#ue4-general

1 messages ยท Page 843 of 1

patent tapir
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@grim ore im not really sure what to think lol , she was asked if the grass mesh took into account the color underneath which she confirmed

grim ore
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it could for sure but we cant see the ground underneath to verify.

ember star
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damn i missed the rocks jokes

patent tapir
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how could one achieve that

ember star
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I can't find any way to use an image map, with defined regions like this, even UMG. Are there any options?

grim ore
placid sand
lucid grove
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Hey @grim ore wanted to ask a small question about "? is valid" nod. I always thought that the main idea behind it check that var is valid and branch it.

But the "? is valid"... gave me error also that "None is trying to read" bla-bla-bla. Thats kinda confusing.

patent tapir
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@grim ore oh i think i understand thank you very much , that was a great help

grim ore
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@lucid grove do you have your example? and yes it checks basically to see if what you are checking is valid and exists and is not null so you can then use it

lucid grove
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This one for example. It checks that my character component still inside trace sphere (and if true - change its HP).

If not - go false.

grim ore
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your get component by class is probably failing

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if you have no hit, you have no hit actor to get a component from

lucid grove
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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor". Blueprint: Wolf Function: Execute Ubergraph Wolf Graph: IsValid Node: Branch

grim ore
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yep your is valid seeing if the get component by class result is valid

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your get component by class is asking the hit result for a component on an invalid object

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so your saying "hey do you have this thing on this actor" and the engine is like.. "whoah... what actor?"

lucid grove
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Ah, damn it

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Thanks, how could i miss it?

grim ore
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yep is valid the actor, or branch off the actual boolean

hidden adder
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could i pm someone to get some help with a simple actor spawn? i understand replicating object properties but not actors in whole

scenic fox
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i think its "Spawn actor" or something like that no entirely sure what your goal is

hidden adder
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yeah i have the spawn actor working it just doesn't replicate to all clients

scenic fox
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oh you're doing multiplayer?

hidden adder
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yeah i posted in c++ part but no one responded

scenic fox
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well sadly i can't help since I have no clue for mutliplayer

hidden adder
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ah thanks anyway

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im coming over from unity so its small things i need to work out

bright wharf
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im following a blueprint tutorial and it says i need to find the c++ tutorial folder but i cant seem top find it., anyone knows where it is?

scenic fox
hidden adder
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@bright wharf

stark marsh
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i have a sequence but i want to do a delay

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how would i find out what time to type into the delay from the sequences time

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so my sequence ends at 0092

hidden adder
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thanks @scenic fox doesnt answer my question but that will help alot in getting there

scenic fox
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Np

stark marsh
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but what would i type in to the delay, if i wanted a delay for the entire time the sequence is running

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wait

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you can literally just change it to "show time as seconds" instead of frame numbers

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this is great, so now i could set my game to disable input whilst a cutscene plays

scenic fox
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yeah

hidden adder
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thats interesting i literally just did 8*60 for a 8second delay

bright wharf
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@hidden adder but theres no tutorial folder in there, unless they changed it to a different name

hidden adder
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since the deltatime ticks 60times a second

timber mountain
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in have tearing screen problem in .exe ? does anyone know how to solve the problem ?

stark marsh
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wait can i set an actor to be destroyed

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but then spawned back if i do something

scenic fox
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@timber mountain this may be cause of your computer just saying. You can search up screen tearing in google and find out why

hidden adder
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@bright wharf not sure what your trying to do but maybe there talking about making a new c++ project? i think there a tutorial option there, sorry i'd help more but still getting used to ue4

stark marsh
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i want a trigger box to be destroyed until a sequence ends then it reappears

scenic fox
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@timber mountain mate its an artifact its very very very common to have this in games

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I have bunch of artifacts in my game too

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and The artifact occurs when the video feed to the device is not in sync with the display's refresh rate

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So yeah it could be cause of your computer

hidden adder
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try to enable vsync if you can infected

scenic fox
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yeah prob enable vsync

hidden adder
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double or triple buffer entire purpose is to attempt to stop that

placid sand
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I cant seem to access the default physics bodies in the physics tabs, anyone know why this might be?

bright wharf
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@bright wharf not sure what your trying to do but maybe there talking about making a new c++ project? i think there a tutorial option there, sorry i'd help more but still getting used to ue4
@hidden adder turns out that they were talking about a c++ project, anyone know how to turn a blueprint project into a c++ one?

scenic fox
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hold up

exotic thicket
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@bright wharf you can just add a C++ class into a BP project which should allow you to then work with C++ in addition to BP's

scenic fox
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yeah

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dont just convert them lol

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you can add BP and C++

hidden adder
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tbh i know i should learn BP, but visual scripting disgusts me.. aha

exotic thicket
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BP is fine

scenic fox
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lol church

exotic thicket
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I'm a programmer and I still like using BP's :P

bright wharf
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bp's r coolios

scenic fox
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I'm a programmer i use to program in Lua and i love BP

exotic thicket
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It strikes a very good balance between being high level but also being a programming language

bright wharf
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did u make roblox games bustzee?

hidden adder
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idk im doing my bachelor degree atm so i like to have language knowledge in my head constantly instead of just pseudo code

scenic fox
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uh yeah @bright wharf

bright wharf
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hahahahah

scenic fox
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plz dont ban

exotic thicket
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BP's aren't pseudo code though, it's a programming language but represented in a node graph instead of plain text :)

scenic fox
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yeah i know i still make games there sometimes but nah it sucks over there its supppperr limited

exotic thicket
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it has strong typing which is already somewhat uncommon for higher level scripting langs and such

scenic fox
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I'm still 13 so i still wanna learn more ):

bright wharf
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also one last thing, anyone know any free BP classes?

scenic fox
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uh

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time to google search

bright wharf
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oih yeah

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forgot abpout that

scenic fox
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@bright wharf unreal engine has their own uh

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let me keep checking

bright wharf
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thank

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sm

prisma marlin
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How expensive is vertex paint ?

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It's eating massive amount of ram and won't even let me paint

bright wharf
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just running unreal is too performance heavy for my pc

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is keeps crashing a bunch

scenic fox
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vertex paint = 99$

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@bright wharf you're welcome btw

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@bright wharf also what are your computer specs? are they good?

bright wharf
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not really

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@bright wharf also what are your computer specs? are they good?
@scenic fox i have an i3 9100f, gtx 1650 and 16 gb ram

scenic fox
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i3 cpu is not that good btw

vagrant hornet
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its not that bad

plush yew
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Is I5-9600k a good cpu for ue4?

vagrant hornet
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yes

bright wharf
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Is I5-9600k a good cpu for ue4?
@plush yew i was thinking of upgrading to thaqt

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would amd or intel be better for ue?

grim ore
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either one works. ue4 uses as many cores and threads as you have for compiling shaders and building lights and the engine

scenic fox
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im getting AMD Ryzen 7 4800 is that good enough or like do i need to change to something else?

grim ore
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depends on if its the h or u and if you have a gpu with it

scenic fox
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im getting RTX 2060 super GPU

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Yes i think its "H"

grim ore
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then it should be fine for most things

scenic fox
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alright

bright wharf
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hohohoh im getting a 2070 super

scenic fox
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nice!

bright wharf
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its gonna take like a years worth of saving up tho

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;/

scenic fox
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my parents are buying me

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my thing

grim ore
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what you have now is fine to learn on

scenic fox
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Pc

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but @grim ore he says UE keeps crashing

gray tundra
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Good morning. I see this question has been asked a lot here but I don't see an answer to my woes. Lately, Unreal has been recompiling all its shaders each time I open my project. Does anyone know why this suddenly started and how I might fix it?

grim ore
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then stop it from crashing lol, the specs arent making it crash unless you are trying to do too much and if so lower your limits for now

scenic fox
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idk how to fix crashes lol

thick herald
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People are still buying 2000 series graphics cards? Insanity! ๐Ÿ˜„

bright wharf
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the 3090 cost over twice as much as my entire set up

grim ore
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@gray tundra is it the engine pausing at say 39% or 45% on loading or does it show shaders compiling when the project is open?

gray tundra
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Kind of both, actually.

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When just launching the editor, it stuck at 15% for a long time, then when I opened the project itself, it stuck at 86% for a while, and finally, it opened only to keep on compiling.

scenic fox
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lol

grim ore
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@gray tundra look into deleting your entire DDC folder(s) and letting it create it all again. Its possible it was geting full/is full/your drive is full and causing issues

bright wharf
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well the mousepad is literally just a piece of cloth

scenic fox
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cheap is cool sometimes

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ngl

bright wharf
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theres not really a bad or good mousepad, just flashy and not flashy

gray tundra
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I have read that a nearly full drive can cause issues with Unreal. Why is that?

grim ore
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because there are temporary files used and cached files used when using the engine

bright wharf
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oh shet

gray tundra
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And they tend to be gigs and gigs in size, eh?

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Hm. Thanks. I'll give it a try. I guess there's no point in letting it finish compiling before I do that, eh?

grim ore
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they can be yes, and if you are deleting it no point in letting it finish

bright wharf
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my drive is getting low on space how do i transfer my project to the other one?

grim ore
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your project is a folder with all the files in it, just move the folder

bright wharf
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oh ok, thansk

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my games 20 gigs and i only have 1 model in wth

scenic fox
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is this when you packaged it?

bright wharf
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i havent packaged it, it takes way too long

scenic fox
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dafaq

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20 gigs?????

bright wharf
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heck yers

scenic fox
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is that your project file?

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cause that's pretty crazy

bright wharf
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ikr

exotic thicket
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project folders are usually way bigger than packaged builds

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my game packages to about 450 mb but my project folder is about 20gb

bright wharf
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oh yeaj

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makes sense

dusky crest
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why select (wildcard) if boolean true is the second input, but select with other node type is the first input

lucid grove
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Hey @grim ore guess i wasn't blind after all :D
I remember why i moved is valid on second place. Cause i still get this error.

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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetComponentByClass_ReturnValue". Blueprint: Wolf Function: Execute Ubergraph Wolf Graph: EventGraph Node: Set Current_HP

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Should i place double is valid on this graph?

grim ore
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well the first one is "is this a valid actor? did i hit something" -> if true then get its component and oh no it doesnt have a component and I am not checking for that and error

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you should be using the return value, the boolean, to see if you actually hit something using a normal if statement. and then you can do the get component by class and do the is valid on that one.

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@little slate that is a normal billboard default icon, yep

runic fern
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are there any tutorial for development on console?

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for console

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yes i know but any tutorial for this sdk's

grim ore
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if you have a dev kit, you should have access to the special places on the internet with info on that stuff

runic fern
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oh cool if i have it so when i get it

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xbox waiting a progress from my project to apporve

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oh

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nice

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i have few issues when i solve it i can show them

plush yew
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My package version is 2.8 gb

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project file is 180gb pepehands

runic fern
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cool

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MathewW you still here ?

grim ore
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nope

runic fern
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ok xP

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we Have a graffiti on the wall as a Plane.
the player must remove this graffiti using a sponge

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we want to calculate the percentage of howmuch he removed and howmuch still need to remove

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we tried to get the pixels count but its draining alot of performance

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the count of pixels is too high are there alt way

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we used read render target raw uv

grim ore
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I don't know of another way, #graphics might. I am sure there is some trick to do it

runic fern
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ok i will try to ask there thanks thanks

plush yew
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MatthewW do you have a video covering manually rebuild from source for plugins?

grim ore
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I dont, I try and stay away from c++. There shouldnt be anything special you need to do, if the source is in the plugin folder and you are using the plugin in the project when you open the .uproject UE4 should detect a plugin needing to be compiled and compile it

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it should just work, you should be able to also generate the project files and rebuild it from the .sln file in VS

inland leaf
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i build a whole casting system and it all works fine. Now i have a problem. I want to cancel the current Task when the character begins moving. Is there an event when movement occurs ?

grim ore
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nothing specific but you can check velocity and you also have the actual input keys that drive movement

inland leaf
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hmm checking velocity may be the better option since i dont want to write a multitude of functions to cancel a cast in case you get knockbacked

grim ore
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what can knock you back?

inland leaf
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things that hit you, other spells mostly

grim ore
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what I mean is for knockbacks if its physics you can do an on hit/overlap on the player and you would know then if you should cancel based on that. For key movement yeah you would have to add in checks. checking player velocity every tick might not be too bad

open wadi
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By some act of God, does anyone in here know how to sniff the request sent by VaRest?

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The logs show responses, not the requests themselves

inland leaf
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thanks MathewW ๐Ÿ™‚

open wadi
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I was going to deploy wireshark but as it's https I imagine the request is encrypted, so I'd need to see it at the application level.

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Ok, so here's what I'm confused by. I'm emulating session cookie authentication in my UE4 app. The API I developed creates a session on successful authentication, and I store that in a GI variable so it remains present throughout the UE4 game. This is working fine.

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As the program runs, I periodically hit the API in the background to make sure the session still exists in the API session table database. This too works as expected.

However, as the user moves around the UE4 app, I make several more requests from the API, and all of that is working fine, but it suddenly dawned on me - at no point in these subsequent request is the "session" field being manually set (with the currently-stored session cookie) by VaRest, I'm simply hitting the relevant API URL.

Yet somehow, magically, this is working. And it doesn't appear to be the API - if I try to hit these routes that require authentication / existing session via postman or curl, they fail due to session check failure.

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Therefore, somehow, this "session" field in the request header is still being set by VaRest. Either that or the API is remembering some metadata about the requesting client, such as the IP, I have no clue.

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The only way I can determine to diagnose this properly is to sniff the VaRest requests themselves to see if it is, for some reason, setting the "session" field automatically. I have the API endpoint doing a log of geolocation data and the requesting URL.

open wadi
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Well, I've confirmed on the API side that somehow my UE4 client is continuing to send the session cookie with every request even though I only explicitly set it in one function.

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No idea how the hell that works but so be it.

placid sand
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so im following a yt video on adding a car to unreal engine as im very new to unreal engine, ive made it quite far in, however my vehicle seems to keep tipping to one side, and I have no idea why

hidden adder
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@placid sand if its anything like unity was you might have to lock rotation on the z axis? may be another axis tho

placid sand
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lock rotation?

open wadi
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Just Googled "lock rotation UE4 Z axis" and here is the first result:

hidden adder
placid sand
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ah

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gimme 1min to find that

hidden adder
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when handling networking to spawn an actor should i replicate the actor from within the actor or from the actor calling the spawn actor method

placid sand
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๐Ÿ˜…

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@hidden adder where do you find the constraints there? because im in the models physics, and I cant find anything like that

hidden adder
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i don't actually use blueprints myself but im sure you can work it out, im still moving my knowledge from unity tbh

runic fern
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Also localization is not working in Standalone . Its working just in editor

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Whyyy

novel schooner
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Hey there,

I decided to share a blog post about fixing Level Sequence bug related to occlusion culling and tweaking occlusion culling performance: https://peterleontev.com/blog/chasing_ue4_level_sequence_bug/

You may have noticed that sometimes number of occluded primitives drops to 0 and that means
your whole scene is being rendered. That is caused by using camera cuts in Level Sequence.

TLDR: Level sequence sometimes makes your render thread hitch!!!

There are some solutions:

  1. Disable camera cuts in level sequence actor settings
  2. Enable/disable camera cuts from the code.
  3. Modify engine source source (SceneVisibility.cpp) to make it ignove View.bCameraCut condition. Only take into account IsLargeCameraMovement condition.

There are some optimization tweaks too
For example, CameraRotationThreshold, CameraLocationThreshold, PrimitiveProbablyVisibleTime

Peter

placid sand
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I found that my vehicles wheels are stuck in the center of the car, but I have no idea how to change their location, anyopne know a way I can set the wheels offset?

open wadi
tired lynx
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hey all! does anybody know where i could find this? badly need volumetric clouds for a project i'm doing and cannot wait until 4.26

placid sand
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yeah im googling, but I cant seem to find anything, the issue being that my wheels spawn in the Center of the vehicle @open wadi

honest vale
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@tired lynx get the master branch from github and compile it

tired lynx
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oh christ how do i do that

thick herald
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just enable the volumetic plugin in 4.25

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runs like shit though

tired lynx
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ah! yeah performance isn't a worry rn

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where can i find the function to enable it?

thick herald
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Plugins

devout frost
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Hi, I'm having problems in packaging with the last ue4 version

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It's stuck on 42 from like 1 hour

tired lynx
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amazing, thanks @thick herald

fierce forge
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hello , do somebody knows a good way to make ui scaling ? like the ui to scale to 16:9 or 4:3 ?

tired knot
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urg man!!! I wanna write this game out so bad but I'm a hardware designer

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like, frick I already have the dongles and the I/O board made but I don't know where to start

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just a plain checkpoint racer written in C++....tutorials don't help me

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I dont know what a blueprint is

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I just wanna put down some polygons

mossy nymph
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@fierce forge for starters never ever position your UI by coordinates on a Canvas

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if you use a Canvas, position them with Anchors first, Pivots second and Offset last

tired knot
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what settings do I adjust to make this car drive around like a wet bar of soap

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like ancient 90'

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1990s drifting physics

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I don't want any BS rubberbanding or anything either I don't care if it takes me months each car is getting its own style and AI

fierce forge
paper idol
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Does anyone have a link to a tutorial for adding gauges to a race game?

worthy fox
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If you can choose one game to be remade with the Unreal Engine, which game would you choose? I would love to see someone remake Beneath A Steel Sky!

paper idol
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I would like to see FEAR remade

tired lynx
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hey does anybody know why i'm getting this error when attempting to use a texture as a mask for a blendmaterialattributes node?

lunar depot
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is overlap query between two non convex meshes supported in chaos ??
what is the api for that ??

tired lynx
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nobody on google seems to be encountering this error in this use case either so i'm really relying other people's expertise here

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for text reference error is [SM5] (Node BlendMaterialAttributes) Coercion failed: Local11.rgb: float3 -> float

stark marsh
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help what is wrong with this code

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when i walk over a trigger box it just doesn't teleport me for some reason

covert hedge
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connect the outside pin of the cast..

stark marsh
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me?

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what pin? to where?

covert hedge
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you casted your actor and you don't use the result

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"as third person character"

tired lynx
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dont use rgb, either r, b or g depending on your texture. thats where your error comes from @tired lynx
@plush yew thank you so much!!

stark marsh
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so like this

covert hedge
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yes

stark marsh
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it still doesnt wor

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k

covert hedge
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put some prints node to check if the cast is successful or not

stark marsh
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ok so it's saying "hello"

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but it's not actually teleporting

covert hedge
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also, idk if Teleport will check if there's room for your actor to be teleported. If you teleport it INSIDE the floor (since oyu use get location) it's possible it's trying to teleport it inside, can't find anything to teleport on (since it's in the floor) and fails to teleport

stark marsh
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i did this

covert hedge
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try to add some values on the Z axis of the target location, maybe it just doesn't have enough room to teleport

stark marsh
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well it works

covert hedge
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FeelsDankMan โ“

stark marsh
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i changed where to teleport me to, to a differant location

covert hedge
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so that's that

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your floor->getLocation() probably returns some coordinates where the actor can't be placed

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so it wouldn't teleport

stark marsh
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yeah probably

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thanks

tired lynx
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out if curiosity, what computer component does building lighting and shaders use?

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by far the slowest part of my workflow right now so anything i can do to speed that up would be pretty great

placid sand
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I did it boys, I made a car move in unreal

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After like 9 hours,

lunar depot
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is overlap query between two non convex meshes supported in chaos ??
what is the api for that ??

shell compass
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I'm trying to connect with a buddy to try out my game. I've started a listen server (using commandline-argument MyMap?listen), but he's not able to connect using my public IP (again using that as a commandline-argument).

I've opened up port 7777 which some posts claimed to be the default port.

I could connect to my own server using my local ip, and he could do the same

fringe pivot
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Can't figure how to randomize size using the foliage spawner component.
All the foliage is spawned with the same size.

rough knoll
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why do i have depth of field

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i have no postprocess volume with it

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and i can't find where it is to turn it off anywhere at all

inland leaf
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uhm ... time for panic ... my UE4 Editor crashes when i open a certain component with it ... what can i do ?

rough knoll
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there is but none of them are toggled on so i don't think its there

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@inland leaf could just be that the component is corrupted

inland leaf
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how can i fix the component ?

rough knoll
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not sure. i had the same thing happen to me and i just had to redo it

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you could also try to find an autosave

inland leaf
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oh, okay ... this is a bit sudden but i got it fixed

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it was part of my UI and in a sub component i changed a reference in one object to ask for another class.
In the big UI (the one that crashed) the ref still pointed towards the old class which probably lead to a crash

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but good to know that UE4 cant handle these things on its own

tribal citrus
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hey yo i need some help

inland leaf
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haha yeah ^^'

tribal citrus
stark marsh
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how would i apply physics to an object

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i just have a basic cube

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that i want to be able to push around

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doesnt matter, i've done it

tribal citrus
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holes? most likely flipped normals
@plush yew but it only shows up when i move the camera to a certain angle

north arrow
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Just noodling around as a beginner and have a question:

I want to move something by a fixed distance which in the editor is 100 units, but when I do it using a blueprint and Simple Move To Location I have to move it 140 units for it to move to the same point.

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Am I misunderstanding something?

solid glade
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image 1)
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

image 2)
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

I'll retry asking these unanswered question of mine, hopefull someone can push me to the right direction

grim ore
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@solid glade that is a content pack, there are googles on information on how to do that. The 2nd one is a level template, same thing. Also there is an official course coming out in the near future that covers both.

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in your engine folder is Templates for... templates, and FeaturePacks for.... content and feature packs

winter zenith
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Hey all I'm trying to setup a smooth crouch and I'm having this issue

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Normal view

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I can crouch and it works great but it returns me to a lower view position

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after crouching

grim ore
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how are you doing the crouch?

winter zenith
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Sending

north arrow
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Hey Matthew, just wanted to say thanks for your awesome YT channel, been watching a lot of your videos as a UE4 noob!

grim ore
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why does it look like you are getting the current location of the camera as the goal then setting it at the same time? that seems like it wont return the correct values in the end since your goal is always changing no?

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the point of a lerp is to go from one value to the other, so your start and end should be fixed values fed in to the lerp

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also if you are just changing one of the values, the Z from the look of it (a single float) you can just lerp the Z no need to do a lerp transform with all the un needed pins

#

so you store the current position Z, you store the goal position Z, then you lerp from the current to the Goal with the timeline and just feed in the changed Z (grabbing whichever X and Y you want at the same time and feeding that in as well)

winter zenith
#

Okay thanks ๐Ÿ˜„

fierce forge
zinc shore
#

Anchor it to the corner of the screen and if you want it to stay the same size use a scale box

storm venture
#

My character animates (morphs) when scrubbing through sequencer but the final render doesnt work; any ideas?

barren flume
grim ore
#

where are you trying to do this at?

barren flume
#

Widget event graph

grim ore
#

I dont beleive that is what you are looking for

barren flume
#

I did it before but now it's gone

#

it only worked with on initialized, with event construct it doesn't seem to work

storm venture
grim ore
#

are you in the main event graph and not in a function?

barren flume
#

Yes

#

Main event graph

grim ore
#

maybe close it and re open it, it should be there and also turn back on context sensitive

barren flume
#

still not there

grim ore
#

do the other ones work, construct and such?

barren flume
#

No

grim ore
#

does it say user widget in the top right?

barren flume
grim ore
#

yep. Super weird maybe just restart the project or try making a new widget

barren flume
#

Alright

storm venture
#

is this not just to get the Event On Initialized????

grim ore
#

it is, it will not show up for them

storm venture
#

he's searching for it in the context menu though

grim ore
storm venture
#

maybe try looking for it in the Override in the functions section on the top left, thats my best guess

grim ore
#

there are no overrides for the event graph in a widget

storm venture
grim ore
#

yeah thats for functions

#

that should still work for him tho

#

I guess thats the next thing to try lol

barren flume
#

I don't even see on initialized in that either

storm venture
#

oh wow

barren flume
grim ore
#

is it in other widgets for you?

barren flume
#

blank new widget

grim ore
#

other ones in your project

barren flume
#

other blueprints?

grim ore
#

did you make any other widgets in this project that use it? you said it was working before

barren flume
#

It was in a different engine version

grim ore
#

yep

#

thats what I was checking on

#

are you using an older version now?

barren flume
#

yeah

#

4.20.3

grim ore
#

problem answered

barren flume
#

what version should I change to?

grim ore
#

it would explain why your override list looked weird

barren flume
#

What engine version should I change to?

grim ore
#

it looks like maybe .21 ? the notes are not clear

barren flume
#

Yeah I was checking for the notes first

#

alright I'll try that thank you

rough knoll
#

its setting it and in the other optic (if you already have one equipped) it destroys the current one equipped

#

and then will set current optic equipped to the new optic at the end of the bp

grim ore
#

destroy component is where the issue is at, what are you doing to it before then?

#

also destroy is not immediate so that is something to keep in mind

rough knoll
grim ore
#

pause the game on the DestroyComponent node and see what it shows

rough knoll
#

breakpoint?

grim ore
#

yep

#

we cant see your entire flow so your going to have to walk thru it

rough knoll
grim ore
#

F9 for breakpoint, once it stops mouse over the target input on that and see what it says is in there

#

your error log is saying that was nothing

rough knoll
#

fsr it is saying its nothing

#

but it does have a value

grim ore
#

nope

#

maybe later, or maybe at another time but not now

rough knoll
#

the acog blueprint is defining the equipped optic as it's skeletal mesh

#

in the holo blueprint which is what you've been seeing

#

it should read that the current optic equipped is a skeletal mesh and destroy it

grim ore
#

well optic to be equipped and current optic equipped st are not the same variable

rough knoll
grim ore
#

it might be, we cant see your entire code remember. Is that code called later perhaps?

rough knoll
#

yeah set equipped optic is at the very end of the interaction event

#

after its attached and all

grim ore
#

so you are trying to destroy it before its set it sounds like

rough knoll
#

well not really i don't believe

#

because you pick up the first optic

#

acog for example

#

and it should define that as the acog's skeletal mesh

#

when you pick up the holo it should destroy acog and attach holo

grim ore
#

doesnt it try and destroy the old one before equippinga new one?

rough knoll
#

yes

grim ore
#

what if you dont have one already

rough knoll
#

it wont run

#

theres a branch that has "hasanopticequipped"

#

if its false it won't run that destroycomponent

grim ore
#

are we sure it doesnt run?

rough knoll
#

yes

#

if i run a breakpoint when picking up the first optic it will skip over that

grim ore
#

welp its calling this code to destroy before you have a valid variable for some reason then

#

so check your setting the variable code

rough knoll
winter zenith
#

@grim ore Have you messed with steam and it's unique id's before? I don't know why this isn't working

grim ore
#

I have not touched steam

rough knoll
#

outside of storing the current equipped optic in an actor component, is there any other way to store it that i might have some more luck with?

dull lake
#

How do i cast to all actors from a specific class

#

I created a dynamic material but if I have multiple of the same obejct in my scene, I want them all to be effected by the dynamic material, not just one.

rough knoll
#

just seems like its setting it but not passing the definiton to other blueprints

rough knoll
#

ok

#

@grim ore do you have any idea how to destroy all actors of class

#

nvm apologies for the ping

obsidian nimbus
#

get all actors of class... foreachloop destroy

midnight gulch
#

Getting a bug with decals in 4.25. Following this tutorial: https://youtu.be/2OiZjnhpU6w, works fine in 4.24, nothing ever shows up in 4.25

Project Files: https://www.patreon.com/posts/36591410

Free Texture: https://drive.google.com/file/d/1Hk7CYIt3MU8rbNzQK-bp90kXyz3COwB4/view?usp=sharing

In this video, I will show you how to make a ground aura effect.
So you can see a flaming circle on the ground and it will a...

โ–ถ Play video
dull lake
#

GetAllActorsOfClass
@plush yew Ok i see this working now but I am still having an issue. i have created a dynamic material for an array of actors and want to change a parameter on the array over a certain time. I have created a timeline to do this, however, the timeline only runs for one object, not all in the array

#

I figured it out actually

grim ore
#

you can also look at using a material parameter collection, it's goal is what you are trying to do

barren flume
chilly olive
#

Guys I need help

rough knoll
#

with?

chilly olive
#

@rough knoll wut laptop should I get

#

A budget one

#

For ue4

#

??

idle sail
#

Where do you turn the pivot on in the main view port

#

the one that was in thebottom left

#

I cant seem to find it

dense knoll
#

how do i get all actors of class then out of all those same actors wich im using as a tag, how do i get a random one out of that and cast that to a object clasS?

plush yew
#

how would i go about allowing a dialogue to happen when i collect a couple of items, like after i collect all the items a different dialogue/cutscene is triggered?
i really need this quick cause this is for a gamejam bruh

grim ore
#

the proper way would be to do a quest system with dispatchers. A rough way would be to just have your game mode track your quests and when you collect stuff it updates the quest, maybe a step # or array setup or something simlar to track your pickups then does the cutscene

ornate ice
#

Hey People anybody know if Box Trace Channel Can generate overlap events on other objects?

#

without the need for casting?

grim ore
#

traces do not do that, no

ornate ice
#

:S

#

shit

grim ore
#

and you can use a blueprint interface to talk to stuff without casting if that is a goal

ornate ice
#

I'm doing that already

#

but I need to know some info from the bullet

#

which is the component that overlapped the trace box

#

the bullet holds the damage attribute

grim ore
#

so pass that info into the object you overlap or hit?

ornate ice
#

which I need to apply to my object

#

I wanted to do Apply Damage

#

but because no collision happens on traces

#

then I can't

grim ore
#

so call apply damage on the item you hit?

ornate ice
#

the bullet doesn't detect the hit

#

agains traces

#

it collides

#

but doesn't trigger the overlap

grim ore
#

definitely confused here

ornate ice
#

let me show with pictures

grim ore
#

your doing a line trace and a physical object?

ornate ice
#

this is my bullet

#

but

#

my ground objects project a box channel to the sky to be able to be hit by bullets

#

this is my ground object

#

he shoots a trace channel to the sky

#

and when something collides with him it says Destroy

grim ore
#

why not use a normal box collider instead of tracing every frame?

ornate ice
#

cause I can't get my math correct to account for the perspective

#

only with the trace

grim ore
#

you can still do what you want, you want this line trace to talk to the item it hits and get back info?

ornate ice
#

that was my try of using a collider

#

there is a piece I can't account for with the collider as it doesn't skew

#

like the trace

grim ore
#

add an output pin for the variables you want from the item, use the interface to call that function on the item and get that info from it, then destroy it and then apply damage to yourself

#

assuming this is what you want

barren flume
ornate ice
#

oh I see what you mean

barren flume
#

thank you

ornate ice
#

I could pass the object to the bullet

#

and then apply the damage from there

grim ore
#

nope

ornate ice
#

no?

#

through the interface

grim ore
#

dont need to pass anything to it, just get back the info

#

well both ways work

ornate ice
#

when I get my math working for the collider

#

I will not need this

grim ore
#

you could do either, pass the object to the bullet then let the bullet do the normal stuff or ask the bullet for its damage info and then apply the damage inside the whatever it is from the bullet

#

same result but getting back raw #'s might be better than passing a full object

ornate ice
#

make sense

grim ore
#

yep I would just be more comfortable having a value being passed around rather than an entire object reference

ornate ice
#

Awesome

#

thanks that worked like a charm

cedar wave
#

So - I have a bunch of farm animals running around, my first thought is to have them as pawns and use the flying movement component and manually apply gravity. My thought process is that because they are simple creatures, they really don't need to have the full weight of the character movement component. I've read in a couple different places that the CMC is quite a heavy component and the FMC being a decent lighter alternative. Is this the standard approach? Anything that I'm overlooking?

deep viper
#

I've been researching videos on different ways to make grass meshes for games, and I've seen multiple instances of [transparency/alpha] on planes causing "overdraw" which kills performance faster than higher poly count on meshes. I wonder if this is true.

ocean kayak
#

Hello, I'm planning to build pc next month especially for ue4 work. I create environment ( no light baking ) and cinematic.
Here are my pc specs
Ryzen 9 3900x
Asus Tuf X570 gaming plus Mobo
Rtx 3070- ****ing waiting for it
32gb ddr4 3200mhz
750W gold psu
Deepcool assassin 3 air cooler
1 tb m.2 nvme ssd
Are these specs and their combination good I'm not much into these pc building stuffs.

cerulean lotus
#

hey, so i just started a new level, and my texture seems to be incredibly washed out? i'm not sure what caused this. right is intended

#

i thought it would be with the light source, but it seems thats not the case?

plush yew
#

Help

golden shoal
#

Any tips for having a component restricted to moving on the surface of a static mesh? For example, if you want a sphere to freely move around on a surface face of a cube.

winter zenith
#

Is there a way to make a sound cue not play to everyone?

exotic thicket
#

You'd probably have to choose which client to spawn it on and only send them the message to do so

woeful arrow
#

Anyone have any tips for fading in/out multiple sound components simultaneously via blueprint? Turns into an unusable mess with ForEachLoops, Timelines, and variables due to variables overwriting themselves.

exotic thicket
#

Isn't there like.. a stop with fade already in a BP node?

placid sand
#

hey guys, ive set up my vehicle, however the wheels seem to be off when I move the car around, as they rotate the wrong way it seems

#

when I remove the animation blueprint parts in the blueprint, it seems to stop doing that, and just does not animate the wheels, anyone know why this might be the case?

prisma marlin
#

the opposite side of the mesh from the light is extremely dark!! do u know why its happening ?

cold thunder
#

I'm sending this before I head to be so please @ me. If I want to setup a map where the sole purpose of the level is to runaway while the level is slowly collapsing how would you set that up? Like how would you get the ground and other assets to collapse and at cetain times? How do I get the floor to collapse in like a wave like motion (from left to right) is if the character is running the ground behend them with collapse as they run. Thanks.

lunar depot
#

ue4 code documentation is really poor

rotund pond
#

Hi! Small question. Has anyone worked with porting the game to Switch? Does debugging work on this platform in version 4.25?

chilly olive
#

wut laptop should I get

#

??

dim arch
#

anyone know if its possible to generate a curve asset from a CSV file, or do I need to use python?

worthy fox
#

Is destructible meshes deprecated in UE4.25? I canโ€™t find it anywhere...

hidden niche
#

Random question how often does everyone work on there personal projects? I put in atleast 2-5 hours everyday but feel like I need to be doing more.

exotic thicket
#

depends on the day really

#

sometimes 0 sometimes more lol

plush yew
#

i've been working on my gamejam game for maybe 5 to 6 hours a day, but i think 2-5 is pretty decent

slender rover
#

Hello everyone!!! I have one question about about multi-GPUs support for Raytracing? Is it supported in 4.25.3 or not yet? Thanks in advance!!!

covert hedge
#

@hidden niche depends on the state of my depression 4HEad sometimes i'm supa motivated and i'm like "ok this shit will be AAAA (lul) game" and sometimes i'm like "why am i doing this it's utter trash"

civic cobalt
#

lol when u accidently create swastica

wintry summit
#

What's the recommended workflow for moving an entire level around? Assuming different zones of the world are different levels (no world composition, small interior levels)

#

So moving a big room that's in a separate level let's say around. If I select all actors in that level and drag it around it's slow as fudge.

covert hedge
#

forsenSheffy /

hidden niche
#

@covert hedge Yeah some days I wake up like this is going to be a hit its everything I've invisioned. Then some days it'll be one hour in and im just like this is a waste of time this is terrible. As so many other ideas come to mind for other project ideas fighting the urge to just scrap the whole thing in favor of those ideas.

covert hedge
#

lets create a studio and sexually harass employees, we'll get our AAAA games going 4HEad

hidden niche
#

lmfao

covert hedge
#

or lock them in the kitchen and yell for hours forsenSWA

hidden niche
#

Gordon Ramsey style

covert hedge
#

it's ok, yves apologized Kapp

#

"this game has been develloped by a team of multicultural, multireligious individuals" OMEGALUL

#

"but we still harass them"

hidden niche
#

@exotic thicket 0 hour days shoot atleast open the editor and log off so you can say well atleast I opened it today lol

exotic thicket
#

haha

#

some days I just want to watch youtube and play vidya

#

seriously tho I think stressing over "am I working enough on this" is kind of pointless.. as long as you put at least some work into it I think that's good

#

stressing over some imaginary "correct amount of work" isn't helpful :)

covert hedge
#

well tbh it's hard to work on a project when you only have one perk. i only know how to code per say, i don't know how to do 3d, i know nothing about materials, texturing etc. Fortunately there are a lot of free assets, but if you need one specific thing you're probably fooked Sadge

exotic thicket
#

you can get away with shitty assets :)

covert hedge
#

no, i want to make AAAA game peepoMadDank

exotic thicket
#

I'm not very good at textures or 3D but I can make a cube which vaguely looks like something I want

covert hedge
#

but ye, the deal with megascans is insane for free assets pajaS

#

but i'm malding when i find a 3D mesh for free on the internet, the picture for the demo is textured, and it doesn't come with the material 4HEad

spice turtle
#

The key is to still work on those other parts that your not so good at, but in a placeholder kind of way. So im an artist first and foremost, so for all animations ill be using just the key moments of the animations, Just say using 3 frames for an entire fight move. It looks dodgy but at least its there for now and can be updated later. Oh yeah and the asset store helps! ๐Ÿ˜„

covert hedge
#

ye that's what i do FeelsDankMan, i'm aiming to get a playable level so then i can try and ask frens to work on it LULW

exotic thicket
#

yeah all characters and animations in my game are from Mixamo :P

covert hedge
#

well, i need very specific animation, i think im gonna buy the packs on the market

spice turtle
#

Oh yeah true Mixamo! haha...point being, find a way around your unskilled areas and know it can be upgraded if needed

covert hedge
#

ye

hidden niche
#

When you end up building an entire game but the whole time you tell your self this will just be place holder 12 months later the entire game is a place holder.

exotic thicket
#

at least you'll have a game

hidden niche
#

True

spice turtle
#

yeah then the next 12 month youll have to update it ๐Ÿ™‚

hidden niche
#

But atleast you have all the mechanics :)

covert hedge
#

depends, my coding is decent i guess, so i'll probably just have to swap some blueprints for cpp if the game lags, but yeh, the 3D assets and level design will be sub-par Sadge

hidden niche
#

I say fire up good ol blender or maya and get to developing those skill devolution

covert hedge
#

i'll see if i can get training with work on 3D stuff

#

we have a lot of courses we can take

hidden niche
#

who would have thought making a pink donut would involve so much work heh ๐Ÿ˜…

covert hedge
#

some are very random so i'm confident there'll be a 3D course

exotic thicket
#

the good thing with 3D stuff is that if you learn the basics of how Blender or such works, you can then pretty easily google for other things

#

it's a lot easier to do than say trying to learn to draw :P

covert hedge
#

i watched the stream of a ubisoft employee (omegalul), he was nice enough to explain to me what were all the channels in the materials, otherwise i'll still be ignorant of what a UV channel is 4HEad

exotic thicket
#

who needs UV's, I just use smart UV project with my models and it works alex

hidden niche
#

Oh yeah once you got it down its pretty fast. Alot of the guys I work with can model up most low poly asset ideas I have with in 15 - 30mins. For me its more like 2 hours. Because I suck with modeling

covert hedge
rancid lynx
#

is it possible to put 2 foliageInstanceActors on 1 terrain? im not talking about adding multipul static mesh instances to a single "foliageActor" im talking about putting two different FoliageInstanceActors on one terrain. is that possible? i cant find a way to make a second Foliage Instance Actor.

#

Id like 1 with a stone tag, and one with a wood tag.

covert hedge
#

:tmnt:

lusty carbon
#

Hey, Raytracing Archviz scene here\

#

When Im in editor it's all fine but when PIE my fps drops low. Looking at the gpu it seems all the GPU time for all my raytraced components goes higher upon PIE

#

why is it?

outer crane
#

Make sure you dont render editor at the same time

tired knot
#

If you're going through development hell, remember I was supposed to get a stack of concept art from someone across the river, seven years ago and the game was expected to be finished....five years ago....

lusty carbon
#

Make sure you dont render editor at the same time
@outer crane What?

outer crane
#

if you launch PIE and editor is still in the background it still uses half of the resources

ornate forge
#

What's the best way to make the player character completely inactive (i.e. invisible to both AI & the player, and unable to collide with anything) while the player is possessing a vehicle?

cold condor
#

Anyone know any good laptops that can run UE4?

ornate forge
#

SetActorHiddenInGame doesn't seem to be hiding my player character at all

grim flame
#

@cold condor Anything with an rtx2070 or upwards. And even so, Unreal on a laptop is a road that leads to pain, unless you are doing very simple stuff.

lusty carbon
#

if you launch PIE and editor is still in the background it still uses half of the resources
@outer crane That's not the case

nimble zealot
#

can anyone help with my data table, there is no row editor?

#

looks strange. Any fix's

exotic thicket
#

How many interfaces do folks usually have on your BP's and such? Just wondering if there's a thing such as "too many" lol

#

Couple of my objects implement like 6 interfaces atm :P

unique timber
#

How do I get the SK_Mannequin into the first person template?

knotty owl
#

how do i include an editor in my cooked ue3 project?

zealous estuary
#

Can someone explain the difference between metallic and roughness for UE4 PBR materials?
Specifically: I'm using textures from textures.com. They come with a roughness texture and a metallic texture.
Do I need to put both in the material? Do I need to inverse one of them?

#

(Asking because it seems I can not get metals to look the way they look on textures.com. And I'm suspecting it's a user error ^^)

grave nebula
#

@zealous estuary I think nobody can explain the difference because they are not something in any way similar. Yes, you do need to put both in materal and no, you do not need to inverse them. Double check that you are actually using base color texture and not albedo and that roughness map is sampled linearly.

zealous estuary
#

@grave nebula "Double check your are using base color texture not albedo" -> textures.com provides only Albedo textures.
"Roughness map is sampled linearly" -> If I chose anything but 'Color' under 'Sampler Type' of the roughness texture, the material has an error and won't compile.

inner cloak
#

With UE4, Would i be able to make a particle animation of small rock shapes that have collision boxes and pile up into a lake ?

#

that would be with 100k of those particles

#

or would that be more feasible when UE5 / Nanite is completed ?

stark marsh
#

help i want to have 2 sides water

#

water only works from one side

#

i want to see the water plane from when im underwater

grim ore
#

@inner cloak well particles would be niagara which is the same now as in UE5 for the most part (we know nothing new yet) so now would be a good time to try it

#

@stark marsh is your material set to 2 sided?

inner cloak
#

but will particles pile-up ?

grim ore
#

yes, you can use collisions on the GPU or CPU

inner cloak
#

nice, what if i need 100k + particles ?

grim ore
#

you can also use chaos as an option

#

well GPU particles are an option, 100k is a generic question as we dont know the particles you will be using or what you will be doing with them or the target platform etc. etc.

#

download the content examples project and check out the niagara maps

#

or uh check out the recent unreal fest video on niagara, there is some neato stuff in there

inner cloak
#

this is rendered in Blender

tight prawn
#

when duplicating objects in the viewport, UE4 adds a slight unit to the duplicated object

#

how do i disable this ?

#

example: SM (100,100,100)
hit Ctrl+W
SM_1 (105,100,100)

#

when duplicating multiple objects according to a grid this small value adds up and it ruins the entire design

inner cloak
#

dont each mesh require to have a unique name ?

plush yew
#

getting following error when opening a project I synched from GitLab

Running C:/Program Files/Epic Games/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="D:/Project/incineration/unknown.uproject" -game -rocket -progress -log="D:\Project\incineration/Saved/Logs/UnrealVersionSelector-2020.09.21-21.44.28.log"
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.

inner cloak
#

just install .Net Framework

plush yew
#

already on windows 10, I believe it doesn't install

rustic leaf
#

just try the recommended one and see what happens.

plush yew
rustic leaf
#

i assume you want the developer pack but i've never run into this issue.

#

not the runtime version.

plush yew
#

ok

rustic leaf
#

i think part of installing visual studio 2019 gives you everything you need, which may be why i never ran into it.

tired lynx
#

hey! is there a way to grab and reconnect an entire branch of nodes to another input?

#

like in blender's node wrangler, if anybody uses that

#

i need to move this entire branch from uv controls to landscape coordinates for like.. 12 materials, and i don't really want to reconnect it all one by one

inner cloak
#

so, u want UVControls box and whetever is connected to the right or just the content in the green box ?

tired lynx
#

uhh

autumn grail
#

Hello, when i try to build my project lighting i have this error

#

Assertion failed: Texture->AddElement(PendingGroup) [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/LightMap.cpp] [Line: 2457]

#

i have 3 lightmass importance volumes

tired lynx
#

all those nodes that are connected to the output of UV controls i would like to be connected to the output of landscape coordinates instead?

#

but i'd like to know if there's a way to do it all at once

#

in blender you just ctrl grab a connection and every connection that is I/O'd to that will stick to your mouse and you can just drop it onto a different connection

#

ah wait i got it, it's all good

#

it is ctrl click but for some reason it wasn't working before?

cold condor
#

Would a Acer Nitro 7 gaming laptop work for UE4?

covert hedge
#

hiagane

cold condor
covert hedge
#

anything will work, it will just lag if it's not enough 4HEad

#

if it's the acer version of a ROG it will probably work good enough

grim ore
#

there are many versions of that laptop so you need to be more specific

#

but like they said above, anything will work its just how slow you want to live with it working

ornate forge
#

How do I stop all animation on my player character in C++ if it's using an animation blueprint?

#

Alternatively, how do I reset movement input on my player character?

covert hedge
#

inclusive they, i like it FeelsDankMan

ornate forge
#

The character keeps running in place when it gets unpossessed

grim ore
#

how are you telling them to move? is it an anim bp?

ornate forge
#

Yes, it's using an animation BP

grim ore
#

then tell the anim bp to not animation, or switch to the idle animation as needed if not moving or tell it to swap the animation mode to a single animation

ornate forge
#

Move gets called from a controller

#

How do I tell the anim bp to not animate?

warped tangle
#

Do you have an idle state in your state machine?

ornate forge
#

Yes

#

Is it possible to do that without changing anything in the BP itself?

#

I'd like to contain vehicle boarding logic in one place in C++ code

#

I tried to use GetAnimInstance()->Montage_Stop() but that didn't work

grim ore
#

if your using an anim bp, the anim bp is driving the animation every frame. IF your AI is not moving why is it not playing the idle animation?

warped tangle
#

^

ornate forge
#

I'm not sure why

covert hedge
#

you can't access state machine from c++ afaik

#

so don't even bother looking FeelsDAnkMan

warped tangle
#

What is the condition for idle in your state machine?

ornate forge
#

Velocity's length < 0.2

cold condor
#

Guess this gonna be my best option

sterile tulip
#

Guys

#

I am importing a high poly asset into UE4 and its stuck at 100%. How long will it take/can it take?

vale silo
#

how high ?

grim ore
#

@ornate forge that sounds weird, if your AI is not moving why is the animation still playing the run? or is it some other issue

sterile tulip
#

The asset is 500mb @vale silo

ornate forge
#

@grim ore The character is controlled by the player controller, which unpossesses this character and possesses a vehicle when this happens, there is no AI involved

grim ore
#

ok so ignoring the AI part... if it stops moving why is it playing the moving animation or are we missing something?

ornate forge
#

Well, I'm trying to figure that out right now

#

Why it's doing that

grim ore
#

watch the anim bp while it is playing

warped tangle
#

print out or watch the "speed" value, and see what happens when you un-possess.

vale silo
#

@sterile tulip ๐Ÿคทโ€โ™‚๏ธ

#

UE4 isn't really made for that of highpoly assets to be imported

sterile tulip
#

Its an entire map

#

Not just an asset object

vale silo
#

you are doing it wrong perhaps

#

Chop it into pieces and import it like that

warped tangle
#

@sterile tulip check your task manager, do you have a bunch of shader compile worker instances running and putting your CPU useage at 100%?

sterile tulip
#

Ram and disk is at 100%

warped tangle
#

lol maxed out your memory and disc...the only thing you can do is wait, but I dunno that the way you're doing it is going to work

#

UE5 aint out yet lol

sterile tulip
#

The map is 500mb and I did it in my 3d software

floral arrow
#

i want ue5 so badly

warped tangle
#

so you intend to use a single mesh as your map? Again, never tried anything like that, but that sounds like a bad idea in general.

sterile tulip
#

Yes its single mesh

#

Do you have an idea how I can import it better

warped tangle
#

break it into pieces

sterile tulip
#

Will I be able to blend the pieces together in UE4

#

Seamlessly

warped tangle
#

well yeah, if you don't like cut a building in half

frail coral
#

hey guys, i have an error doing a tutorial series, can some one help me with that in voice chat?

warped tangle
#

generally maps aren't single meshes

sterile tulip
#

Its landscape

#

Natural landscape map

#

No houses or object yet

#

And I have 5x subdivion on it

warped tangle
frail coral
#

5x subdivison is hella lot

warped tangle
#

@frail coral , can you post your issue here?

frail coral
#

how many faces you have?

floral arrow
#

what did you make hte landscape in

#

i dont remember it being an issue importing heit maps etc

#

height

sterile tulip
#

What do you mean with faces @frail coral

warped tangle
#

He's trying to import a single complete mesh as a landscape

#

not a heightmap

floral arrow
#

hmm

#

i feel like youll run into issues with that

#

maybe if its pre textured

#

unless data smithing it in

ornate forge
#

@warped tangle The speed is ~200

#

A lot more than the threshold

warped tangle
#

@ornate forge there's your problem

#

is it throwing accessed none errors when you exit by chance?

ornate forge
#

No

#

It's not throwing any errors

#

Is there any easy way to just force the speed to 0?

#

The movement component's API is confusing me a bit

warped tangle
#

@ornate forge Just so I understand. You walk up to the vehicle, and before you go to un-possess the character, your velocity is ~0. Then when you unpossess the character the velocity goes to ~200?

ornate forge
#

When I walk up to the vehicle, the velocity shouldn't be ~0

#

I don't stop before I possess the vehicle

warped tangle
#

Simplest way would be to put an override in the ABP, something like "forceIdle". Then wherever you are setting your "speed" var (probably in ABP event graph), do a select float using the "forceIdle" as selector, if true out = 0, if false out = velocity length

ornate forge
#

When I do stop before pressing the possess key, it's fine

warped tangle
#

Not the cleanest though

#

Yeah, so when you unpossess your speed/velocity is staying at what it last was.... I wonder if you could do a short delay, stop input (I'm assuming that'll put it into Idle state), then continue to unpossess

ornate forge
#

Hmm, that could work

warped tangle
#

At least you know the issue, now you can solve it

sterile tulip
#

Ok I will cancel the import

#

But there is no cancel

#

Do I just force close in task manager

warped tangle
#

yep @sterile tulip

sterile tulip
#

I will try lowering the subdivision from 5x to 2x

inland leaf
#

Having a big problem... my rotation does not get synced to the server ... but i dont know why.

warped tangle
inland leaf
#

okay ๐Ÿ™‚

sterile tulip
#

Does installing UE4 on SSD make importing assets faster?

#

Or having the asset on ssd?

ornate forge
#

I wonder why StopMovementImmediately() doesn't drop the velocity at all

#

I probably misunderstand its purpose

deep viper
#

I've seen a handful of ue4 lighting videos on youtube, but I can't nail down what a [Sky Light] is used for, sounds redundant because its name implies it is lighting coming from the sky, while [directional light] is described as light coming from the sun. Is there a need for Skylight, is there a more concrete reason / purpose for a [skylight] in addition to a directional light?*

warped tangle
#

I'm not a lighting guy per se, but the way I think about it is the Skylight is for GI, the directional light is for Directional Light. It's easy enough to test with. Have only a directional light in your world (set to moveable), you will not have lighting on backsides of objects. Then remove that, and add only a Skylight (set to moveable), and you will have global illumination, but no directional light.

deep viper
#

I'll start playing with lights then. (I was honeslty overwhelmed with the 3 [static/stationary/moveable] combined with the 4 types of point/directional/.sptlight/skylight, 3*4=12 different types of light to start with.

warped tangle
#

For general overall lighting, you want to play with skylight and directional light, which comes with any default map (other than blank). The reason I said to set them to moveable is to immediately see changes to lighting without having to build lighting

#

This is good for testing/understanding how things work and affect other things, however having your lights set to moveable will have performance implications.

#

I think of spot light and point lights as mood lighting, ie street lights, lamps, indoor lights, etc.

pallid mulch
#

Is there a way to get a scroll box to do both vertical and horizontal scrolls?

fallow vale
#

does anyone kno of a free sliding animation for the ue4 manaquine?

pallid mulch
deep viper
#

I can't really describe how, but I am seeing a difference when I disable the Skylight ina scene with only a sky and directional light. (My ignorant mind can only guess skylight makes my scene look brighter or the colors more saturated).

ornate forge
#

So I've managed to zero the velocity with SetMovementMode(EMovementMode::MOVE_None) but... it's still playing the movement animation! ๐Ÿ˜ฑ

deep viper
#

@ornate forge I'm not familiar with what you have exactly, but, I am guessing that this animation playing is independant of the velocity.

#

For example, it is possible to have an object at a fixed coordinate in world space play an animation.

ornate forge
#

I'm probably just gonna change the animation BP at this point

fallow vale
#

@pallid mulch but that wont work for manaquine

pallid mulch
#

Ah sorry then

frail coral
#

Thanks everyone and especially keyon for responding and helping, appreciate very much

ornate forge
#

Whenever the player character gets unpossessed, apparently the anim BP's event graph stops executing as well

#

So any variables that are supposed to be updated in the event graph get stuck

autumn elbow
#

Any resource suggestions for level design DOs and DON'Ts ? Things like optimizations, techniques, workflows.

ornate forge
#

Oh wait, it stops executing because one "Is Valid" node fails

#

Nevermind then

fossil trellis
#

how do i make the sculpt tool, making it go down and not go up

#

bro wtf

#

a guy in video he having sculpt tool and his going down?

#

but mine going up???

#

oh yaparoski i found fix ๐Ÿ™‚

frail coral
#

@sterile tulip hey i have pretty much experience for blender i can help you

fossil trellis
#

it's shift+ctrl+lmb

frail coral
#

So in the bottom is number that shows the amount of faces you have for every object combined in the viewport

#

How many faces do you got

ornate forge
#

I finally did it! The player character no longer runs when unpossessed!

#

The change in the anim BP's event graph is very simple

#

My desire to keep this logic in C++ made me waste my time

frail coral
#

What game are you making @ornate forge

ornate forge
#

@frail coral A first-person shooter

frail coral
#

Nice, there is much more educational material for making 1st person games rather then my 3rd person one ๐Ÿ˜”

bright wharf
#

how do i automatically turn my blueprint project into a cpp one?

ornate forge
#

Read it

bright wharf
#

yea i clocke

#

d

mild charm
#

I have a basic question about how UE4 works. I have a github account set up with my friend and we are passing a project back and forth. If I add textures / models from my computer, how do I "pack" them into the project files so he gets them too? Do I package the whole game..? That doesn't seem right because I want him to edit it ๐Ÿค”

ornate forge
#

@mild charm You need to use Git's LFS feature

mild charm
#

Oooh I see! I'll look into that, thanks!

ornate forge
mild charm
#

thank ye kindly

storm venture
#

anyone know how to keep this Enabled? every time i reload the level, it disables itself

flat rapids
#

Does anyone here know how I would do arm swinging like in the Avengers game like ms marvel

sterile tulip
#

guys I need help

icy ridge
#

if I had to guess you can do it two ways. Either canned (already animated and you play through animations and deal with collisions) or you manipulate the bones yourself while animating and deal with collisions. There may exist other ways but I'm not that experienced with 3d stuffs.

sterile tulip
#

all my items are greyed out and I cant selet any of them

fossil trellis
#

because in modes

#

select "places" in modes @sterile tulip

sterile tulip
#

Also on 1 mesh I can paint fooliage but on my other mesh I cant paint, there is no circle showing up

#

anyone know why?

frail coral
#

Hey, it seems you problem with importing from blender to unreal, i can send a video explaining everything

bright wharf
#

is it possible to copy and paste stuff from different projects?

marble pollen
#

It might depend. I've copied and pasted blueprint nodes across two projects with the same engine version. Haven't tried it with anything else though.

bright wharf
#

mmm

#

thanks

marble pollen
#

Best way to find out though is to try it out and see. ๐Ÿ˜›

harsh tiger
#

i have a quick question about source control.

if your working on project with a group of people and someone checked out an asset (a blueprint for example) an then stops working on the project. is there a way to gain access to that blueprint again? or will you be forced to recreate it

pliant rose
#

is it bug or key ? or what is name of that frame

sudden zinc
#

anyone know how to fix that

#

My edittor is broken, I can't continue till i fix it sooooo if anyone can help would be appreciated

warped tangle
#

what exactly about your editor is broken @sudden zinc

sudden zinc
#

@warped tangle this is not the normal layout of the data table. Also there is not a option to add row which means I can't add data

#

trying to set the layout to default

warped tangle
#

you try expanding the table, and data table fields?

sudden zinc
#

not sure how kinda new

#

expand all?

warped tangle
grim ore
sudden zinc
#

nothing happend

#

still same

grim ore
#

is your struct valid that you are trying to use?

sudden zinc
#

yeah no error messages

grim ore
#

what does your struct look like when you open it.

sudden zinc
grim ore
#

yep looks fine. The issue is your top bar is missing the buttons and a reset should have fixed it

sudden zinc
#

that bar

grim ore
#

how did you make this data table?

pliant rose
#

if you will have second later, resetting failed to restore the frame where scaling, rotation, camera , menus are, I would restart but it keeps happening, wonder if bug or not @grim ore

sudden zinc
#

I just added it in blue prints and when i opened it, bang all strange layou

#

layout*

#

remove layout is an option but can't selcect it

warped tangle
#

you need to go to load layout

#

not remove

sudden zinc
#

i did do the load layout

grim ore
#

you cant remove a layout if you have no layout saved, that is normal

#

how did you create this data table?

#

yours is showing the wrong information in the details panel

sudden zinc
#

like that and then plugged in my struc

grim ore
#

@pliant rose youe entire viewport is weird, the widgets are all missing I would restart

#

this is what it should look like

#

so what does it show for parent tables, I think I know what you did

sudden zinc
#

do you want to in a call so i can show screen?

grim ore
#

no, you can show what it shows for parent tables

sudden zinc
#

@grim ore thx i have fixed you are the man

grim ore
#

yep you made a composite data table

sudden zinc
#

don't know what that is, something to do with child?

grim ore
#

its one table that can hold swapping sub tables

sudden zinc
#

ohhh, anyway thanks for your time, i wont take anymore of it

#

thank soo much

fallow sapphire
#

Hey, on the left of the face you can see a weird SSS faceting looking issue. This didn't happen when I started the project but started to become an issue recently. Using the alembic hair, the issue came in around the time I started using a bunch of splines, not sure if it's correlated.

static sparrow
#

You're probably gonna wanna ask that in #graphics

spice cliff
#

Hello, I'm having a bug with my system for moving and idel, I'm getting a change in values where I run in a circle, I should be only get a print value of Moving

pliant rose
#

@grim ore kk, just a bug, thought its a key you press to hide ui or sort

storm venture
#

not sure why i'm having trouble with this, having a brainfart at the moment.
how do i get the world location of an actor's vector parameter?

grim ore
#

actors dont have vectors, vectors are types. You can get the location directly from an actor

storm venture
#

what i mean is, there is a vector parameter within the actor, and i need the world location of that parameter

warped tangle
#

Are you saying there is a vector variable on a class you've created, and you want to get the VALUE of that variable? @storm venture

storm venture
#

no, the world location of it

#

if it was just the value then i could just grab it lol

warped tangle
#

Variables don't have world locations, as they don't "exist"

#

An actor, or an actor component has a world location value

#

your question is confusing

storm venture
#

no, it's pretty straightforward. theres a vector in an actor and i need the world location of it.

#

if we only talk about X for a moment: if the actor is at X=10 and the parameter is X=3, then the world location of the parameter is X=13.

warped tangle
#

A "vector in an actor" cannot have a world location. Can you show screenshots or something of your code?

storm venture
#

it can though, lol, it's just some math, and there's not really anything to show

#

i guess for example:

grim ore
#

can you show us the vector in the actor on your screen?

storm venture
#

that vector is a parameter of the selected BP

grim ore
#

yes please show us on the screen

storm venture
grim ore
#

ok and this vector is a variable you created?

storm venture
#

yes

grim ore
#

then it has no location in the world physically

warped tangle
#

^

grim ore
#

its just a value that holds 3 numbers

storm venture
#

yes, i know, but i want to calculate that...

grim ore
#

you cant get what does not exist

storm venture
#

i can literally see it in the level

grim ore
#

you exposed it to the 3d widget right?

storm venture
#

yes

grim ore
#

all that does it let you set the value

warped tangle
#

that's a debug object to let you visualize it. It's doesn't exist

grim ore
#

its probably an offset tho from the root I would think so you might be able to get the root then add that vector to it

storm venture
#

of course it's an offset, it's a relative value to the actor. if i don't rotate the actor, then the solution is simply ActorLocation+Vector

#

but once i rotate the actor, the solution breaks

grim ore
#

so there is an easier solution to this

#

use a scene component and problem solved

warped tangle
#

could add a scene component or something, then pull the world location of that

storm venture
#

i could easily get a scene component with the actor, set the location of it to the vector, and then get the world location of the scene component. but thats just silly.

#

lmao we typed that at the same time

grim ore
#

thats what scene components are for, they are just literal transforms

storm venture
#

omg all 3 of us went to scene components at the same time lol

grim ore
#

no need to even use a vector just set the scene component directly like you did the vector variable

warped tangle
#

Otherwise, you're going to have to use forward/right/up vectors to get world location of the vector offset relative to the root. Scene component is simpler

storm venture
#

for other reasons, i need to use the vector parameter

grim ore
#

yep just simply use a scene component and be done with it

storm venture
#

i know its possible, it's just going to be some weird vector math

grim ore
#

then on construct set your scene component to the value of the vector variable but... I dont see the need for the vector

warped tangle
#

That's fine, you can still use the vector. Any time the value of the vector changes, set the relative location of the scene component to the vector value

storm venture
#

moving scene components dont update the construction script, so a vector parameter is required

grim ore
#

if you use the scene component just get the location from the scene component any time you needed a vector

warped tangle
#

^^^

grim ore
#

in that case that makes sense if you need to do something on construct

#

but it would still work on begin play

storm venture
#

i just need to figure out vector math, i cant use scene components in this particular situation

warped tangle
#

You definitely can use a scene component. You can use your vector value to update the location of the scene component, which then gives you a "world location" value that you're looking for

storm venture
#

yeah i know that will work in general but i cant use that workaround here

spice cliff
#

๐Ÿ˜ 

grim ore
#

if you cant do it the easy way, then math away

storm venture
#

yeah i need the math way, that's why im here because i suck at it lol

warped tangle
#

It couldn't possibly affect anything, however, if you want to solve it by math, you need to do something along the lines of Actor Location + Actor Forward Vector * vec(x) + Actor Right Vector * vec(y) + Actor Up Vector * vec(z)

grim ore
#

I did test and setting the scene component to the relative location based on the vector value did work and they both had the same data

storm venture
#

@warped tangle thats the kinda stuff im looking for ๐Ÿ˜„ ill try that out

warped tangle
#

Again, as Mathew just said and tested, it would absolutely work with a scene component. And I'd love to see the use case where it doesn't work

storm venture
#

and yeah i know the scene component will work, but in this project, i cant add any extra components to this actor

grim ore
#

your modding an existing game arent you?

storm venture
#

no it's just a team project thing and im trying to keep the stuff i touch as clean as possible

#

i dont want to add components to other people's work

grim ore
#

have them add it then ๐Ÿ˜›

warped tangle
#

Right lol

storm venture
#

lol, i could, but the math way will be a learning experience at the very least

grim ore
#

if you look at it that way, and it works then yep call it a learning experience and know next time to never do it that way again

warped tangle
#

LOL

storm venture
#

lmao right

tired lynx
#

is there any way to texture bomb using an entire material?

grim ore
#

I mean you can do the math to calculate laws of physics every frame or just use what is in the engine

storm venture
#

hey, if harveys math works out, its probably more performant anyways

warped tangle
#

I don't think it would be honestly

tired lynx
#

i have a material made up of several material functions and i'd like to texture bomb each without having to manually texture bomb each texture within said materials

warped tangle
#

"Texture bomb"?

tired lynx
#

yes

#

it's a node that essentially scatters a texture

#

with random orientation

#

breaks up repetition

#

it's a technique i use in blender all the time but it seems considerably more.. convoluted in unreal

warped tangle
grim ore
#

based on what other people have tried there is no easy way to use the texture bomb function the way you are hoping

tired lynx
#

that's a shame

#

random uv rotation is a much more efficient way of breaking up materials

#

definitely seems like a thing to add given most DCC's are very able to do it

#

is there any way to come close?