#ue4-general

1 messages ยท Page 841 of 1

latent salmon
#

found it @midnight gate

light thunder
#

why aren't my favorite folders being saved between engine shutdowns?

potent bridge
#

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.

light thunder
#

type in > to blueprint node then set the value of CurrentHealth to the CurrentHealth minus 1 , vice versa

mossy nymph
#

i suspect you're trying to do something fishy there

light thunder
#

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

mossy nymph
#

as CurrentHealth = TrueHealth would have the same result

#

so whats the additional reason to do it incrementaly?

potent bridge
#

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

mossy nymph
#

if you loop it it will be instantanous

potent bridge
#

I see.

mossy nymph
#

as loops have to exit synhronously

potent bridge
#

aight.

#

so what would be the best way of going about this?

mossy nymph
#

using integer for health is also super impractical

potent bridge
#

Not using int luckily

mossy nymph
#

simplest way for blueprint, yes?

potent bridge
#

yep.

#

just whenever the currentHP doesn't match the trueHP, it changes by 1 every so many frames until it reaches that value

mossy nymph
#

Timeline 0-1 SetCurrentHealth to FInterpToConst (CurrentHealth, TrueHealth, GetDelteTime, InterpSpeed (which is in change/sec))

#

on Timeline Update

potent bridge
#

I don't know how timelines work man

light thunder
#

watch the videos on youtube man, it helps

mossy nymph
#

sorry, messed it up a little

light thunder
#

it's like 5 minutes of your life

mossy nymph
#

generally

#

Timeline is a node which adds a Ticking ActorComponent

#

it has a curve asset in it (value paired with time, editable graph)

potent bridge
#

I see.

mossy nymph
#

as it TIcks, it changes the output (value for that time stamp)

#

and you set it to 0-1 value as alpha for lerp

potent bridge
#

so after my inputs, I can use a timeline for it to go over time to that value.

mossy nymph
#

then you just Lerp(float)

potent bridge
#

Makes enough sense.

mossy nymph
#

the above

#

FInterpToConst

#

is a version without a timeline

#

but if would have to be plugged in TIck

potent bridge
#

Don't get me in to lerping right now.

#

I'm looking at the timelines so

novel rose
#

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?

mossy nymph
#

rotate to match the spline orientation at that point @novel rose?

novel rose
#

how do I go about doign that?

formal maple
#

you can rotate spline points

mossy nymph
#

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

novel rose
#

I want the mesh to spin as it follows the spline route

#

like a spinning coin moving along a path

hidden adder
#

so just moving from unity to ue4 is modular buildings semi do able when starting on ue4?

potent bridge
cedar wave
#

What do you mean? Like, importing modular buildings or something like probuilder? @hidden adder

hidden adder
#

something like pro builder

barren flume
#

Okay I get this message when I created a c++ project and an actor class in visual studio

#

not sure what to click

cedar wave
#

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

hidden adder
#

ill give it a crack

#

thanks!

vale silo
hidden adder
#

oh wow god dayum there is so many freebies for huge systems on epic store its insane

potent bridge
#

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?

wheat shore
#

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.

plush yew
#

whats the node or way to have a % chance of something happening?

thick herald
#

Could just use a random in range and check the result.

plush yew
#

random number then check if its below or above a certain value?

#

i guess that works

grim ore
#

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

plush yew
#

nah percentage chance

covert hedge
#

Wait we actually have random with weight nodes? OMEGALUL i code one in c++ ause i couldn't find one ppHop

ember star
#

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?

covert hedge
#

how do you create the child actors?

ember star
#

right now im adding child actor components to the parent actor, but unsure if thats the right way to start going aboutu it

covert hedge
#

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 FeelsThinkingMan

potent bridge
#

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.

ember star
#

i considered that constructing runtime would give me a little more reference passing control

covert hedge
#

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

potent bridge
#

devoluti0n, would you know by any chance?

covert hedge
#

didn't use timeline yet

potent bridge
#

oh

covert hedge
#

@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

hidden adder
#

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

potent bridge
#

FInterpToConst or something?

covert hedge
grim ore
#

@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

potent bridge
#

Not sure how to add those lerps though.

bright wharf
grim ore
#

its called a lerp or linear interpolate node and you do it as i just described it

potent bridge
grim ore
#

okdoke, so do it like i described

potent bridge
#

I think I get what you're saying though.

#

which one though, Lerp (???)

#

as theres multiple of them

grim ore
#

which one works with your health variable?

#

(hint) its the one that is called lerp and works with floats

potent bridge
#

so I lerp my float first, then feed it in to a timeline

grim ore
#

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

potent bridge
#

sort of get what you are saying MathewW.

vale silo
#

any help is appreciated

grim ore
#

you have true health which you want to match current health over a certain time right?

potent bridge
#

Yes. Exactly

#

Hold up.

#

Put result of the timeline in to Alpha

#

but nope

#

fixed

#

Thanks @grim ore , I was otherthinking that a lot.

shut glen
#

the 4leged one

barren flume
#

I was wondering what AI class I would use for an action like firing from a spot

light thunder
#

a behavior tree can do that

barren flume
#

dang

#

alright I'll try and translate it then

light thunder
#

you can still have blueprint event do the firing

#

but yeah, I have trouble with BT's too

potent bridge
exotic thicket
#

What's the goal?

potent bridge
#

In this case, if it outputs true, it sets the values.

exotic thicket
#

use a branch node

potent bridge
#

I see

#

thanks

plush yew
#

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

dusky crest
exotic thicket
#

Beautiful

wraith gull
#

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

slate basalt
#

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?

barren lake
#

When will ue5 come out

#

Just askin

#

Like do we have a exact date

covert hedge
#

along side gears 6 Kapp

mellow turret
#

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?

warped marlin
#

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.

random violet
#

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.

bright wharf
hollow frost
#

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

covert hedge
#

damn bridge is cool and all but boy does the editor lags when you mass import stuff into your project

hollow frost
#

Yeah lol

formal maple
#

@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

hollow frost
#

Sorry if I sound like a dummy, but I'm not the best with bps

random violet
#

@formal maple thanks, i'll give that a try

formal maple
#

@bright wharf fix what

hollow frost
#

Spook's gun is upside down

formal maple
#

bruh

hollow frost
#

It's really spoopy

#

Ghost gun

bright wharf
#

@bright wharf fix what
@formal maple its upside down, too big and in the wrong postion

hollow frost
#

It's a ghost gun

covert hedge
#

damn the importing into unreal while in gam eof dota OMEGALUL

#

from 144 fps to 60

#

worst idea i ever had 4HEad

bright wharf
#

squish that cat

hollow frost
#

Can someone help me with my dash?

formal maple
#

@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

hollow frost
#

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

formal maple
#

what do you mean you don't know how?

#

it's in character movement

exotic thicket
#

@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 :)

formal maple
#

@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

hollow frost
#

@formal maple Thanks

formal maple
#

i just showed you in the screenshot before

manic ridge
#

Within a new project, how do you access your already "downloaded and exported," megascans?

hollow frost
#

sorry, wrong chat lol

formal maple
#

ah

hollow frost
#

So anyways, I need to reset the friction and gravity to normal after the dash ends

#

Otherwise I just go flying like tribes

manic ridge
#

Is my question out of place?

formal maple
#

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

manic ridge
#

Alright.

formal maple
#

@hollow frost just do what i did in my screenshot and set the values to what you need

manic ridge
#

Thank you

formal maple
bitter flame
#

I want to start learning this. Do I need tokniw c++ prior to starting learning unreal engine?

formal maple
#

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

bitter flame
#

Ok thank you

distant totem
honest rune
#

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?

honest rune
#

yeah screw it. I'm going to use direct references for the nested assets.

iron hinge
#

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?

idle needle
#

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

grim ore
#

what color is the .uproject icon

idle needle
#

Black

#

Can't find the blue one.

wooden oyster
#

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?

idle needle
winter zenith
#

I had a low poly model and it came out extremely smooth? How do I fix this when importing

grim ore
#

@idle needle yep thats why I was asking what color the icon was

hasty wharf
#

When i go to pickup this blue storage container. the package inside flies a million miles away. hwo can i help control this?

grim ore
#

are they 2 separate items? do you want them to be 2 separate items?

exotic thicket
#

Containers containing physics based objects is kind of a pain to get working well :P

hasty wharf
#

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

ancient lotus
#

@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?

hasty wharf
#

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

exotic thicket
#

it depends entirely on how you've implemented the pick up logic

#

you can add easing into the movement in variety of ways

nova kernel
#

hey, Might be missing something but i cant seem to find procedural foliage volume in 4.25 now. Any suggestions?

supple totem
#

i think you need to turn it on

#

its still experimental

#

somewhere in editor or project settings

nova kernel
#

odd, thought its been for ever since they added it haha

supple totem
#

yep

#

EQS is the same

#

things that work great but are still experimental

#

I'm sure there's a good reason

atomic jolt
#

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?

left citrus
#

When exporting a normal map from the engine, it comes out pink?

lilac wigeon
#

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?

exotic thicket
#

you could for example move the mesh component instead of the whole actor

lilac wigeon
#

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

heady lynx
#

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?

indigo inlet
#

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

grim ore
#

@heady lynx yes until .26 comes out you need to use a source build for chaos

heady lynx
#

sigh Ok, thanks mate!

iron hinge
#

Can anyone help me with an issue i'm having with oncomponentoverlap?

inland leaf
harsh pike
weary basalt
#

@inland leaf Cosmetic Only. It means it will only execute on the Client, never on the Server.

#

Read the Node tooltip

inland leaf
#

@weary basalt thanks for the quick help ๐Ÿ™‚

#

the node tooltip just says "creates a new widget"

weary basalt
#

Ah ok, most node tooltips will describe it correctly.

inland leaf
#

but yeah, good to know it only gets called on the client ๐Ÿ™‚ then its off to bed. Have a nice night everyone!

grim ore
#

it means it is client only

cedar jetty
#

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

restive eagle
#

thats the same menu from shooter template

cedar jetty
#

i had to buy that template

restive eagle
#

from the ue marketplace?

#

i dont think they would allow it, but someone might correct me

cedar jetty
#

no from youtube and i got a link to someone who was selling source

restive eagle
#

what did you pay for exactly?

cedar jetty
#

@restive eagle the entire ue4 project + source

#

its a baseplate for a FPS game

restive eagle
#

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

cedar jetty
#

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

cedar jetty
#

is it a paid map on the market place?

restive eagle
#

this template was given for free to learn from the epic games

cedar jetty
#

OMG its the same template

#

wtf

restive eagle
#

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

cedar jetty
#

well according to him hes the author but i cannot confirm that

restive eagle
#

can you show where you bought it from?

cedar jetty
#

sure

restive eagle
#

or maybe dm

#

dont share the link here

cedar jetty
#

k

restive eagle
#

@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

cedar jetty
#

@restive eagle was that something made by epicgames?

#

like im confused if he didint make it then who did?

restive eagle
#

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

cedar jetty
#

damn i wish i would of asked around before hand

random violet
#

shooter game is c++ only right? not blueprints?

restive eagle
#

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

cedar jetty
#

yep @plush yew ffs i got scammed

restive eagle
#

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

dense knoll
#

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...

woeful arrow
#

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"

quick plover
#

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

tired lynx
#

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

strong schooner
#

When will 4.26 be out? Will it affect all water material/shaders out in the market?

loud knoll
#

suppose to be October they release every quarter

#

Anyone know how to disable shadows on the text 3d object?

surreal harbor
#

@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.

loud knoll
#

@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?

surreal harbor
#

No just select the component on the details panel, you can change the instance settings there

loud knoll
#

no you cant

surreal harbor
#

You want to do a quick call?

loud knoll
#

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

surreal harbor
#

You are correct, the option is missing

loud knoll
#

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

surreal harbor
#

There is a trick you can do though

loud knoll
#

@surreal harbor I am all ears mang

surreal harbor
#

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

loud knoll
#

oh that is a good idea as well but then the animation wont work

surreal harbor
#

How is the animation set up?

loud knoll
#

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

surreal harbor
#

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

loud knoll
#

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?

surreal harbor
#

@left citrus What @loud knoll Said. Limit directional lights to at most 2, 1 if you are using forward rendering.

left citrus
#

well it's for offline rendering, not realtime - regardless of the cost - would this many directional lights get buggy like this?

surreal harbor
#

There are limits to how many you can use

left citrus
#

I can swap them out for spotlights

#

what would be better? rect lights? we're using ray tracing so I guess those

surreal harbor
#

That would be best

left citrus
#

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

surreal harbor
#

@loud knoll I figured it out

loud knoll
#

ok

surreal harbor
#

Be careful, doing this to text you have in the world might crash your engine

#

It did for me

loud knoll
#

yeah

surreal harbor
#

But after it is set creating new text works fine

loud knoll
#

that is an interface ?

surreal harbor
#

No

loud knoll
#

where are you doing that construction script?

surreal harbor
#

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

loud knoll
#

yeah I tried it thought I missed something

#

I am doing it in the level script where are you seeing a construction tab?

surreal harbor
#

Oh, no dude. don't do it there

#

Just add the code to your 3D Text class

loud knoll
#

you added a BP componet to the text?

#

and then did it there right?

surreal harbor
#

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

loud knoll
#

are you suing 4.25? or 4.24?

#

using

surreal harbor
#

Just make sure to save first

#

4.25

loud knoll
#

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

surreal harbor
#

Ok, well it is beta

loud knoll
#

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

surreal harbor
#

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?

loud knoll
#

that is against my dev religion everything in my game is real time

#

๐Ÿ™‚

#

Nothing is baked in this project that is part of the fun

surreal harbor
#

Maybe time to convert?

#

XD

#

I'm in the "just get it working" or "the simplest approach is the best approach" category

pulsar fractal
#

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

surreal harbor
#

When tapping the screen Finger = Mouse, for camera movement you are going to need to add that in yourself

rough knoll
#

how do i use the height texture for* a material?

loud knoll
#

@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

surreal harbor
#

@loud knoll Fair enough, well then I wish you good luck.

#

Awesome

#

I never use the level BP myself

loud knoll
#

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

surreal harbor
#

@loud knoll Fantastic, glad I could be of help!

toxic prairie
#

houdini apprentice doesnt let you interact with ue4 right

#

its the yearly indie one?

scarlet birch
#

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.

open wadi
#

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.

rough knoll
#

how do i stop a material from stretching on a raised surface

open wadi
#

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:

rough knoll
#

i want it to stay as it would on a flat surface on a vertical/slanted one but it stretches

open wadi
#

However, I can't reference the canvas panel that exists in a separate widget, despite setting it as a var and declaring it global.

open wadi
#

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.

storm venture
#

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?

runic fern
#

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

open wadi
#

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?

candid stratus
#

Like how do I add this ribben effect

open wadi
#

@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.

placid elk
#

whenever i press play my character isnt where i set him (first image)

#

this is my first time using a game engine

candid stratus
#

@open wadi ok thanks ๐Ÿ‘

placid elk
#

pls help

spark niche
#

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.

open wadi
#

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?

scarlet birch
#

can I set just a certain LOD of a mesh or foliage to render to the custom depth buffer?

open wadi
#

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?

open wadi
#

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.

exotic thicket
#

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 :)

open wadi
#

@exotic thicket Thanks brother, working on that now.

plush yew
#

Bread

open wadi
#

@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.

exotic thicket
#

oh

#

I mean if you want to launch it directly from the button

#

then you don't need the event dispatcher :)

open wadi
#

Oh, well I don't care about launching it from the button

exotic thicket
#

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

open wadi
#

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)

exotic thicket
#

so yeah in that case you can just lose the dispatcher, just connect the url variable to the launch node and that should work

open wadi
#

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

exotic thicket
#

you don't need it if you put the launch node into the button widget :)

plush yew
#

Bread

open wadi
#

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?

exotic thicket
#

same way as you'd set any variable

open wadi
#

Cast to?

exotic thicket
#

the output from your construct node is already of the correct type

open wadi
#

But but these buttons are being dynamically generated within a for loop via the construct object from class

exotic thicket
#

so you should be able to drag from that and say "Set URL"

open wadi
#

oh no shit

#

Ok

#

Well duh

#

Well that was easy, lol.

#

Thanks man.

exotic thicket
#

np :)

open wadi
#

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.

exotic thicket
#

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 :)

open wadi
#

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.

open wadi
#

What are you working on @exotic thicket?

#

What's the good word?

exotic thicket
#

A first-person perspective video rental store tycoon/survival simulator

#

:D

plush yew
#

Bread

rich sparrow
#

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

plush yew
#

@rich sparrow bread

rich sparrow
plush yew
#

@rich sparrow but why?

wheat shore
#

hi guys

plush yew
#

Hi

wheat shore
#

i have problem installing the engine where can i find help?

plush yew
#

Epic support

wheat shore
#

ok thanks

covert hedge
#

allo

wheat shore
#

hi

potent bridge
#

How do I install another version of UE4 from epic games launcher?

#

Unless college computers somehow locked that off

#

nvm

wooden oyster
#

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?

ember cliff
#

Anyone know of a way to disable the Unreal selection border? Preferably on specific actors/classes

safe karma
#

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!

plush yew
#

Maybe a lighting issue?

covert hedge
#

is there a way to hide items in the viewport? just like in hammer ctrl U and H shortcut? feelsdankMan

plush yew
#

You can hide stuff by selecting then H

covert hedge
#

oh so just like hammer OMEGALUL

#

i'm Pepeg

#

thanks ๐Ÿ‘

#

is there a visgroup counterpart in UE4? FeelsThinkingMan

#

oh there is pog

safe karma
#

@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

covert hedge
#

anybody would know why i have weird stuff like full lighted meshes when there's basically no light nearby? Sadge

plush yew
#

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?

covert hedge
#

nope

plush yew
#

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?

zealous cloak
#

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?

covert hedge
#

@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? FeelsThinkingMan

flat crater
rich sparrow
#

@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

covert hedge
#

unless that's a post process thingy

flat crater
#

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

rich sparrow
#

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.

flat crater
#

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

rich sparrow
#

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.

#

keep yellow, discard purple

flat crater
#

should yellow be completly discarded?

rich sparrow
#

no, I want to keep yellow. Discard purple.

flat crater
#

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

rich sparrow
#

an alternative I was thinking is some kind of line trace arrangement, between pairs of spline points.

flat crater
#

well you would not necessarily hit anything i think

covert hedge
#

Sadge my lightning problem only grows it's even worse now watafak

flat crater
#

have you already lokked into vertex buffers? if not i recommend it, since it is the way triangles are represented in PMC and RMC

wary wave
#

@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

flat crater
#

yeah, i want to press an that issue again too. i am not talking easy or fast here

wary wave
#

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

rich sparrow
#

@wary wave yes it's mirrored, closed loop

wary wave
#

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

rich sparrow
#

but that's only going to create a flat surface between the sides of the spline, no?

flat crater
#

what else could you want?

#

it would follow the form of the slpine outline

rich sparrow
#

I want to retain the whole curved surface of the top of the mesh

flat crater
#

ambershee is talking about closing the hole i think

rich sparrow
#

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.

wary wave
#

it does only give you the flat surface

#

but you already have the verts they connect to

rich sparrow
#

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

wary wave
#

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)

rich sparrow
#

yeah I'll get a higher-res mesh and snap to verts

wary wave
#

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

rich sparrow
#

yeah it's the 'cut into two' bit I'm lost at.

#

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.

wary wave
#

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

rich sparrow
#

right, that 'disconnection' is part of the procedural mesh lib?

wary wave
#

probably not

#

you're going to have to write all this from scratch, most likely

rich sparrow
#

I thought that might be the case ๐Ÿ™‚

#

I understand the principle though - doubt I'll get that implemented.

prisma marlin
#

how do i cast a shadow for my fire ? because when i keep my point light over here it gives the shadow like this.

hasty wharf
flat crater
#

@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

fervent sigil
#

@prisma marlin I can't see clearly, but I'm assuming it's the shape of the structure that holds the light ?

prisma marlin
#

ya

#

it casting the shadow of torch

fervent sigil
#

that make sense then. The question is what do you want/expect ?

#

Personally I'd just disable the shadow from that structure

prisma marlin
#

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

fervent sigil
#

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

ember star
#

How can I define a nav mesh volume that a player can travel in vs one that an AI has to stay in?

fervent sigil
#

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" ?

ember star
#

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

fervent sigil
#

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.

rich sparrow
#

@flat crater understood, and thanks. Also thanks @wary wave for the input

spice turtle
#

@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.

young stone
#

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

coral folio
#

why is my rotating movement component not working on my cine camera ? an lead ? ๐Ÿ™‚

young stone
#

ight I solved the flickering

hasty wharf
young stone
#

@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

hasty wharf
#

shaweeeet

#

thank yo

young stone
#

yooo you're first person I helped with UE4

hasty wharf
#

forreal

#

party on!

nova kernel
#

with the Pro Foliage Volume, can we not remove the vegetations by hand? Like if im building something?

plush yew
#

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?

slate basalt
#

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

tropic eagle
#

Is there some debug console command to force show a specific UI Widget Blueprint per name?

runic fern
#

Hey guys is there anyway to build a Custom Wall like .
Player Click And Drag to build the wall

icy ridge
#

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.

midnight gate
runic fern
#

Couldn't Find Planting wall in youtube @icy ridge

#

i was thinking to use Spline maybe it work

icy ridge
runic fern
#

Cool

icy ridge
#

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.

runic fern
#

I will check it thanks

icy ridge
#

No problem.

magic quail
#

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

harsh tiger
#

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?

ember star
#

My pawn is spawned inside of a box collision and thus on overlap never fires. Easiest fix for this?

harsh tiger
#

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?

ember star
#

Is there any way to manually triggere a call for checkoverlapping?

barren lake
#

Is there any way to properly import materials from blender to ue4

ornate forge
#

No

#

You have to bake and save them manually

plush yew
#

๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ

plush yew
#

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..

ornate forge
#

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

plush yew
#

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

ornate forge
#

Knowing the theory of algorithms also helps

plush yew
#

is it called "theory of algorithms" o-o

ornate forge
#
Coursera

Offered by Princeton University. This course covers the essential information that every serious programmer needs to know about algorithms and data structures, with emphasis on applications and scientific performance analysis of Java implementations. Part I covers elementary d...

plush yew
#

i might google it now ish

#

oh

#

thanksies thanksies โค๏ธ

thick herald
#

It's like asking how many stones can you pick up. Depends on the stones ๐Ÿ˜‰ ๐Ÿ˜„

plush yew
#

oh

#

so tiny mechanics can be stacked like crazy

#

but clunkier bigger stuff like mounting bik enemies may be more costly

thick herald
#

mechanics can be simple or complex there is no answer

barren lake
#

Questions about blender and ue4

#

How does stuff like hair work

#

And liquids

#

Would it just import as a solid object

thick herald
#

Liquids - no idea but UE4 is getting better at them.

barren lake
#

Nice

thick herald
#

Hair is more complex.

barren lake
#

Neat

thick herald
#

Or rather it's possible to do, but depends on your choice of implimentation

barren lake
#

I wish materials could export from blender to ue4

grim ore
#

in theory a pipeline could be created depending on how the material is set up, its doable with 3dsmax and datasmith for example

oblique citrus
#

hello,anyone who can help me with some modding?

left citrus
#

Is it possible to attach a static mesh to a bone in a skeletal mesh, using a physics constraint actor?

grim ore
#

you should be able to attach it to a socket on the bone

left citrus
#

if I do this, the object lags behind by a frame

grim ore
#

change the tick group to one of the other ones, maybe after physics and see if it helps

left citrus
#

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

scarlet birch
#

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?

fierce forge
#

why my packaged game have 200+ mb when my content folder have just 500 kb ?

restive eagle
#

you need the engine to run the game...

#

look where your 200mb is located in your packaged game and you will see

scarlet birch
#

You can get it down to well under 100MB if you change somethings.

fierce forge
#

i changed a lot

thick knoll
#

Is there a way of having a custom planar reflection shape? I need it to fit a mirror, but it's not square

scarlet birch
#

But including prerequisites adds a bit too.

fierce forge
#

for reducing but nothing happened

restive eagle
#

you can exclude some engine content sure

fierce forge
#

i did this

restive eagle
fierce forge
#

i did everything from this

#

i have in binaries a application with 135 mb

restive eagle
#

did you package it for shipping?

#

that might reduce it a bit as well

sleek karma
#

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?

restive eagle
#

when you are importing the soldier make sure to select the same skeleton as you are using inside your thirdperson bp

sleek karma
#

i dont get a import option

#

i added it through the epic games marketplace

restive eagle
#

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

sleek karma
#

i got it now

restive eagle
#

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

sullen cloud
#

Nice

nova kernel
#

Can we remove foliage items from the procedural foliage volume? Like one is spawned but we need to move it without touching others spawned?

scarlet birch
#

foliage blocking volume and resimulate.

#

although it will likely change the locations of others

warm sluice
#

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...

โ–ถ Play video
restive basalt
#

Is there a command that shows the count down to garbage collection?

#

Or by forcing garbage collection does it reset the timer?

stark marsh
#

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

restive basalt
haughty hound
#

Yo! Does anybody know if this โ€œThird person example mapโ€ is still available somewhere?

restive basalt
#

@haughty hound Its default within the engine, if you create a new project and choose the third person template it should load up

haughty hound
#

Gotcha, trying ta๐Ÿ˜Š๐Ÿ‘

stark marsh
#

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

loud knoll
#

did they remove simulate in the BP editor from 4.25.3?

scarlet birch
#

no

loud knoll
#

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

barren flume
#

this is the main editor viewport

scarlet birch
#

@loud knoll Have you tried using the simulate button in the level editor window and not the individual BP? They do two different things.

grim ore
#

@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

barren flume
#

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

loud knoll
#

@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

scarlet birch
#

I guess it makes sense if everything is moving to Chaos.

loud knoll
#

@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.

timid sonnet
#

hi, does anyone have an idea why in the viewport the texture seems to be overcompressed? I have no clue...

scarlet birch
#

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.

proven mauve
#

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 ๐Ÿค”

golden condor
#

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

grim ore
#

there is a timespan variable and datetime variable type btw

#

and a delay in tick.... its not smart

golden condor
#

@grim ore There's a few trolls that need to be banned

scarlet birch
#

Doesn't a delay in tick just cancel itself out?

honest stirrup
#

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

grim ore
#

45.7 years

golden condor
#

The voice chat is suffering from some really bad eggs jumping in and out

#

Should I tag one of the mods?

grim ore
#

probably

golden condor
#

@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

upper heart
#

Thanks for letting me know

golden condor
#

Let me get you the names

#

@plush yew

oak stream
#

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

golden condor
#

He's the first one.

#

@dull plank is the second.

#

You mean the camera when you press on it?

#

You can disable that entirely.

oak stream
#

I don't especially want to but if I can't just make it smaller I will

golden condor
#

@oak stream that camera?

oak stream
#

yeah

golden condor
#

The one that hides the viewport?

#

Yeah, you can disable it.

oak stream
golden condor
#

Its a bit annoying when working. True

grim ore
#

what resolution are you working at where it is so large?

golden condor
#

But its useful sometimes, usually I disable it until I need it.

oak stream
#

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

golden condor
#

Edit>Editor Preferences> Search "Camera"> Level Editor - Viewports> Look and Feel> Uncheck the "Preview Selected Cameras" checkbox

grim ore
#

yah yours is way larger than it should be which is why i am asking about the resolution

oak stream
#

my screen resolution is 3840x2160

#

but the viewport seems really small and blurry

grim ore
#

there is a high dpi checkbox in the editor settings you might need to adjust

oak stream
#

ok

#

doesn't dpi just have to do with the mouse?

#

oh it worked

#

much better thank you

grim ore
#

its dots per inch and applies to your monitor as well since its at 4k and you probably have scaling on

oak stream
#

yeah

scarlet oar
#

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?

oak stream
#

now everything (else) is blurry but it's a small price to pay for salvation

scarlet birch
#

@scarlet oar First, input should not be handled in both,

thick herald
#

@scarlet oar If E does multiple things, look into interfaces ๐Ÿ™‚

scarlet oar
#

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

scarlet birch
#

Yeah that's even more of a reason input shouldn't be handled in multiple places.

scarlet oar
#

agreed

scarlet birch
#

No envy.

runic fern
#

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 ?

scarlet birch
#

You can get the number of pieces in C++ not sure if BP has a way.

loud knoll
#

@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.

plush yew
#

@golden condor did you mention me?

runic fern
#

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++ ?

scarlet birch
#

Apex?

runic fern
#

Yes

scarlet birch
#

I'd have to look at my code from a project but yeah could probably get there.

loud knoll
#

@runic fern are you talking about APEx fracture chunks in BP?

runic fern
#

Yes Vexar

scarlet birch
#
{
    return (int32)ApexDestructibleActor->getNumVisibleChunks();
} ```
loud knoll
#

@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.

scarlet birch
#

i have code to do that

runic fern
#

i wan just to get the count of the Chunks so i can Count the Percentage for the Task

scarlet birch
#

I needed emmiters for chunks that were disolving

loud knoll
#

@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?

scarlet birch
#

The code exposes the chunk locations to BP so the emitters can then be placed at their locations

loud knoll
#

Yes I was trying to do that via BP with out any code by using the Get Closest Point on Collision Node

scarlet birch
#

You comfortable at all with C++?

loud knoll
#

Yeah

runic fern
#

if i made a Collision Box around the destructed wall and overlap the Parts I can get the count right ?

scarlet birch
#

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?

little warren
#

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?

loud knoll
#

@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

scarlet birch
#

I'm not overly familiar with c++ but it got the job done

runic fern
#

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

little warren
#

Dang if any one knows if UE4 works please let me know

runic fern
#

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

grim ore
#

I use UE4 from an external SSD without issue

pallid robin
#

does anyone have any sources on how to do physics based hit damage?

loud knoll
#

@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.

runic fern
#

or maybe Mask for Windows and Doors Might Work

loud knoll
#

or make every version and reveal with a magic effect

#

reveal the right one

runic fern
#

Magic Plugin you mean ?

loud knoll
#

then you could be more creative

#

nah just like a fade in effect

#

like something to cover up what you are doing

runic fern
#

yes

#

i got it

loud knoll
#

smoke and mirrors are 99.8% of game dev ๐Ÿ™‚

runic fern
#

I just learned The Apex Destruction today ๐Ÿ˜„

loud knoll
#

was way way way way way worse in the old days

runic fern
#

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

loud knoll
#

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.

runic fern
#

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

plush thicket
#

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

runic fern
#

i think light portal should do this thing

plush thicket
#

what's light portal

#

lightmassportal?

obsidian nimbus
#

ur paintings are upside down?

plush thicket
#

on purpose

runic fern
#

Yes

plush thicket
#

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

abstract anvil
#

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?

frail rover
#

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

rain inlet
#

Is there any way to make lights work with LPV in 4.25? afaik it only works with the directional light

inland leaf
#

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

cobalt blade
#

i cant make my character crouch or "bounce" when running

#

it just moves in one direction

#

and when it crouches, that happen

plush yew
#

check this out guys

pliant rose
#

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?

quick plover
#

I'm trying to make some circular array with a simple mesh, can't find how to do it with blueprints

plush thicket
#

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?

barren flume
#

I was wondering what I should do to stop the material from repeating like this? (the lines)

void kraken
#

Is there water plugin in 4.26 repo on Github?

winter zenith
#

How do you go about adding in game cosmetics and an item store in your game?

#

With steam

cobalt blade
#

@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

river forum
#

I must be being an idiot, am I missing something or did Unreal just YEET all the good tutorials?

#
#

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?

exotic thicket
#

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"

river forum
#

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

plush 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

spice pond
#

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 thicket
#

@plush yew how would i go about baking ambient occlusion?

late lake
#

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?

vague sable
#

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

ornate forge
#

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

nova kernel
#

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

royal crest
grim ore
#

has that number not changed?

royal crest
#

a friend said importing the same thing to unity takes like 1 min

#

yeah ue4 is froze

grim ore
#

what does your task manager show?

royal crest
grim ore
#

thats weird, so 0% cpu use?

royal crest
#

yeah but why

grim ore
#

do you have visual studio installed?

royal crest
#

yeah but its not running

grim ore
#

do you have incredibuild installed with it?

royal crest
#

i dont remember but im using blueprints

grim ore
#

okdoke

royal crest
#

oh also shadercompileworker is using around %5 cpu

#

is this normal i have a ryzen 7

grim ore
#

welp. do you have incredibuild installed?

royal crest
#

yes

grim ore
#

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

royal crest
grim ore
#

^^ you arent payin for it so its in trial mode. Uninstall it or pay for it.

royal crest
#

do i have to pay for making ue4 fast

#

i dont even understand what does this do

grim ore
#

then why did you install it

#

it doesnt auto install, its an option when installing visual studio. Uninstall it, it's not for you.

restive eagle
#

used it for a month, good times...

royal crest
#

ok im uninstalling it but now how can i make ue4 compile fast

grim ore
#

uninstall incredibuild

royal crest
#

did it

restive eagle
#

a better cpu would decrease the built time

royal crest
#

i have a ryzen 7 1700 isnt it good enough

restive eagle
#

but they did improve the built time recently

#

or within previous updates, dont remember

grim ore
#

a ryzen 1700 is fine

royal crest
#

06 is cpu usage

grim ore
#

its shader compiler that should be using all the cpu

royal crest
#

i dont see it in the task manager anymore

grim ore
#

is it compiling shaders?

royal crest
#

yeah its still compiling

grim ore
#

did you restart your pc?

royal crest
#

no, should i?

grim ore
#

yes

royal crest
plush yew
#

can you not apply impulse to ragdolls?

#

I found one thread where someone recommended "doing a trace and applying the impulse based on the hit result" to which someone replied "that worked thanks!" but I haven't been able to figure out what that meant

grim ore
#

you should be able to ap;ly impulse to anything with physics

#

and im guessing they did a line trace to hit something, then added impulse to that spot