vector and then doing dot on it but the loss of precision makes the left/right side report incorrectly rarely so looking for a smarter way that wouldn't have this issue
Is there an easy way to make the default car from the Advanced Vehicle template more stable? Almost any bump in the road flips it over
so, out of no where, when im working on a level, it now makes my textures blured, as if everything is a low LOD.
Anyone know how to fix it? makes it very hard to tell what stuff looks like
why does this thing take too much time ue4 is not responding for like 30 mins
has that number not changed?
what does your task manager show?
thats weird, so 0% cpu use?
yeah but why
do you have visual studio installed?
yeah but its not running
do you have incredibuild installed with it?
i dont remember but im using blueprints
okdoke
welp. do you have incredibuild installed?
that would be the issue. You are not paying for it so its limited to a low # of threads and will stop UE4 from compiling basically
whats this
^^ you arent payin for it so its in trial mode. Uninstall it or pay for it.
then why did you install it
it doesnt auto install, its an option when installing visual studio. Uninstall it, it's not for you.
used it for a month, good times...
ok im uninstalling it but now how can i make ue4 compile fast
uninstall incredibuild
did it
a better cpu would decrease the built time
i have a ryzen 7 1700 isnt it good enough
but they did improve the built time recently
or within previous updates, dont remember
a ryzen 1700 is fine
its shader compiler that should be using all the cpu
i dont see it in the task manager anymore
is it compiling shaders?
did you restart your pc?
no, should i?
yes
thank you so much