#ue4-general
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it could for sure but we cant see the ground underneath to verify.
damn i missed the rocks jokes
how could one achieve that
I can't find any way to use an image map, with defined regions like this, even UMG. Are there any options?
@patent tapir https://youtu.be/4YnZH8m7n6o
I cant understand why my cars wheels seem to loosen from the actual car itself, even though they were group when exported, anyone know what the issue might be? This is in the Physics tab
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.
@grim ore oh i think i understand thank you very much , that was a great help
@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
This one for example. It checks that my character component still inside trace sphere (and if true - change its HP).
If not - go false.
your get component by class is probably failing
if you have no hit, you have no hit actor to get a component from
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor". Blueprint: Wolf Function: Execute Ubergraph Wolf Graph: IsValid Node: Branch
yep your is valid seeing if the get component by class result is valid
your get component by class is asking the hit result for a component on an invalid object
so your saying "hey do you have this thing on this actor" and the engine is like.. "whoah... what actor?"
yep is valid the actor, or branch off the actual boolean
could i pm someone to get some help with a simple actor spawn? i understand replicating object properties but not actors in whole
i think its "Spawn actor" or something like that no entirely sure what your goal is
yeah i have the spawn actor working it just doesn't replicate to all clients
oh you're doing multiplayer?
yeah i posted in c++ part but no one responded
well sadly i can't help since I have no clue for mutliplayer
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?
@hidden adder hey dude i think i found a fourm but its for BP
https://answers.unrealengine.com/questions/586472/spawning-of-actors-in-multiplayer.html
i have a sequence but i want to do a delay
how would i find out what time to type into the delay from the sequences time
so my sequence ends at 0092
thanks @scenic fox doesnt answer my question but that will help alot in getting there
Np
but what would i type in to the delay, if i wanted a delay for the entire time the sequence is running
wait
you can literally just change it to "show time as seconds" instead of frame numbers
this is great, so now i could set my game to disable input whilst a cutscene plays
yeah
thats interesting i literally just did 8*60 for a 8second delay
@hidden adder but theres no tutorial folder in there, unless they changed it to a different name
since the deltatime ticks 60times a second
in have tearing screen problem in .exe ? does anyone know how to solve the problem ?
@timber mountain this may be cause of your computer just saying. You can search up screen tearing in google and find out why
@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
i want a trigger box to be destroyed until a sequence ends then it reappears
@timber mountain mate its an artifact its very very very common to have this in games
I have bunch of artifacts in my game too
and The artifact occurs when the video feed to the device is not in sync with the display's refresh rate
So yeah it could be cause of your computer
try to enable vsync if you can infected
yeah prob enable vsync
double or triple buffer entire purpose is to attempt to stop that
I cant seem to access the default physics bodies in the physics tabs, anyone know why this might be?
@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?
hold up
@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
tbh i know i should learn BP, but visual scripting disgusts me.. aha
BP is fine
lol church
I'm a programmer and I still like using BP's :P
bp's r coolios
I'm a programmer i use to program in Lua and i love BP
It strikes a very good balance between being high level but also being a programming language
did u make roblox games bustzee?
idk im doing my bachelor degree atm so i like to have language knowledge in my head constantly instead of just pseudo code
uh yeah @bright wharf
hahahahah
plz dont ban
BP's aren't pseudo code though, it's a programming language but represented in a node graph instead of plain text :)
yeah i know i still make games there sometimes but nah it sucks over there its supppperr limited
it has strong typing which is already somewhat uncommon for higher level scripting langs and such
I'm still 13 so i still wanna learn more ):
also one last thing, anyone know any free BP classes?
@bright wharf unreal engine has their own uh
let me keep checking
https://www.unrealengine.com/en-US/onlinelearning-courses?sessionInvalidated=true unreal's tuts @bright wharf sorry for pinging
How expensive is vertex paint ?
It's eating massive amount of ram and won't even let me paint
vertex paint = 99$
@bright wharf you're welcome btw
@bright wharf also what are your computer specs? are they good?
not really
@bright wharf also what are your computer specs? are they good?
@scenic fox i have an i3 9100f, gtx 1650 and 16 gb ram
i3 cpu is not that good btw
its not that bad
Is I5-9600k a good cpu for ue4?
yes
Is I5-9600k a good cpu for ue4?
@plush yew i was thinking of upgrading to thaqt
would amd or intel be better for ue?
either one works. ue4 uses as many cores and threads as you have for compiling shaders and building lights and the engine
im getting AMD Ryzen 7 4800 is that good enough or like do i need to change to something else?
depends on if its the h or u and if you have a gpu with it
then it should be fine for most things
alright
hohohoh im getting a 2070 super
nice!
what you have now is fine to learn on
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?
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
idk how to fix crashes lol
People are still buying 2000 series graphics cards? Insanity! ๐
the 3090 cost over twice as much as my entire set up
@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?
Kind of both, actually.
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.
lol
@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
well the mousepad is literally just a piece of cloth
theres not really a bad or good mousepad, just flashy and not flashy
I have read that a nearly full drive can cause issues with Unreal. Why is that?
because there are temporary files used and cached files used when using the engine
oh shet
And they tend to be gigs and gigs in size, eh?
Hm. Thanks. I'll give it a try. I guess there's no point in letting it finish compiling before I do that, eh?
they can be yes, and if you are deleting it no point in letting it finish
my drive is getting low on space how do i transfer my project to the other one?
your project is a folder with all the files in it, just move the folder
is this when you packaged it?
i havent packaged it, it takes way too long
heck yers
ikr
project folders are usually way bigger than packaged builds
my game packages to about 450 mb but my project folder is about 20gb
why select (wildcard) if boolean true is the second input, but select with other node type is the first input
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.
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetComponentByClass_ReturnValue". Blueprint: Wolf Function: Execute Ubergraph Wolf Graph: EventGraph Node: Set Current_HP
Should i place double is valid on this graph?
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
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.
@little slate that is a normal billboard default icon, yep
are there any tutorial for development on console?
for console
yes i know but any tutorial for this sdk's
if you have a dev kit, you should have access to the special places on the internet with info on that stuff
oh cool if i have it so when i get it
xbox waiting a progress from my project to apporve
oh
nice
i have few issues when i solve it i can show them
nope
ok xP
we Have a graffiti on the wall as a Plane.
the player must remove this graffiti using a sponge
we want to calculate the percentage of howmuch he removed and howmuch still need to remove
we tried to get the pixels count but its draining alot of performance
the count of pixels is too high are there alt way
we used read render target raw uv
ok i will try to ask there thanks thanks
MatthewW do you have a video covering manually rebuild from source for plugins?
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
it should just work, you should be able to also generate the project files and rebuild it from the .sln file in VS
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 ?
nothing specific but you can check velocity and you also have the actual input keys that drive movement
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
what can knock you back?
things that hit you, other spells mostly
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
By some act of God, does anyone in here know how to sniff the request sent by VaRest?
The logs show responses, not the requests themselves
thanks MathewW ๐
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.
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.
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.
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.
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.
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.
No idea how the hell that works but so be it.
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
@placid sand if its anything like unity was you might have to lock rotation on the z axis? may be another axis tho
lock rotation?
Just Googled "lock rotation UE4 Z axis" and here is the first result:
Talk about Level Design, Static Meshes, Physics, and more.
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
๐
@hidden adder where do you find the constraints there? because im in the models physics, and I cant find anything like that
Build powerful visual scripts without code.
i don't actually use blueprints myself but im sure you can work it out, im still moving my knowledge from unity tbh
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:
- Disable camera cuts in level sequence actor settings
- Enable/disable camera cuts from the code.
- 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
Fixing camera cut bug and tuning occlusion system
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?
Hi @placid sand , are you googling these questions by chance? I just googled car wheels offset ue4 and the second link is this: https://answers.unrealengine.com/questions/829630/how-to-fix-additional-offset-of-the-wheels-on-a-ca.html
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
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
@tired lynx get the master branch from github and compile it
oh christ how do i do that
Plugins
Hi, I'm having problems in packaging with the last ue4 version
It's stuck on 42 from like 1 hour
amazing, thanks @thick herald
hello , do somebody knows a good way to make ui scaling ? like the ui to scale to 16:9 or 4:3 ?
urg man!!! I wanna write this game out so bad but I'm a hardware designer
like, frick I already have the dongles and the I/O board made but I don't know where to start
just a plain checkpoint racer written in C++....tutorials don't help me
I dont know what a blueprint is
I just wanna put down some polygons
@fierce forge for starters never ever position your UI by coordinates on a Canvas
if you use a Canvas, position them with Anchors first, Pivots second and Offset last
what settings do I adjust to make this car drive around like a wet bar of soap
like ancient 90'
1990s drifting physics
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
how i can scale this ui ?
Does anyone have a link to a tutorial for adding gauges to a race game?
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!
I would like to see FEAR remade
hey does anybody know why i'm getting this error when attempting to use a texture as a mask for a blendmaterialattributes node?
is overlap query between two non convex meshes supported in chaos ??
what is the api for that ??
nobody on google seems to be encountering this error in this use case either so i'm really relying other people's expertise here
for text reference error is [SM5] (Node BlendMaterialAttributes) Coercion failed: Local11.rgb: float3 -> float
help what is wrong with this code
when i walk over a trigger box it just doesn't teleport me for some reason
connect the outside pin of the cast..
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!!
yes
put some prints node to check if the cast is successful or not
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
try to add some values on the Z axis of the target location, maybe it just doesn't have enough room to teleport
well it works
โ
i changed where to teleport me to, to a differant location
so that's that
your floor->getLocation() probably returns some coordinates where the actor can't be placed
so it wouldn't teleport
out if curiosity, what computer component does building lighting and shaders use?
by far the slowest part of my workflow right now so anything i can do to speed that up would be pretty great
is overlap query between two non convex meshes supported in chaos ??
what is the api for that ??
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
Can't figure how to randomize size using the foliage spawner component.
All the foliage is spawned with the same size.
why do i have depth of field
i have no postprocess volume with it
and i can't find where it is to turn it off anywhere at all
uhm ... time for panic ... my UE4 Editor crashes when i open a certain component with it ... what can i do ?
there is but none of them are toggled on so i don't think its there
@inland leaf could just be that the component is corrupted
how can i fix the component ?
not sure. i had the same thing happen to me and i just had to redo it
you could also try to find an autosave
oh, okay ... this is a bit sudden but i got it fixed
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
but good to know that UE4 cant handle these things on its own
hey yo i need some help
haha yeah ^^'
how would i apply physics to an object
i just have a basic cube
that i want to be able to push around
doesnt matter, i've done it
holes? most likely flipped normals
@plush yew but it only shows up when i move the camera to a certain angle
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.
Am I misunderstanding something?
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 luckimage 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
@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.
in your engine folder is Templates for... templates, and FeaturePacks for.... content and feature packs
Hey all I'm trying to setup a smooth crouch and I'm having this issue
Normal view
I can crouch and it works great but it returns me to a lower view position
after crouching
how are you doing the crouch?
Hey Matthew, just wanted to say thanks for your awesome YT channel, been watching a lot of your videos as a UE4 noob!
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?
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
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)
Okay thanks ๐
how i can scale this ui ?
Anchor it to the corner of the screen and if you want it to stay the same size use a scale box
My character animates (morphs) when scrubbing through sequencer but the final render doesnt work; any ideas?
All of a sudden I can't find the on initialized node anywhere
where are you trying to do this at?
Widget event graph
I dont beleive that is what you are looking for
I did it before but now it's gone
it only worked with on initialized, with event construct it doesn't seem to work
was it this one?
to get it, you go to Functions and override it
are you in the main event graph and not in a function?
maybe close it and re open it, it should be there and also turn back on context sensitive
do the other ones work, construct and such?
No
does it say user widget in the top right?
This?
yep. Super weird maybe just restart the project or try making a new widget
Alright
is this not just to get the Event On Initialized????
it is, it will not show up for them
he's searching for it in the context menu though
yep
maybe try looking for it in the Override in the functions section on the top left, thats my best guess
there are no overrides for the event graph in a widget
mine has it
yeah thats for functions
that should still work for him tho
I guess thats the next thing to try lol
I don't even see on initialized in that either
oh wow
is it in other widgets for you?
other ones in your project
other blueprints?
did you make any other widgets in this project that use it? you said it was working before
It was in a different engine version
problem answered
what version should I change to?
it would explain why your override list looked weird
What engine version should I change to?
it looks like maybe .21 ? the notes are not clear
why do i get this error? i'm defining it.
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
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
this?
pause the game on the DestroyComponent node and see what it shows
breakpoint?
f11?
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
this is in my ACOG blueprint
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
well optic to be equipped and current optic equipped st are not the same variable
it is being defined here no?
it might be, we cant see your entire code remember. Is that code called later perhaps?
yeah set equipped optic is at the very end of the interaction event
after its attached and all
so you are trying to destroy it before its set it sounds like
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
doesnt it try and destroy the old one before equippinga new one?
yes
what if you dont have one already
it wont run
theres a branch that has "hasanopticequipped"
if its false it won't run that destroycomponent
are we sure it doesnt run?
welp its calling this code to destroy before you have a valid variable for some reason then
so check your setting the variable code
also heres the whole thing if it helps
Hey all! I'm trying to setup player saving, I am using a KIT which uses the playername to save all the data. So it needs a persistant id, for instance, i'm using Steam Advanced Sessions. I tried doing this and it seems to not be working still does anyone know why? https://media.discordapp.net/attachments/464818303882231808/757350040435163156/unknown.png
Here's the kit i'm using's tutorial on the matter, I followed it and it seems to still not work https://defusestudios.com/sgk-save-system-in-dedicated-server/
@grim ore Have you messed with steam and it's unique id's before? I don't know why this isn't working
I have not touched steam
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?
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.
just seems like its setting it but not passing the definiton to other blueprints
ok
@grim ore do you have any idea how to destroy all actors of class
nvm apologies for the ping
get all actors of class... foreachloop destroy
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...
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
you can also look at using a material parameter collection, it's goal is what you are trying to do
Almost done @grim ore
Guys I need help
with?
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
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?
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
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
Hey People anybody know if Box Trace Channel Can generate overlap events on other objects?
without the need for casting?
traces do not do that, no
and you can use a blueprint interface to talk to stuff without casting if that is a goal
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
so pass that info into the object you overlap or hit?
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
so call apply damage on the item you hit?
the bullet doesn't detect the hit
agains traces
it collides
but doesn't trigger the overlap
definitely confused here
let me show with pictures
your doing a line trace and a physical object?
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
why not use a normal box collider instead of tracing every frame?
you can still do what you want, you want this line trace to talk to the item it hits and get back info?
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
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
@grim ore sorry I took so long yep you're right 4.21 has initialized
oh I see what you mean
thank you
nope
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
make sense
yep I would just be more comfortable having a value being passed around rather than an entire object reference
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?
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.
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.
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?
Help
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.
Is there a way to make a sound cue not play to everyone?
You'd probably have to choose which client to spawn it on and only send them the message to do so
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.
Isn't there like.. a stop with fade already in a BP node?
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?
the opposite side of the mesh from the light is extremely dark!! do u know why its happening ?
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.
ue4 code documentation is really poor
Hi! Small question. Has anyone worked with porting the game to Switch? Does debugging work on this platform in version 4.25?
anyone know if its possible to generate a curve asset from a CSV file, or do I need to use python?
Is destructible meshes deprecated in UE4.25? I canโt find it anywhere...
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.
i've been working on my gamejam game for maybe 5 to 6 hours a day, but i think 2-5 is pretty decent
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!!!
@hidden niche depends on the state of my depression
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"
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 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.
lets create a studio and sexually harass employees, we'll get our AAAA games going 
lmfao
or lock them in the kitchen and yell for hours 
Gordon Ramsey style
it's ok, yves apologized 
"this game has been develloped by a team of multicultural, multireligious individuals" 
"but we still harass them"
@exotic thicket 0 hour days shoot atleast open the editor and log off so you can say well atleast I opened it today lol
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 :)
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 
you can get away with shitty assets :)
no, i want to make AAAA game 
I'm not very good at textures or 3D but I can make a cube which vaguely looks like something I want
but ye, the deal with megascans is insane for free assets 
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 
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! ๐
ye that's what i do
, i'm aiming to get a playable level so then i can try and ask frens to work on it 
yeah all characters and animations in my game are from Mixamo :P
well, i need very specific animation, i think im gonna buy the packs on the market
Oh yeah true Mixamo! haha...point being, find a way around your unskilled areas and know it can be upgraded if needed
ye
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.
at least you'll have a game
True
yeah then the next 12 month youll have to update it ๐
But atleast you have all the mechanics :)
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 
I say fire up good ol blender or maya and get to developing those skill devolution
i'll see if i can get training with work on 3D stuff
we have a lot of courses we can take
who would have thought making a pink donut would involve so much work heh ๐
some are very random so i'm confident there'll be a 3D course
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
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 
who needs UV's, I just use smart UV project with my models and it works 
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

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.
thatsa no ?
:tmnt:
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?
Make sure you dont render editor at the same time
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....
Make sure you dont render editor at the same time
@outer crane What?
if you launch PIE and editor is still in the background it still uses half of the resources
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?
Anyone know any good laptops that can run UE4?
SetActorHiddenInGame doesn't seem to be hiding my player character at all
@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.
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
can anyone help with my data table, there is no row editor?
looks strange. Any fix's
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
How do I get the SK_Mannequin into the first person template?
how do i include an editor in my cooked ue3 project?
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 ^^)
@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.
@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.
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 ?
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
@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?
but will particles pile-up ?
yes, you can use collisions on the GPU or CPU
nice, what if i need 100k + particles ?
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
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
dont each mesh require to have a unique name ?
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.
just install .Net Framework
already on windows 10, I believe it doesn't install
i assume you want the developer pack but i've never run into this issue.
not the runtime version.
ok
i think part of installing visual studio 2019 gives you everything you need, which may be why i never ran into it.
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
so, u want UVControls box and whetever is connected to the right or just the content in the green box ?
uhh
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
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?
Would a Acer Nitro 7 gaming laptop work for UE4?
hiagane
anything will work, it will just lag if it's not enough 
if it's the acer version of a ROG it will probably work good enough
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
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?
inclusive they, i like it 
The character keeps running in place when it gets unpossessed
how are you telling them to move? is it an anim bp?
Yes, it's using an animation BP
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
Do you have an idle state in your state machine?
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
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?
^
I'm not sure why
What is the condition for idle in your state machine?
Velocity's length < 0.2
Guess this gonna be my best option
Guys
I am importing a high poly asset into UE4 and its stuck at 100%. How long will it take/can it take?
how high ?
@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
The asset is 500mb @vale silo
@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
ok so ignoring the AI part... if it stops moving why is it playing the moving animation or are we missing something?
watch the anim bp while it is playing
print out or watch the "speed" value, and see what happens when you un-possess.
@sterile tulip ๐คทโโ๏ธ
UE4 isn't really made for that of highpoly assets to be imported
@sterile tulip check your task manager, do you have a bunch of shader compile worker instances running and putting your CPU useage at 100%?
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
The map is 500mb and I did it in my 3d software
i want ue5 so badly
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.
break it into pieces
well yeah, if you don't like cut a building in half
hey guys, i have an error doing a tutorial series, can some one help me with that in voice chat?
generally maps aren't single meshes
Its landscape
Natural landscape map
No houses or object yet
And I have 5x subdivion on it
maybe check with #level-design , they may be able to help more
5x subdivison is hella lot
@frail coral , can you post your issue here?
how many faces you have?
what did you make hte landscape in
i dont remember it being an issue importing heit maps etc
height
What do you mean with faces @frail coral
hmm
i feel like youll run into issues with that
maybe if its pre textured
unless data smithing it in
@ornate forge there's your problem
is it throwing accessed none errors when you exit by chance?
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
@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?
When I walk up to the vehicle, the velocity shouldn't be ~0
I don't stop before I possess the vehicle
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
When I do stop before pressing the possess key, it's fine
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
Hmm, that could work
At least you know the issue, now you can solve it
Ok I will cancel the import
But there is no cancel
Do I just force close in task manager
yep @sterile tulip
I will try lowering the subdivision from 5x to 2x
Having a big problem... my rotation does not get synced to the server ... but i dont know why.
#multiplayer is where you wanna be @inland leaf
okay ๐
Does installing UE4 on SSD make importing assets faster?
Or having the asset on ssd?
I wonder why StopMovementImmediately() doesn't drop the velocity at all
I probably misunderstand its purpose
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?*
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.
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.
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.
Is there a way to get a scroll box to do both vertical and horizontal scrolls?
does anyone kno of a free sliding animation for the ue4 manaquine?
Try mixamo.com
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).
So I've managed to zero the velocity with SetMovementMode(EMovementMode::MOVE_None) but... it's still playing the movement animation! ๐ฑ
@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.
I'm probably just gonna change the animation BP at this point
@pallid mulch but that wont work for manaquine
Ah sorry then
Thanks everyone and especially keyon for responding and helping, appreciate very much
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
Any resource suggestions for level design DOs and DON'Ts ? Things like optimizations, techniques, workflows.
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 ๐
@sterile tulip hey i have pretty much experience for blender i can help you
it's shift+ctrl+lmb
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
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
What game are you making @ornate forge
@frail coral A first-person shooter
Nice, there is much more educational material for making 1st person games rather then my 3rd person one ๐
how do i automatically turn my blueprint project into a cpp one?
@bright wharf https://docs.unrealengine.com/en-US/Engine/Blueprints/TechnicalGuide/NativizingBlueprints/index.html
Read it
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 ๐ค
@mild charm You need to use Git's LFS feature
Oooh I see! I'll look into that, thanks!
@mild charm This looks like a good guide: https://odederell3d.blog/2020/04/22/unreal-engine-4-github-first-steps/
anyone know how to keep this Enabled? every time i reload the level, it disables itself
Does anyone here know how I would do arm swinging like in the Avengers game like ms marvel
guys I need help
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.
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?
Hey, it seems you problem with importing from blender to unreal, i can send a video explaining everything
is it possible to copy and paste stuff from different projects?
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.
Best way to find out though is to try it out and see. ๐
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
the frame UI for editor is gone, where the perspective menu, scaling snapping etc
is it bug or key ? or what is name of that frame
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
what exactly about your editor is broken @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
you try expanding the table, and data table fields?
the top bar is broke is why, go to reset to default
is your struct valid that you are trying to use?
yeah no error messages
what does your struct look like when you open it.
yep looks fine. The issue is your top bar is missing the buttons and a reset should have fixed it
how did you make this data table?
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
I just added it in blue prints and when i opened it, bang all strange layou
layout*
also
remove layout is an option but can't selcect it
i did do the load layout
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
@pliant rose youe entire viewport is weird, the widgets are all missing I would restart
yours thinks it is a child of something and not a struct for some reason.
this is what it should look like
so what does it show for parent tables, I think I know what you did
do you want to in a call so i can show screen?
no, you can show what it shows for parent tables
yep you made a composite data table
don't know what that is, something to do with child?
its one table that can hold swapping sub tables
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.
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
@grim ore kk, just a bug, thought its a key you press to hide ui or sort
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?
actors dont have vectors, vectors are types. You can get the location directly from an actor
what i mean is, there is a vector parameter within the actor, and i need the world location of that parameter
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
no, the world location of it
if it was just the value then i could just grab it lol
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
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.
A "vector in an actor" cannot have a world location. Can you show screenshots or something of your code?
it can though, lol, it's just some math, and there's not really anything to show
i guess for example:
can you show us the vector in the actor on your screen?
that vector is a parameter of the selected BP
yes please show us on the screen
this?
ok and this vector is a variable you created?
yes
then it has no location in the world physically
^
its just a value that holds 3 numbers
yes, i know, but i want to calculate that...
you cant get what does not exist
i can literally see it in the level
you exposed it to the 3d widget right?
yes
all that does it let you set the value
that's a debug object to let you visualize it. It's doesn't exist
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
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
could add a scene component or something, then pull the world location of that
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
thats what scene components are for, they are just literal transforms
omg all 3 of us went to scene components at the same time lol
no need to even use a vector just set the scene component directly like you did the vector variable
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
for other reasons, i need to use the vector parameter
yep just simply use a scene component and be done with it
i know its possible, it's just going to be some weird vector math
then on construct set your scene component to the value of the vector variable but... I dont see the need for the vector
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
moving scene components dont update the construction script, so a vector parameter is required
if you use the scene component just get the location from the scene component any time you needed a vector
^^^
in that case that makes sense if you need to do something on construct
but it would still work on begin play
i just need to figure out vector math, i cant use scene components in this particular situation
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
yeah i know that will work in general but i cant use that workaround here
๐
if you cant do it the easy way, then math away
yeah i need the math way, that's why im here because i suck at it lol
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)
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
@warped tangle thats the kinda stuff im looking for ๐ ill try that out
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
and yeah i know the scene component will work, but in this project, i cant add any extra components to this actor
your modding an existing game arent you?
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
have them add it then ๐
Right lol
lol, i could, but the math way will be a learning experience at the very least
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
LOL
lmao right
is there any way to texture bomb using an entire material?
I mean you can do the math to calculate laws of physics every frame or just use what is in the engine
hey, if harveys math works out, its probably more performant anyways
I don't think it would be honestly
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
"Texture bomb"?
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
based on what other people have tried there is no easy way to use the texture bomb function the way you are hoping

