#ue4-general

1 messages Β· Page 842 of 1

elder wagon
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Hi. For some reason in a Character class I created, if I add custom components, they are wiped each time I restart the editor and I see a warning saying "TheComponentClass class not set".
It doesn't happen if I add the same component to other type of blueprints.
Any idea of what could be happening?

rough knoll
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whats up with this? i don't want to add a planar reflection because you can't see the water at a distance, but i don't want the weird color changing.

open wadi
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Hi everyone, I have a question. I need to allow the user the ability to upload files (such as an avatar image) via a UMG widget to my API. Any thoughts, documentation or guides on how to do this?

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For example, I'm using node.js for my API, and the most popular package for this appears to be mutler, but because most are using node for web applications, it has requirements such as "all forms must be multipart".

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There are other middleware node modules that help with file uploading, but first I want to ensure I have this set up correctly in UE4

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For example, in my widget, I'd basically have a field, "select image to upload", and then on click would leverage VaRest (presumably) to send the image to the API endpoint.

exotic thicket
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that sounds reasonable

sweet wagon
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hey all - is there a channel for virtual production / Composure discussion?

plush yew
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sorry to not reply I was helpign someone in blender and got distracted

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does this look incorrect to anyone? I've got a ragdolled limb that I want to have impulse applied. The number is jacked up so that I know the impulse is applied and the delay is not relevant as far as I know

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Can anyone tell me how to paint layer with different materials , I watched tutorials where there was way to add materials in layer but here I am seeing nothing!

rancid lynx
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if i use a translucent material on water or ocean, is there a way to filter out the color of the sand or things you see behind the water? the different soil colors tint the final water tooo strongly, id like to reduce the colors seen through the water by half,

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when you look through a transparent mesh, id like to filter out some of the color from anything seen through the mesh, not remove the color from the water itself.

open wadi
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Evening @exotic thicket.

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How are you this fine Friday?

exotic thicket
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well it's 6am saturday for me

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:D

open wadi
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So it's 10:35 PM here

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I'm UTC -5.

prisma marlin
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hello...how can i use GPU instead of CPU for light baking...because my PC crashes everytime i bake light and it uses cpu

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i have ryzen 7 2700x and rtx 2060

marsh swallow
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question.... when you have many levels in a game, working in them individually, is having nav mesh issues normally an issue? I ask this because we constantly have them break and dont usually notice until after packaging the game. We have to go back into the level and Build it to fix them.

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So is there some way to make it so that this doesnt happen? or as I found elsewhere, it says just as a normal practice, you should build the level before submitting.

prisma marlin
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i need it for 4.23.1

formal maple
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@abstract anvil did you figure it out?

abstract anvil
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not even a little, only lead to more questions

formal maple
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i have load game from slot called from my player state

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and it works for me

abstract anvil
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I mean, it loads, but it loads the file from the server even if it's the client.

formal maple
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so it's loading the server's savegame?

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or the server is loading the client's save game?

abstract anvil
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I'll try moving that over to the player state, but it's too late tonight.
When the client joins the match, using OnJoin(whatever), I have the new player spawn and possess a character based on a character class which is stored in a save variable.

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I'm thinking it's because the server is the one calling everything instead of telling the client to spawn something, but I'm not sure. I'm in bed so I can't really remember much else

formal maple
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yea but what is the error

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is the client loading the server's savegame or the other way around?

abstract anvil
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There isn't an error, at least not one posted. When the game mode tells the client to spawn his character (in the player controller BP), the client accesses the servers save game file, not the file on the clients machine

formal maple
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by error i meant what was going wrong. which you just explained so we're good

abstract anvil
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ok

formal maple
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then whenever you wanna access your savegame, cast to your playerstate

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playerstate is relevent to owning client

abstract anvil
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Alright, I'm pretty sure I've tried that, but not in that save way, so I'll give it a shot tomorrow. Thank you

rich furnace
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hey guys not sure where I can ask this question, since its not really programming related. but when you are launching a multiplayer game (listen server, p2p based), how do you ensure that the customer will have ample amount of servers to play in? I don't want them to buy the game and then realize nobody is playing in their time zone.

formal maple
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it works for me it will work for you

abstract anvil
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I will save that image and screenshot this so I can do that. Thanks again

formal maple
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np

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@rich furnace what

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are you asking how to market your game and get a player base

rich furnace
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yes its more of a distribution question. do you build a player base first through early access and then announce a launch date usually?

formal maple
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thats not really the type of question youre gonna get an answer to. that kind of thing is handled by the people in charge of marketing

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but its obvious that you arent going to get many players if you dont show the game off first

rich furnace
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I guess there is no hard answers here. I guess im looking for sort of established practices or strategies

formal maple
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a lot of studios build hype by releasing trailers and teasers, giving cool benefits for kickstarter donors

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but as a solo indie dev thats something you have to figure out yourself

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try to get contacts

rich furnace
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yeah not sure if I can get crowdfunding....being a sold dev

formal maple
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how? i dont know. it will be hard as a solo indie dev but your best bet is to have something good enough to show that will sell your game idea to a studio that can do the marketing for you

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take what i say with a grain of salt tho because i have no experience with this kind of thing myself

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one thing i know for sure though is to know your target audience

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and sell it to them as hard as you can

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the idea, i mean. not the game itself

rich furnace
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right right the marketing is always the challenge

formal maple
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the main thing is being able to show off that what you have is a good and profitable idea

rich furnace
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I guess paid advertising is the next best thing...but not sure how expensive it is on Steam or Epic ... I will have a look at early access on Steam, seems like thats what lot of devs end up doing

exotic thicket
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I'd suggest trying to get fans or testers for your game as early as you can, and keep that feedback going

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for indies having people talk about your game is useful to get word of mouth :)

radiant sleet
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Im confused about casting so does it just take an object instance in as a input

formal maple
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what

radiant sleet
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and then from there allows you to acess that individual instances' functions

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Like what does the casting node do?

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Just allows you to acess functions and varaibles from another actor?

exotic thicket
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not really

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it kinda tells UE "this is actually a value of this other type"

formal maple
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casting allows you to directly interact and call on other classes

exotic thicket
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so for example, if you have a value that's an actor, you tell UE "this is actually a MyCharacter"

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so in this way you make the functions and values from that type available

formal maple
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ngl that explanation is a bit long winded

exotic thicket
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it is, but it's closer to what it actually does

radiant sleet
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So you give the cast node a value wich is an actor instance and it gives you back the functions and values for that actor?

formal maple
exotic thicket
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^yeah that one probably is a pretty good explainer :)

radiant sleet
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I just watched that video and came away a little confused

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Hes great I just think im struggling to understanding what its doing

formal maple
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casting is hard to learn and understand. everyone is confused by it from the beginning

radiant sleet
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So you know how you can make a variable and make a reference at eventBeginPlay

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And then you can manually assign an instance to that variable

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and reference it like that

formal maple
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what

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i wouldnt really call those references

radiant sleet
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Like you know how I can have an object variable

exotic thicket
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yeah

radiant sleet
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Am I using the noun wrong?

exotic thicket
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not really :)

formal maple
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no

radiant sleet
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What does it usually refer to?

formal maple
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the object

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yes in that case it would be a reference

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and you can call upon references of instanced actors

radiant sleet
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Yes that makes sense

formal maple
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through casting, you can reference objects outside of the class you're currently using

exotic thicket
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you're not referencing an object "outside of the one you're using"

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you're still referencing the same object, but you're telling UE it's actually a different type of object

radiant sleet
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And with events they will usually come with an output with object

exotic thicket
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usually an object with the type Actor, yeah

radiant sleet
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Like on the on begin overlap function I can jsut use the variable

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or output

exotic thicket
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that's correct

radiant sleet
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And then casting is just what allows me to acess functions and values from inside that instance

exotic thicket
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yeah, you can make the object more specific by casting it to something else

plush yew
formal maple
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here, "other actor" returns any actor that triggers the beginoverlap event. the cast basically tells the event which type of actor youre looking for, and allows you to access that instance of the actor's variables, yes

radiant sleet
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Ok that makes sense

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So what does cast failed mean?

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Like the object was accessible

exotic thicket
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the object was of some other type

radiant sleet
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or like maybe got destroyed or something?

formal maple
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it means it's not the correct object type or it isnt valid

radiant sleet
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Wait why would someone need that?

exotic thicket
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it can be useful if you want to check if an object is of some type

radiant sleet
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Sorry if these are dumb questions XD

exotic thicket
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and you want to do a different action if it was the wrong type

radiant sleet
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So is casting nessacary to use functions and values of another actor?

exotic thicket
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it depends on which functions you want to use

formal maple
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most of the time yes

exotic thicket
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if you only need to use functions that are available directly on Actors, then no

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but if you want to access some function which is in your actor subclass, then you need to cast to that type

radiant sleet
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Sorry im a little confused by what you mean by that

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So does context sensitive mean ONLY SHOW ME FUNCTIONS AND VARIABLES THAT I CAN USE IN BP OR CLASS IM IN

exotic thicket
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yeah

radiant sleet
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is that why level blueprint can acess references just by selecting?

exotic thicket
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or functions relating to the pin you're dragging from

radiant sleet
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Because all actors are sub to it

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Hmmm

exotic thicket
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the level BP technically contains all the objects that are in the game

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(kind of)

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so that's why you can reference stuff in it

chrome swallow
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Pardon the interruption here, may I ask which channel I may got to for help with map relocation?

radiant sleet
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Ok this is starting to make more sense

exotic thicket
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@chrome swallow I have no idea what map relocation is so your guess is as good as mine :D

chrome swallow
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In reference to replacing world composition maps back on correct location of primary map

radiant sleet
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so the same way the level can acess all actors cause there sub class. Any actor can access its componetents cause there subclasses

exotic thicket
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not really no

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if you create a new blueprint actor, let's say MyActor or whatever

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this becomes a subclass of Actor

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so MyActor then has all the functionality of Actor

radiant sleet
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Oh so all actors are an instance of Actor?

exotic thicket
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Yeah

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or, rather, subclasses of Actor

formal maple
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you dont need to know these technicalities to know how blueprint interaction works

exotic thicket
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they are instances of their specific type, like MyActor, Character, whatever :)

radiant sleet
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or just variables of actor?

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I think I use subclass wrongly

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doesnt that refer to when a class uses inheritence

exotic thicket
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it does yes

radiant sleet
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I mean like when actors have variables

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and sub components are just instances right?

formal maple
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just think of a subclass as a "version" of another type of class

radiant sleet
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Like theres a class definition for static mesh component

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and everytime I add that component to an actor I am just creating an instance for that actor

exotic thicket
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Kind of yeah

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Instances are concrete versions of things that are spawned in the world

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so for example, if you place a MyActor in your level, you now have an instance of MyActor

radiant sleet
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Ok I think that makes sense

exotic thicket
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and inside that MyActor instance, you have instances of any components that you've added into it

radiant sleet
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Yeah ok that makes sense

formal maple
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static mesh component is just a component of the static mesh type

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its not its own object

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dont get confused about that

exotic thicket
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it is when spawned in the world :)

formal maple
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components are different

radiant sleet
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So when casting your basically saying look at this object and see if its class is the one I specified . If not then execution pin false if true execution pin true and you can use thise last pin to acess functions and variables from this object

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?

formal maple
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basically yeah

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but dont use casts that way

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use them when you know or expect an object to be of a certain type

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not to determine the type of object

radiant sleet
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What would you use in that scenario?

formal maple
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what do you mean?

radiant sleet
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Is there a function that takes an object input and spits out object type?

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Like the other actor pin in and it gives you wich class they belong to

formal maple
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if you want to directly check what the actor is, you can just use an Equal (Object) node

exotic thicket
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that only works if you have an instance of it to compare to

formal maple
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if you're looking for a specific actor, though

exotic thicket
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if you want to know the class of something you can use GetClass

formal maple
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yeah

radiant sleet
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Get class that makes sense

exotic thicket
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using casting to detect if something is of a certain type is a valid usage though... but if you have a lot of them in a chain, then something else might be better :)

formal maple
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its not

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you'd only do that very sparingly

radiant sleet
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when you spawn an instance of a class

formal maple
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like if it's between 1 or 2 different types

radiant sleet
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is it name just the amount of objects +1

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Or how does that work

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Actually I think Ive bothered you guys enough lmfao

exotic thicket
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lol

radiant sleet
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Thank for helo

exotic thicket
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names are autogenerated, usually it just adds a number

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but you can rename them to something else that's more descriptive if you want

radiant sleet
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How long did it take you all to get a firm grasp of unreal?

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I feel like verytime I learn something theres a new class a new technique a new thing to learn

formal maple
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for the basics? like a few months

radiant sleet
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I mean theres always plugins so I guess youll never know it all

formal maple
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but there's a lot to learn so even after years you'll still be learning

radiant sleet
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But it will be a lot more focused right?

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Not just pure confusion XD

exotic thicket
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lol yep

formal maple
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yeah cus you'll understand how blueprint interaction works

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a lot of things become self explanatory when you figure them out

radiant sleet
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How many hours you guys have in engine

exotic thicket
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I have no idea about UE specifically tbh but I've been programming for like 20 years by now :P

formal maple
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my experience in unreal is over 3 years

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i took a games design college course for 2 years

radiant sleet
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Well hears hope to learning it good

formal maple
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dont think of it as "it takes this long to learn that much" thing

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you learn as you go and gain experience

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blueprints are like 90% logic and 10% knowledge of nodes

radiant sleet
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That makes sense

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YAll use blender?

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or like maya or somethin

formal maple
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ive had the misfortune of trying to learn blender yes

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we used maya in college tho

radiant sleet
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i have a bad habbit of talking about things instead of actually doign them Ima go make a game now

formal maple
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gl

radiant sleet
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Last thing what are your opinions on having goal oreitned stuff vs just messin around and slowly learning that way

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ive made 3 games followin tutorials but I feel like Scince I didnt come up with logic im not really graspin

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they helped but idk what im saying bye

exotic thicket
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I've pretty much just always been doing whatever I found interesting :P

radiant sleet
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I like to do that but theres some nueortic part of my brain that says stuff like your lazy

exotic thicket
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heh

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well I mean if you're doing something that helps you learn something new that seems fine

radiant sleet
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I defiently feel like I learn more that way

open wadi
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I find the best way to learn is to simply decide you want to create something, give yourself a reason, then go make it and figure out how dynamically.

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Arbitrary learning results in a low retention rate.

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Akin to school, I spent god knows how much time and how many years in formal school, how much of that does anyone retain, 10%?

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Maybe 5%?

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It's nonsense.

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How much of my life did I waste learning geometry, only to never apply it once in adulthood.

tough hazel
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Don't be afraid to use tutorials, but don't just follow-along and copy what they're doing - not entirely, anyway.

What I did is I noticed no tutorials did exactly what I wanted, so I had to mix-and-match things I had learned.

That was a great start, and now I can somewhat navigate it on my own.

exotic thicket
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You never applied geometry?

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Geometry is like.. one of the only areas of math you need in gamedev lol

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:D

open wadi
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That's correct, I've never once applied geometry without tools readily available to perform said calculations.

exotic thicket
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Ah

open wadi
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But that's true, I don't work in the 3D side of things, I'm mainly back-end.

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So perhaps that's a bad example. πŸ™‚

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But you get my point.

exotic thicket
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yeah

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I just do everything :P

open wadi
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Formal school, in retrospect, is a hoop jumping contest. "See this kid here, he'll jump through all the hoops, this one over here shows resistance to some hoops"

exotic thicket
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yeah it's partially true but I think partialy also not

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because it does give you a base education which you can build upon

open wadi
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And that's because the vast majority of the "memorization and recall" tests are inapplicable for most people.

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And what they actually need to be focused on varies wildly from user to user.

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I maintain, compulsory education should initially lay the groundwork - foundations of mathematics, logic, language, etc, then quickly shift to intense focus on a given path that's as applicable as possible, and if the kid is young and switches courses, great, now focus on that path. I've switched paths 2 or 3 times and gotten good at all of them.

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This is of course assuming you're self-motivated.

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That's my rant on education, thank you for listening.

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I suppose if one isn't self-motivated and just wants to insert themselves as a cog in a bigger machine and float by, then just prove you can jump through as many hoops as possible so an employer will go "see him, he'll follow the rules"

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Regardless, I have a general coding almost philosophical question. I have a "program" where users are to complete modules, and each module has X amount of sections. So for example, module 1 could have 8 sections, module 2 could have 5 sections, and so forth, with 8 modules total. I want to provide users a "progress bar" and track their percentage complete of any given module, which is easy to do. However, the size of modules is subject to change, as the admin who designs said program adds a section to module 1, or moves a section from module 4 to module 5, so forth.

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How might one dynamically track such data from a database standpoint, since it's not a simplistic "module 1 will always have 8 sections, mark each one boolean true when complete"?

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When I say "program" above I mean training course. A training program.

exotic thicket
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I'd have a table for modules and a table for sections

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each section had a module_id it's associated with

open wadi
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Ahhh, yes, so have a master table to track the modules themselves, so if a section is removed or added, it can be analyzed.

exotic thicket
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then you can have a table for user_sections_completed which you add rows into as users complete sections

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or something along those lines

open wadi
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Brilliant, love it.

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Thank you.

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In other news, I got an espresso machine for my birthday so now I can just pound espresso and marathon code all night, which is undoubtedly shaving years off my life but fuck it.

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My kids are going to think I'm nuts.

formal maple
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how to learn: think of something you wanna make, then try to make it

open wadi
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100%

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That's exactly how to do it.

formal maple
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wanting to do something is its own motivation

open wadi
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When I first started learning UE4, I put myself through 3 or 4 courses, and I retained like 20% of it, I have pages of notes. Then I began a project that has a goal that I'm excited about for the company I own, with a potential monetary value attached, and suddenly I'm learning and figuring out shit at light speed.

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Agreed @formal maple

formal maple
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the problem is when you come to the stuff you just dont want anything to do with whatsoever

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like lightmapping

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god i hate lightmapping

open wadi
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haha,yes.

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Power through my friend.

mild charm
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how to learn: think of something you wanna make, then try to make it

Then google frantically once you can’t figure it out GWkyooTohruThumbsUp

formal maple
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using google is part of the process

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ive searched "how to do x" countless times

mild charm
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Thank god this discord exists cause my problems can get hella specific

exotic thicket
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many of my problems are too complicated even for this discord lol

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like I never figured out if there's a way to have a sprite that lights up from both sides...

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probably need a custom shader or something :P

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thankfully my current project has slightly less weird things I'm doing

formal maple
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use a very thin cube fifiMonka

mild charm
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Im still getting past the basic how to get references stage of things

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Like with #umg , gahhh

open wadi
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@mild charm I used to work in IT as a Network Administrator II, and I can confirm in my official capacity that half the gig is experience and the other half is googling.

autumn elbow
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Hiya.. whatcha talking bout?

open wadi
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Google-fu

mild charm
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LOL that is kinda comforting to know

exotic thicket
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there was this guy who went by the name Fravia who had a website dedicated entirely on how to find stuff on google and other search engines

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it was really useful especially back in the day when search engines weren't as good as they are today

open wadi
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AltaVista

exotic thicket
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lol yeah

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and Lycos

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I think Fravia died about 10 years ago and the site hasn't been updated in a long time but it's still kind of interesting stuff

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being good at google is definitely a useful thing :P

open wadi
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No doubt.

open wadi
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So I need to allow users to upload an avatar. Does anyone know of a tool on the UE4 marketplace to crop said images, akin to the functionality Facebook or Instagram provides?

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Or any modern forum?

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Don't see anything like that on the marketplace.

restive eagle
exotic thicket
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the construction script is likely to be ran again when you change something

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so even if you selected one of the children and changed it, it would probably get overridden immediately

restive eagle
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but this was already reported several times as a bug and fixed in previous versions

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i read that these child components need to be instanced for it to work

exotic thicket
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why do you need to select it anyway?

restive eagle
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to change the type of a grid for a puzzle game

exotic thicket
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yeah as I said the construction script is reran when you change the actor's settings

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so anything you change in the construction script generated child actors would immediately get reset

restive eagle
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i need to make my own construction that would only update on button click i guess

snow harness
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hello!

exotic thicket
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One way to do it would be to have a separate way to configure the grid, for example by using an array which defines each grid point, and then that's used in the construction script to generate the correct actors

snow harness
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Im launching ue4 for the first time and it stuck in initializing for over half an hour now.

restive eagle
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yeah i know plenty of other methods, i want specifically this to work

exotic thicket
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yeah that would be convenient I guess, just not quite sure if that would even work πŸ€”

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@snow harness check in task manager if it's doing anything, it definitely sounds like it probably crashed for some reason

restive eagle
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in worst case i was planning to use the array and each grid would have a text render showing which array element is that

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my thinking is that i need to run construct on demand only (only the first time when grid tiles are being added)

snow harness
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looks like it was my anti vir

exotic thicket
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@restive eagle I'm not sure if that'd help because the construction script would have to run at least on game initialization or such, and the values you input into the child actors that were generated aren't going to be saved anywhere afaik

restive eagle
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thats the problem, i dont want it to run on init

exotic thicket
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you could probably create an editor utility script or something to generate the grid instead of using a construction script

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that way you could actually generate "proper" actors that would get saved into the level

restive eagle
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yeah editor utility probably is my best choice

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or it was called bluetility before, anyways will have to le-learn how to do that, thanks for the input though.

rough knoll
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how can i put an animation in a variable

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i want to have different ads animations for each weapon

exotic thicket
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@restive eagle that's talking about blueprint editor viewport, not the game viewport

restive eagle
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ohh, mb. getting too sleepy

snow harness
rough knoll
snow harness
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with for example using ALT + mouse

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to move around

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oooooh

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nvm

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i already can.

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haha

stark carbon
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Hey I’ve moved from blender to unreal engine and idk what I’m doing can someone give my a few pointers

rare skiff
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excuse me, somebody knows how to move any asset from one folder to another on c++?

runic fern
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GoodDay Guys ..
Im working on Destructable Wall i have 2 Different Walls with Same Settings .
in Video
First Wall Behavior is too Weird And the Debris Floating .
2nd Wall Is Working normally without any issue What is the problem

stark carbon
azure vault
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Why is this light considered "overlapping" and how do I actually fix it? Just moving it around doesn't seem to help

storm venture
#

@azure vault set it to Static or Movable, the editor warns you if you have too many Stationary lights overlapping. (the setting is in the details panel under the transform info)

azure vault
#

@storm venture Ah, ok - thanks

rare skiff
#

what is the header for use UEditorAssetLibrary? im trying with #include "EditorAssetLibrary.h" but doesnt work

#

so annoying that the main documentation doesnt have a simple code example or references doesnt work

exotic thicket
#

you probably need to have EditorScriptingUtilities in your dependencies

rare skiff
#

on private or public?

exotic thicket
#

I don't know if that makes any difference, I have all my deps on public

rare skiff
#

like this i suppose

tepid flax
#

Aright so if i were to make a movement system like in mirrors edge, uhm how would i do that? Im realy new to deving and well, i want to experiment

rare skiff
#

doesnt work

exotic thicket
#

hm not sure then, maybe ask on #cpp

rare skiff
#

ok thanks

sleek karma
#

hello

#

cansome one help

#

i am trying to read the key that is in a input

#

i have an input "OpenDoor"

#

and i want to display a text in a widget with "Press {OpenDoor} to Open the Door."

#

because the user can change the input key for opendoor

#

so how can i display the key in that input action

covert hedge
#

@rare skiff iirc you also ahve to add extra module to the project file

#
...
            "AdditionalDependencies": [
                "Engine",
                "AIModule",
                "CoreUObject"
            ]
...
manic pawn
#

don't put module dependencies in the uproject

#

that's a bodge the editor does when you create a class with the editor that depends on a module you don't yet have, because it can't rewrite the build.cs for you

#

so you should clean those out of the uproject and add them to the build.cs

ionic yoke
#

Hi guys

#

Inam trying to set up a niagara system

#

But when i 2 click on it i csnnot find the system overview sheet

#

Whatbdidnindo wrong?

covert hedge
#

@manic pawn ye i had a shittons of problem, sometimes the editor wouldn't add dependancy to the project file, so i was doing it myself, then it would fuckup permission and stuff, it's pretty scuffed

#

i had this problem with the AIModule dependancy iirc

#

it wouldn't auto-add it in the project file for no reason, so compiling would fail because linker wasn't aware of some stuff related to this module

ornate forge
#

Is there an ETA for Unreal 4.26? I'm really curious about Chaos Vehicles

mild charm
#

Not sure but I wanna commend your Lain pfp

#

😎 πŸ‘

manic pawn
#

4.26 previews will start soon

mild charm
#

https://trello.com/b/TTAVI7Ny/ue4-roadmap Maybe this can help you a bit?

restive yarrow
#

Who out here has worked on true first person ( hand ik ) aim down sights?

regal marsh
#

Hi, guys, could you help me with Clothing Tool? For some reason it ignores any collision in physics asset, i tried all the solutions in the web, but no results. Tried other models, from other people, no results too. Just don't have any idea how to make it work. Thanks in advance

chrome swallow
#

Any one know how to fix missing Target Layers? Mine seems to have disappeared even though the name it set up.

dense knoll
#

how do you import .fx files?

cosmic matrix
#

hello,
is it the normal way this ik bone should work using ue2rigify epic tool in blender or is there a bug?

chrome swallow
#

Who are you talking too if I may ask?

#

Statcrater

dense knoll
#

wdym

#

i am just asking how to import .fx files

chrome swallow
#

Oh.. lol

#

I thought you were asking me if I was having issues with .fx

dense knoll
#

oh

plush yew
#

hello, i am having difficulty running unreal on my laptop, it become very hot and freeze after 15 minutes. is there any solutions to avoid this?

chrome swallow
#

I know UE4 gets systems hot due to a high resource usage. Even my desktop with water cooling gets very hot. Also, with a laptop, make sure to cool it down with a cooling mat.

timber mountain
#

does ue4 make animation loop for animations ? i have a walk animation that hasn't good loop.
can i fix with engine ?

chrome swallow
#

I know most people will fix that issue using Blender according to my understanding. I have not done that my self nor had that issue.

fresh bay
#

Is there anywhere i can get help with quixel mixer and/or unreal?

true ravine
rancid schooner
#

is in unreal any way to play my game on my mobile to see how well my mobile can handle it?

true ravine
#

solution to fix my scuffed lightning?

fresh bay
#

@rancid schooner If you follow download android studio and connect your phone, ue4 will package and send it to your phone

tired knot
fresh bay
tired knot
#

I feel so stupid

rancid schooner
#

@fresh bay but packaging is taking too long. For example Unity has mobile application throw which when I connect my phone I can play it without packaging.

tired knot
#

I'm used to writing games from scratchc

#

I just wanna design a tight checkpoint racer and then make the music and shit it out on steam for $10

#

shakes head

#

fuck ivebeen at it for 7 years now

thick herald
#

πŸ˜„

tired knot
#

last game fell through the cracks because the art director can't keep sober long enough to f*cking mail me the damn scripts

fresh bay
#

@rancid schooner Don't quote me on this, i only played with it for a little time but the first package took the longest, afterwards it took significantly less time

tired knot
#

how the heck am I supposed to finish a shooting game about an entire solar system when all i have to go off of is some napkin drawings of anime chicks and some music

#

is there any "how to get into unreal engine if you're the sound and textures guy" tutorials???

fresh bay
#

Almost every tutorial

#

Idk how much it will help you but i think Ryan Laley's tutorials are really good

tired knot
#

I just don't get unreal engine, is it a cooked world or can I literally gut the whole core and put in my own back end

#

Like ive seen it made into guilty gear Xrd, its versatile

#

but my programming skills are more akin to a console

#

direct access to errything

fresh bay
#

What does "cooked world" mean?

tired knot
#

when you're programming for a 3D equipped console you basically set up the world as an operating system, control the disc drive, move samples etc

#

a cooked world is like building something in say like minecraft or GTA5 and exporting it

#

i dunno im just used to being able to go like "int gaspedal = var0, var0 = analog(6)" etc

#

tl;dr hardware programmer wants to into game but is severely behind the times

#

my reasoning behind wanting to do it in UE4 is because i could port it to damn near everything with a click

#

instead of my first plan to just build a JVS equipped PC with a Dallas 1button for copy protectio

#

but i don't want to sega for just one shitty fighting game and one racing game

#

my background is hardware design leaning towards vending/arcade, I have the cabinet laid out and everything, coin counters etc.

#

i just need to make the damn game

fresh bay
#

I don't think i'm qualified to answer this, i'm just here cause i have problems with my materials so this is too much for knowledge

cosmic matrix
#

is it the normal way this ik bone should work using ue2rigify epic tool in blender or is there a bug?

tired knot
#

i don't think your rig targets need to be unsquiggled

#

have you tried locking the bone to an axis?

#

hnnng im so useless i learned on 3DS max

fast berry
#

I have this M4A1 that i imported. i import as a skeletal mesh, and it is one whole piece. so im wondering if theres a way i can make it into 2 parts, so i can detach the magazine, on say a reload animation. thanks

pale jetty
#

any way to mass assign physical materials to material instances? i have hundreds of MIs which are different textures thus require different pmats however there is no way to select multiple MIs to assign to

#

3rd party plugin or anything

flat trail
#

Which version added the datasmith importer? Im currently trying to migrate from 4.24 to 4.23 with datasmith files

tired knot
#

what Visual C++ do I need to install to get it to work

#

blueprint mode is too weird for me

ember star
#

What's the easiest way to draw grid lines around an area? I could do visible box collision, but thats prob too heavy?

tired knot
#

the VS2019 dos window comes up but VS never loads like it did on UE3

fresh bay
#

@tired knot Works with both vs 2017 and 2019 but i think 2019 is way better

tired knot
#

my 2019 doesnt work properly even though it seems to have installed fine :/

thin mantle
#

Hi, if I'm doing a multiplayer game(10 players) is 50-70k tris for characters and 20-40k tris for some weapons too much?

plush yew
#

Oooooooof thats gonna be some baaaaaaad performance m’dude

ornate forge
#

For 10 players on PC it should be passable

manic pawn
#

no issue if lods are set up

plush yew
#

Was just going to say that lol without lods performance going 😭

fresh bay
#

I'd say that even with LODs it's a lot considering it's not going to be just characters and weapons in a scene

inland leaf
#

i somewhere saw a timer that returned its remaining time in each tick ... how was it called in blueprints? i cant find it again

hollow raven
#

How do I add mantinee? All I see is cinematics

versed spear
#

failed to route PostInitProperties Anyone have a fix?

#

4.25.3 android bug

ember star
#

Is there a way I can reduce the range that actors render without level streaming? Have a large grid, only want to render whats close

rapid orbit
#

can some one please help me with getting ugc example working on my project

#

everything works but it cant find the mods

#

i made 3 mods but none show up

#

(server: == list of mods names)

#

@hollow raven mantinee is outdated use cinematics

small pewter
#

is it possible to open a game made with unreal in Unreal to see how it's constructed ?

rapid orbit
#

nope reason is it is converted to c++ or something else that you have to rebuild from ground up and if it is incrypted well lets say gl @small pewter

small pewter
#

Let's say you have the key for the encryption, how do you build it back in Unreal ?

rapid orbit
#

well by doing it 1 by one

#

decompiling the files

#

it will take more than a year to decompile it

#

reason is you have to do it by your self and it is iligal

small pewter
#

mhhh but it's illegal only if you share or do something with the files and make money from it right ? What if you do it only for private reasons like checking how things are done ?

rapid orbit
#

for private reason it is legal i think im not expert in law and stuff

small pewter
#

yeah

#

at least in europe it's is legal but don't know about USA

rapid orbit
#

im not from usa also xD

small pewter
#

ahaha x)

rapid orbit
#

do you know how to fix this?

small pewter
#

heu nope, I'm a novice at programming and to Unreal (I'm trying to learn it since the beginning of this summer) ^^

rapid orbit
#

fr gl with learning :/ took me 2 years to learn

small pewter
#

wow x)

rapid orbit
#

4 years in total but first 2 years not alot

small pewter
#

did you learn to code in c++ too ?

rapid orbit
#

last 2 years i was making alot of test projects to learn

#

im not coding in cpp yet

#

im just learning the base of the engine

#

and im going to slowly turn my project into cpp

#

to optimize code that will be run every cycle

dire coral
#

any good sdtylized fps weapon pack for free

rapid orbit
#

you mean with anim or without? @dire coral

dire coral
#

just the mesh and skeletojn

rapid orbit
#

there are tons

#

you can just search in epic store

dire coral
#

there arent any stylized weapons for free on the epic store

rapid orbit
#

if you want that welp

#

you have to pay or search on the internet

dire coral
#

just one or two stylized weapons

#

just found a whole lot of them for free

midnight gate
#

HOW DO I ZOOM IN THE TIMELIME?

rapid orbit
#

ctrl...

small pewter
#

@rapid orbit Maybe ask inside other channels that are appropriate to your problem like #blueprint

#

you will maybe get answers faster

rapid orbit
#

i hope so, im bashing my head for last week

#

getting mod support working

#

what i have atm is: downloading mod, extracting mods.

#

what i need now is reading and loading the mods

midnight gate
#

thx

rapid orbit
#

the second i joined this server i helped more poeple than poeple helped me ;-;

grim ore
#

you need to find someone else in here who used the same plugin as you and has more knowledge than you on it and is in the channel when you ask the question. Did you try the forums?

rapid orbit
#

i already made it before i came here :/

#

could be that im just a small brain

silk sleet
#

is there anything to tell me where a material is being used?

#

the reference viewer just says the name of the level, which isn't helpful

smoky sonnet
#

tf how can i change the email in git source control

silk sleet
#

p sure you gotta do it console

#

right click in your project root dir, open powershell here,
git config --global user.name "~"
git config --global user.email "~@~"

smoky sonnet
#

in github desktop i am at my private account but in ue4 it just creates some random one

silk sleet
#

git != github

#

you're gonna have to use git for this, unless there's an option to edit it in whatever desktop app github uses, but i wouldn't know

somber quail
#

I suggest using fork

runic fern
#

Hello Guys i have a Graffiti on Wall and i want to Use A Sponge to remove it i want to remove the graffiti according to Sponge movement how can i get the Progress of removed stuff .
We 've tried to get the pixle count and use it as a progress but its Draining the Performance

inland leaf
#

since i am exploring around right now, i found an odditiy. That a class that not derives from actor dont has a TickEvent and stuff is clear. But why cant i access certain functions of a TimerHandle? This really confuses me

grim ore
#

sigh gpu lightmass plugin in master. Went to try it out and totally forgot it needed RT support. booourns lol

open wadi
#

Hi everyone, quick question. I have a UMG widget where I want users to be able to specify and upload an avatar (profile image). The issue is that users are obviously going to have differently-sized pictures, and I'd like them to be able to crop the images (or at least resize them), akin to Facebook,Instagram, or any other service where users can set their "profile image".

Does anyone have any recommendations on best-practices for this process?

#

I've checked for articles, I've checked the UE4 marketplace, etc.

river cradle
#

Would anyone know how to fix the gpu crashed or D3D Device removed problem? I have watched a few videos on how to fix this, none of them worked. I don't know if this is relevant but when I look at task manager when I open the program I can see that it use both the intergraded gpu and my 1650 at the same time, the usage charts are also practically the same.

timber mountain
#

for animate an actor in ue4 should i use level sequencer ?
i heard about Matinee ... but it think it removed in latest version ?

inland leaf
#

the little letter in the top right corner of a blueprint element means that all clients get notified about it ?

obsidian nimbus
#

nah just some folder on a drive with a lot of space

#

cuz that shit wil grow

thick herald
#

lots n lots of space

obsidian nimbus
#

yea dont put it in appdata

#

on ur windows disk

thick herald
#

You can go into editor settings and change the directory

obsidian nimbus
#

it spreads faster than corona

thick herald
#

possibly even directly from the launcher

obsidian nimbus
#

use the ...

#

the dots button

thick herald
#

Eh? We are listening. What we don't understand is why you want it in the project folder? That's insane.

obsidian nimbus
#

epic has some weird logic too their slashes sometimes

#

the dots button and u can pick a folder

thick herald
#

^

obsidian nimbus
#

my listening skills are level 2, thats above average

#

its engine version based and launcher holds all versions

#

@obsidian nimbus i dunno

#

its more easy now

thick herald
#

@plush salmon something like this you mean? "%GAMEDIR%LocalDerivedDataCache"

obsidian nimbus
#

its editor prefs

#

thats all projects

#

right?

#

i dunno mayB not

#

mayB if you set as default

#

there is a set as default button on editor prefs

#

i think that sets it as default , but not 100% sure

plain tinsel
#

How can I make a camera only render a list of objects and ignore others?

thick herald
#

Yeah @plush salmon seems to be project specific. Tested a couple of projects, and well.. doesn't stick.

obsidian nimbus
#

@thick herald did u try set as default and make a new project?

neat dragon
#

hey guys, do you know how could i use the mobile adds banners in c++?

obsidian nimbus
#

yea epic totally spams that appdata:(

#

fortnite is pretty big there aswell

lucid grove
#

Hey guys, i have some jitter when my character moving backwards. It only happens with backward animation and with at least two different ones.

Where to look?

Little update: when moving backwards and moving camera left and right a little. When moving directly backwards - all fine.

lucid grove
#

Unchecking Orient Rotation to Movement fixed the problem πŸ™‚

cosmic matrix
#

is it the normal way this ik bone should work using ue2rigify epic tool in blender or is there a bug?

ornate ice
#

Hey anybody got any idea of how to spawn my EnemySpawnerActor right on the top edge of my top down camera? like in the picture? The idea is that the spawner will move with the camera position too, as the camera is in movement

cosmic matrix
#

your spawn doesn t look on top of your camera in your pic

#

spawner

#

anyway simply use spawn_at_location and use your camera location you can implment and use some offsets if needed.

#

@ornate ice

ornate ice
#

but isn't the camera field of view gonna be affected by resolution?

cosmic matrix
#

you said on top

#

anyway that s the way to go i think

#

and you can still use dpi scale etc

ornate ice
#

nice idea

#

think you are looking from right ortographic

#

you'll see the camera as that

#

the Enemy Spawner is on the Top of part of the camera frustrum

cosmic matrix
#

oh ok

#

that s a bit strange to move the spawner

#

what s look s like your game?

#

can you not simply make normals spawners

#

(fix)

hybrid light
#

can anyone help me with camera length when sprint

#

i did a way to change it

#

but i want it to only work when the character is sprinting

#

instead of changing when i press left shit without W

#

anyone help

#

hellllllllllllllllllllllllllllllllllllllllllllllp

vagrant hornet
#

hi

hybrid light
#

hey

#

❓

#

can anyone helpppppppppppppppppp

vagrant hornet
#

they may be able to help

#

idk about helpppppppppppppppppp though

hybrid light
#

well guess no one will help me at this time

#

will find my help post gone by tomorrow since more people will be active

#

⏲️

#

😩

#

❓

#

still looking for help

cedar wave
#

Is UE's gltf support still mediocre?

hybrid light
#

❓ anyone help

storm venture
#

pro tip: spamming is not how you get people to want to help you

hybrid light
#

yeah then just posting once and losing you post is the way

#

are you kidding me now

storm venture
#

if no one can help you right now, then you ask again later, you don't spam, smarten up.

kindred ivy
#

Can anyone help me with a fairly basic material node editor question in UE4?

hybrid light
#

a lot of people will post after me and i will get forgotten

storm venture
#

@kindred ivy ask away

kindred ivy
#

Thanks @storm venture, I'm very new to this so if something I'm doing seems stupid please just let me know

I've set up 2 lots of nodes one that scales the u and v axis and another lot that rotates the textures, they both work fine independently when I plug one into the UV texture sample it means I can play around in a material instance to get the desired effect, but I don't know how to add them both as parameters and it all work, I tried to add them into an append node before passing that into the UV of the texture sample but I got an error Working on my work laptop and don't have discord on it so I can't post a screenshot, this picture is the best I can do right now

storm venture
#

@kindred ivy so you have two TextureCoordinate inputs, one for scaling and one for rotating. instead of plugging in the second texture coordinate into your Rotator, try plugging in the output of your scaling group into the rotation group

#

that way its more of a 2 step process, Scale the UVs, then Rotate them

kindred ivy
#

@storm venture that works wonderfully but I can't get my head around the logic maybe it's because I don't quite understand texture coordinates, but I'd have never thought of that I don't understand how it's not suddenly passing rotation and scale on 2 axis through to the UV, is it not needing to make some 3 point vector or something to hold the values?

#

Or do you only need one texture coordinate instance in your entire material?

storm venture
#

@kindred ivy im no expert, but as far as im aware, the texture coordinate is a 2D Vector, (red and green channels) and it defaults to a smooth gradient where top-left is 0,0 (black), the bottom right is 1,1 (yellow), and the corners are 1,0 and 0,1 (red and green, respectively). the engine tries to place your texture within this area. so, if you manipulate those values, it changes how the texture is placed.

#

so you can add to those values, which would shift the gradient, or you can multiply/divide those values, which would stretch/squish the gradient, and you can rotate the the entire gradient, which would rotate the texture

kindred ivy
#

Ok, yeah that kinda makes sense, well what you said was enough for me to modify a starter content material and all those things in plus some ue4 knowledge base reading, thank you, I really appreciate it!

storm venture
#

no problem, and take what ive said with a grain of salt, as i said, im no expert πŸ™‚

kindred ivy
#

So I made it so I can scale by axis and rotate the texture on a surface now and if you try to Google how to do that it's not very clear at all. Nothing you said seems wrong or strange but I'll bear it in mind :)

hybrid light
#

now its forgotten

inland leaf
#

if my widget is hidden, does eventTick get called each frame ?

grim ore
#

print out on your tick and test it

inland leaf
#

good call

grim ore
rancid lynx
#

is there a way to filter out colors from meshes you see behind transparent materials, so that you only see the color from the transparent material? for example, ocean plane materials, i dont want the different color sands effecting the waters tone.

kindred ivy
#

@grim ore just watched that, thank you was quite interesting

fossil trellis
#

It's like a bubble where you interact

#

If there is any tutorials I would like to watch it

#

Like this 2:30

#

Forget about the fish

rancid lynx
#

yea. the bubble, i see it

fossil trellis
#

Yeah it looks very cool

#

Idk what it's called or how to do it

#

I'm currently also doing a story driven game

rancid lynx
#

anyone know why 3 of these trees develope what looks like terrible anti aliasing, while the other 2 trees show no signs at all ?

#

if i swap the material to a pure green material, the effect goes away

#

i personally unwrapped the UVs in blender, they are no where near any strange edges

twin jetty
#

Hello people, do you know a way to disable the white reflection on the grass ?

#

Or at least tune it down ? I tried disabling skylight but it doesn't change anything

rancid lynx
#

two things I think , Vertex normals, or specular 1 inside the material. turn specular down to .05 and roughness up to .7

#

probably not though . idk.

twin jetty
#

I'll try this out thanks

rancid lynx
#

unreal specular in all materials defaults to like .5, which is terrible terrible terrible.

#

never forget to set your speculars in all textures X_x

#

MSAA Antialiasing was one reason. But not all Textures produce the same effect, so thats only part of the problem.

twin jetty
#

I think I found the problem, it was coming from my texture

#

Yes It's fixed now

barren flume
#

Is it possible to make a boolean that will scale the character down to be the same height as a set mesh so there aren't any advantages in online play since some character's are taller than others? I think I've seen one game do this before

hardy jewel
#

is there a specific channel to ask for help?

grim ore
#

pick the closest channel for the subject, if not in here

rough knoll
#

how do i stop my item with physics enabled from rolling everywhere

#

or rather just make it behave like a cube instead of a sphere

exotic thicket
#

you could give it a cube shaped collider instead of a sphere collider

#

or you can lock its rotation axis so it won't roll

#

or you can give it angular damping

#

possibly some other methods too :)

rough knoll
#

well i want it to roll

#

but not keep rolling

#

its a gun and i want it to fall on its side and stop

#

i can turn off all X rotation but then it won't fall on its side

exotic thicket
#

well if it's not round on its edges then it would probably make most sense to make it have a box shaped collider

#

that definitely would not roll except to tip over once :)

rough knoll
#

well changing my sphere collision to a box collision doesn't do anything

exotic thicket
#

It still keeps rolling even with a box? πŸ€”

prisma marlin
#

can anyone tell me how to do light bake with GPU instead of CPU in unreal? because my pc crashes whenever i bake with cpu

#

my config is ryzen 7 2700x and rtx 2060

silk lintel
#

Anyone know if it's possible to use a static mesh as a volume, like to get a specific shape for a post process material, for instance?

exotic thicket
#

you should be able to edit those volumes similar to how you can edit BSP brushes

craggy mason
#

I'm hitting an issue with rotations and quaternions, where it seems that at low input amounts, I still get gimbal lock. I've created a video here to showcase the issue: https://www.youtube.com/watch?v=QEBYR36EU3U

And here's an example of one of the control functions here:
https://blueprintue.com/blueprint/lcpjotol/

I'm utterly perplexed at the moment. I've also tried the inbuilt rotators and using a custom player controller, with the same results every time.

A short video showcasing an issue with rotations that I'm encountering despite what I assume to be the proper use of quaternions.

β–Ά Play video
mossy nymph
#

if you convert rotators to quaternions for your calculation, you can lose the benefit of quaternions not being susceptible to this

#

in your scenario, it would manifest as yaw and roll having the same axis of rotation

hardy jewel
#

how do you unselect a tool

steep sandal
#

Is in the feature we will be able to Code with python in unreal instead c++?

ornate ice
#

Hey I got a question

#

I'm trying to learp the yaw of 2 rotations to reach a certain number

#

like this over 2 seconds

#

I'm trying to get my current Yaw (Z) rot and lerp to the target Yaw over Alpha2

#

and set it on the SetActorRotation Yaw

#

the Actor is my camera

#

but its doing crazy rotation

#

don't understand

barren flume
#

What should I change to stop my character from doing this when I walk over a ragdoll?

digital anchor
#

make your capsule not collide with physics asset

barren flume
#

Okay tried changing that but now the ragdolls don't seem to move anymore but fixed the issue with the character randomly flinging the direction it's facing

scenic fox
#

Guys how do i make my AI open doors

#

how do i check the collison of a box collison

tribal citrus
#

does anyone know why this is happening ?

#

it just shows up when i move the camera to a certain angle

#

anyone?

scenic fox
#

can you help me with a simple thing

#

how do i check if something specific overlapped my box collision

tribal citrus
#

tbh, i don't know... i'm kinda new to this

#

does anyone know why this is happening ?
if anyone reply to this, plz @ me

lost willow
#

does anyoen know what the issue is here

#

is it an issue with the weight painting

scenic fox
#

like it doesn't do the function

#

hello?

#

anybody?

solid glade
#

How do I create something like this? Where is this one stored? I tried searching for the folder, so that I could see how it was made and mimic it, with no luck

#

second question, how can I create own level templates? Same here, I searched eg for the word "TimeOfDay" to see if I find an INI or XML file or something that reveals how this was done. Found nothing 😦

sterile lion
#

@lost willow It looks some some of the vertices aren't properly weight painted. They could be assigned to multiple vertex groups as well causing some funky stuff.

lost willow
#

okey ty

#

@sterile lion

sterile lion
#

@scenic fox Are you using a controller for your ai, with a blackboard and state machine? You're asking a broad question that's hard to answer based on your screenshot. There's a lot of tutorials available on how box collision work for the context you're looking for.

scenic fox
#

Yeah i am using a character bp class and yes I'm using black board and behavior tree

#

@sterile lion could u help

cold vortex
#

Idk what happened

#

I must have accidentally clicked something when I clicked play or something

#

I'm trying to click them, but I can't select any of the objects

#

on the screen

#

also, that white, thin rectangle appeared in the middle of the screen as soon as the problem started

wary wave
#

it's a bug and it's annoying, just restart the editor

cold vortex
#

ok ty

worthy fox
#

I would like to use some of the meshes from the ShooterGame demo from Unreal in my own levels; but the pivot location of these meshes are waaay off. How can I move the pivot?

dusky inlet
#

does anyone have some info on the "file per actor" feature that is supposed to come with 4.26? Can't find anything on the ue4 roadmap

gaunt hedge
#

Hi folks....is there a way to make directional light( sun ) static and be baked when i have translucent objects like curtains? Because when i build lights and sun set to static curtains block the sun and no direct light at all...so i have to set it to movable in order to penetrate through these translucent curtains

#

And the movable direct light really affects fps significantly

#

So I need to set direct light to static and still be able to penetrate through translucent curtains

rustic leaf
#

Can you just cheat and make part of the material emissive?

exotic thicket
#

man why is the cable component so damn janky :D

#

supposedly it has collisions support but it still clips through like half of the stuff at random, and parts of it get stuck in geometry at random...

gaunt hedge
#

@rustic leaf thing is i need curtains to cast shadows ...they dont unless direct light set to movable ..it ain’t related to translucency now

#

If I set the direct light to static I won’t be able to get these nice soft shadows from the curtains

#

That’s the point...i dont wanna give up that cool effect of curtains

#

Any suggestions guys ??

plush yew
#

Guys i think i did a NONO. I tried to add a skin modifier in blender

covert hedge
#

@scenic fox check if your BT is executed properly

#

using the debugger fucntion

scenic fox
#

No i think i know why its doing that. It's cause the collision never works unless the AI moves and needs to update when it doesn't move and idling. So it will only work when the AI moves

#

@covert hedge

#

Don't know why though.

covert hedge
#

hmm give a copy of your BT i guess? also i suppose you're using a trigger to make them open a door or something

scenic fox
#

Yes a box collision

#

And in that box collision i check the component's tag

#

and branch it

#

hold on I'll get the tutorial I used

#

and the third part

covert hedge
#

so the problem is when your AI is idling, it doesn't register it has to open the door based on your trigger?

scenic fox
#

No when my AI is idling it doesn't think it's colliding with the box collision

#

it has to update

#

meaning it has to move

#

and then it collides

#

its weird and dumb

covert hedge
#

well if it's idling INSIDE the box collision it won't trigger OnBeginOverlap i suppose FeelsThinkingMan

scenic fox
#

Oh

#

Yeah that's what is happening

#

its in the box collision

#

but its idling

covert hedge
#

so

scenic fox
#

but how do i fix it?

covert hedge
#

does your box collision updates any blackboard value

#

of your AI?

scenic fox
#

No?

covert hedge
#

well, then the AI will probably keep being the same branch in your tree

#

maybe set the trigger to update a BB value like "There's a door at this location", and then make a new branch for your AI based on "doorDetected" or something? feelsthink

runic fern
#

Goodday Guys Why the Localization is not working in the game ??
EDITED : Fixed By Setting the Loading Policy to Always

#

the words translated and compiled and everything is done

scenic fox
#

hm

runic fern
#

but when i switch the locale its not switching in game just in Engine

covert hedge
#

pretty sure most of the logic has to be done in BBT, so i'd have your trigger update a value in the BBT, and have the AI act accordingly, and then, once door is opened, you can resume whatever your AI was doing by unsetting the "doordetected" variable

#

just a shower thought so, maybe it's not exactly your problem, i can't be sure :p

scenic fox
#

So its suppose to be like that (as in its normal if the trigger is not working when the AI is idling inside of the box collision?)

covert hedge
#

no the triger will work

#

but idk how the competition is

#

when you order your AI to do stuff without using a behavior tree

#

maybe the branch in the tree is prevalent

#

and the AI discard whichever order was given by the trigger

scenic fox
#

Hm so its not normal?

#

I feel like if it is not moving inside of the collision then maybe it is (not sure)

covert hedge
#

it's probably normal, you'd have to ask in the #gameplay-ai chat, but imo AI will discard anything not ordered by the tree

#

ALSO

#

you might wanna look into EQS

#

to detect door

#

yu can probably set up a query to find if there's any door between your char and the destination

#

and open it

#

seems way easier than setting a trigger everytime there's a door FeelsThinkingMan

hybrid light
#

can anyone help me with camera length when sprint
i did a way to change it
but i want it to only work when the character is sprinting
instead of changing when i press left shit without W

covert hedge
#

i didn't create the corresponding eqs query, but just renamed the node so you could have an idea of how it could work

hybrid light
#

can anyone

covert hedge
#

set a boolean when the character is sprinting and use that to determine how the camera reacts instead of binding it to left shift and W

hybrid light
#

doesn't work

covert hedge
#

how come?

hybrid light
#

take a look

covert hedge
#

i guess you could check the IsSprinting bool on tick instead of when the inputs are pressed? FeelsThinkingMan

hybrid light
#

Doesn't work it must be something to add here

lucid grove
#

Doesn't work it must be something to add here
@hybrid light Am i right that you need check if player moving and certain buttons a pressed?

covert hedge
#

so rn what happens is even if you don't move camera will move away right?

#

seems to be a velocity branch missing, probably a branch after your boolean "is sprinting". Cause rn, if you press sprint and dont move, the boolean will be set to false, BUT the execution flow will continue as there's no branch

lucid grove
#

Is that what you aiming for?

covert hedge
#

rofl i have a spotlight, aiming towards celiing, it doesn't emit any light?? wut

rich rose
#

Anybody know whether jump node uses Launch character Or Add Force Or Add Impulse? When I try diving into it with C++ it never takes me to the correct spot where the jump method/event is... : / also not very C++ savy
I am tryng to create my own Jump node. But need an understanding on how UE has done it

hybrid light
#

Is that what you aiming for?
@lucid grove yeah this

#

mine is smooth and all

lucid grove
#

Yeah, you can use timeline for example to make it smooth.

hybrid light
#

the camera length changes when pressing shift key thats what i want to fix

lucid grove
#

Basicly i just check speed

#

if speed > 400 = change camera length

covert hedge
#

@rich rose well you could take a lot at the jump node source, if you double click it it should open visual studio with the relevant c++ file

hybrid light
#

can you post a pic of your bp

#

mine is like this

lucid grove
#

isSprinting - probably is excess here, cause "isSprinting" is just checking speed

hybrid light
#

i see

rich rose
#

@rich rose well you could take a lot at the jump node source, if you double click it it should open visual studio with the relevant c++ file
@covert hedge I already did that and it took me to the movement component that contains hundreds of errors (despite it being a fresh C++ project) and I cant find the Jump method in that CharacterMovementComponent.h for some reason : /

lucid grove
#

So you just check speed and change camera rod length

hybrid light
#

Will try it out πŸ‘

lucid grove
#

Ah, ofc you need to have your character speed math

hybrid light
#

I know πŸ‘ thx for the heads up

lucid grove
#

You are welcome. Share your results please.

hybrid light
#

I will

covert hedge
#

does anyone know why this stoopid spot light casts literally NO LIGHT ? 😦

hybrid light
#

@lucid grove doesn't look like it working

lucid grove
#

Lets check basics

#

Custom event is looped?

#

Like tick event?

hybrid light
#

no i didnt want to use event tick maybe timer function with event begin play

lucid grove
#

It is timer, with 0,5 second loop event

#

You can make it stop later, we just check basics

covert hedge
#

should proabbly use set timer by event tho, since you created an event FeelsThinkingMan

hybrid light
lucid grove
#

Yes, this one

hybrid light
#

yeah it like that but still not working

#

whats next

lucid grove
#

Ok. Now lets check its actually get all the info

#

Print string few thigs:

at the end of True branch - Print String (SET TO ORIGINIAL)
at the end of False branch - Print String (SET TO 170) and maybe change it something like 50 to make it more clear?

#
  1. Remove isSprinting
#

We dont need to check it

somber sky
#

Im Finding it hard to decide (Unreal Or Unity) The Game im trying to develop has graphics like firewatch (Stylized/Kind of low poly). Any Suggestions. Thanks!

hybrid light
#

okay

lucid grove
#

and the last check: print string the Walk Speed just in case to check is it actually changing

#

Im Finding it hard to decide (Unreal Or Unity) The Game im trying to develop has graphics like firewatch (Stylized/Kind of low poly). Any Suggestions. Thanks!
@somber sky that can be achieved for both Game Engines. I found Unreal much more convenient in every way. But you probably know the saying "Every frog praises its own swamp"

somber sky
#

Ill have to check both out, Thanks for that!

ember star
#

Is it possible to have the viewport use a defined region of a window, so you can offset/scale the viewport size inside a UI?

hybrid light
#

and the last check: print string the Walk Speed just in case to check is it actually changing
@lucid grove Okay followed all the steps it seems like only the false node is working I get 50 even when sprinting

lucid grove
#

Aha, so problem is that walk speed is not correct

hybrid light
#

okay i just remember something i change my blendspace speed yesterday that must be it

lucid grove
#

lets do this way: if that still not gonna work for you i will make short video with empty project

hybrid light
#

even when the speed is right i still get that 50 and the arm is not changing

lucid grove
#

Its empty project with 3d person character

hybrid light
#

Will try it out πŸ‘

lucid grove
#

Try it on empty project and then we will take a look why its not working on current one

hybrid light
#

Okay

covert hedge
#

@plush yew in lit mode it doesn't cast light

fossil trellis
#

Hello guys, I'm using landmass plugin and I made a mountain

#

I'm trying to use paint layers but it's not working with what I want it

lucid grove
#

BTW you can copy-past text inside this file. Copy text and past it inside any place on BP

#

Just dont forget to rclick on Speed and add it to you vars

hybrid light
#

Alright πŸ‘ thx

#

It works in the default 3d person character template

#

Now I will try it in my Project

fossil trellis
#

bro why wont the mountain change color

#

I'm using paint layers

prisma marlin
#

does anybody know how to bake light with gpu instead of cpu?

hybrid light
#

@lucid grove It works!

lucid grove
#

yay

hybrid light
#

one question what the 400 value btw

ember star
#

Does UE support image maps in any way? Defined regions of an image to be clicked/colored?

lucid grove
#

one question what the 400 value btw
@hybrid light Its after what speed camera change its length

#

If you have acceleration for example. When you first press "Shift" to sprint - it will change speed from 200 to 600 not instant but 250 > 300 > 350 and etc.

#

And boom will change its distance at 400 (in my case)

hybrid light
#

I see i do have acceleration in my project

fossil trellis
#

I typed Rocks in paint layers but not working???

hybrid light
lucid grove
#

I see i do have acceleration in my project
@hybrid light Then 400 just determinate at what speed change camera boom distance. If you put 590 - it will change distance only when you at full speed.

hybrid light
#

I understand now

#

thank you so much for the help

lucid grove
#

You are welcome

hybrid light
#

Much appreciated 😁

fossil trellis
#

wtf

#

why they devs not working ue4???

#

bug

#

mountian not change colors

#

what the fick

#

helping?

grim ore
#

it looks like a material that is set to draw the textures based on height and slopes

fossil trellis
#

What that mean?

#

4:21

#

how he change color

grim ore
#

watch the video, he tells you where the example is at

fossil trellis
#

but i type rocks?

#

he give no example?

#

he saying type rocks

grim ore
#

he does, watch the video. he is using the landmass plugin

fossil trellis
#

yes i use too

#

but i try change color for mountain

#

not working???

#

i type rocks in paint layer

flat isle
#

Is it possible to render things in ue4 without using it as a realtime? I am not quite sure how to word this. Say I have a very graphics heavy scene, but I am working on a relatively poor performance computer with igpu. The scene only needs to be rendered into still image, its not a playable game. Can I still get full high quality rendered image on a poor hardware but without it running in real time, like how arnold and vray would work.

fossil trellis
#

How bad for bad pc?

thick herald
#

Yes. you can πŸ™‚ There is a high res screenshot function in UE4

flat isle
#

I realise it captures the scene in high res but does it also increase the shader and lighting quality to cinematic?

#

My gpu got busted so I am on HD4600 crap intel for now till december

thick herald
#

I can't say how it works, I've not used it. Try it out and see what happens it's the best way πŸ™‚

fossil trellis
#

Yaparoski nachoy cyka

#

Jembempti madre

#

What not working

#

This not working

#

@grim ore

#

@plush yew Oki

#

guy in tutorial he typing Rocks in paintlayer and it made mountain looking like rocks

#

but mine not working

placid sand
#

hey everyone, Im a new user to unreal engine I require some help regarding a yt tutorial im following, where might the proper help channel be for me to ask my question?

lucid grove
#

You can ask here

fossil trellis
#

FUCK

#

KASKAO DIMPA DOMBS

grim ore
#

the video says he is using a material they created for the sample, his material is using layers. Your material is using layers?

patent tapir
#

by Jasmin Habezai-Fekri

"I set up different landscape material layers for painting! (via blueprints inside the main ground material for the landscape) I 3 greens + 2 dirt variations. Then I just paint with the landscape tool the shades I want, just like a huge 3D canvas haha"

thats what she said about shaders and painting the grass. do you have any idea how to do that ?

Do i understand that correctly that she paints the ground and the grass is adapts to the color of the ground ?

fossil trellis
#

@grim ore i no having material call rocks?

placid sand
#

thankyou @lucid grove

fossil trellis
#

how I get rocks?

fossil trellis
#

so how i pasting it in?

#

do i type the name?

#

i use demo open world collection

#

it having texture

grim ore
#

@patent tapir they are using something similar to what I pasted above, your material has layers you can paint. Its not automatic they just paint like on a piece of paper the color they want

fossil trellis
#

stho?

placid sand
#

im following a totrial on making a car in UE on youtube. At this point, he changes the kind of collision on the wheels, however, when I change them, and regenerate the bodies and press simulate, it seems that my wheels completely disconnect from my car.

fossil trellis
#

I can using this?

grim ore
#

you can use whatever you want if you follow the guide

patent tapir
#

@grim ore thank yoou i think i understand

fossil trellis
#

ok how i apply?

grim ore
#

you follow the tutorials

fossil trellis
#

but tutorial say type rocks

#

I type boulder_a in the box

#

but nothing happening?

grim ore
#

yep and until you follow the tutorial and make a correct material it will not work

patent tapir
#

@grim ore but how is the grass interacting with the color of the ground. is it all in once , like you paint the grass and the ground at the same time ? sry im pretty new to unreal

fossil trellis
#

@grim ore sorry what you saying?

hybrid light
#

@lucid grove If your getting falling camera change problem this is how i fixed it

kindred vapor
#

and why does it run

grim ore
#

@patent tapir it says they have 5 different textures, so they paint what they want basically. I doubt it is what you are thinking, its by hand not automatic but you could do automatic if you wanted.

kindred vapor
#

i'm not using any apple device at the moment

grim ore
#

you can have 1 paint layer called dark green for example and it could have dark green ground and then the foliage on it would be the dark green grass

fossil trellis
#

@grim ore bro nothing works

#

it's still green

#

i want it boulder_a

lucid grove
#

@lucid grove If your getting falling camera change problem this is how i fixed it
@hybrid light Good one!

hybrid light
#

πŸ‘ πŸ‘

grim ore
#

@fossil trellis yep and it wont work until you make your material correctly. the link was above.

fossil trellis
#

but material isn't setup good because i get it from marketplace @grim ore

#

?

thick herald
#

@fossil trellis you have to set up your Landscape Materials, Mathew gave you the link on how to do that.

fossil trellis
#

what about boulder_a?

grim ore
#

@patent tapir based on just that screenshot it doesnt look like anything fancy. The material has all of the items set up inside of it and they just paint the landscape the textures they want (like base green, then draw in the roads, then add foliage on top of it)

fossil trellis
#

@thick herald

#

@plush yew I just wanning to using boulder_a