#ue4-general
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@grim ore Thanks a million Mathew. I just got two killer tips today. Yay!
@light thunder if it is crashing on that you should be able to mouse over the values and see which ones it is looking at specifically
or the current call stack should show it
let's see
Sorry @tired lynx no idea if that's possible. You could change your directional light to dynamic which would stop that, or go into world settings and tick 'Force no precomputed' light settings, at least temporarily so you don't get the preview text.
because is it crashing in an infinite loop on the while? or is the Material not valid? or etc.
UE4Editor-Core.dll!__report_gsfailure(unsigned __int64 stack_cookie) Line 220
at d:\agent_work\2\s\src\vctools\crt\vcstartup\src\gs\gs_report.c(220)
No idea, I can't step through execution order to find out
if this is live you should be able to mouse over the variables in the code, like *UniqueName and such
Sorry @tired lynx no idea if that's possible. You could change your directional light to dynamic which would stop that, or go into world settings and tick 'Force no precomputed' light settings, at least temporarily so you don't get the preview text.
@thick herald ahh, thanks for explaining! that sucks. guess i can just set dress my scene and then go 'select all descendants > moveable' once i'm done
i guess another question then is
well theres a variable name and jesus its stuck...
well crap - Data = Num=1033 L"INST_Plywood_1_2_3_4_5_6_7_8_9_10_11_12_13_14_15_16_17_18_19_20_21_22_23_24_25_26_27_28_29_30_31_32_33_34_35_36_37_38_39_40_41_42_43_44_45_46_47_48_49_50_51_52_53_54_55_56_57_58_59_60_61_62_63_64_65_6...
yeah its getting stuck trying to name it
but you have a material to look at, maybe move it out of the project and try again
Are you sure you don't want to join the team and help first responders save lives....there's NO VR product in public safety, not really lol
when i drag an object into my scene from the content browser, it activates a movement mode that allows me to drag my object across the surface of my scene, however once placed it defaults to the traditional 3d gimbal movement system. i find that initial movement system really intuitive; is there a way to reactivate it after an object has been placed?
what if it is with a bunch of materials?
well you wont know until you try and remove that one material temporarily and see what happens.
it also should show above there somewehre perhaps which mesh it is trying to load and that might be a good candidate to move
it looks like its iterating over the material slots for a mesh
but I cant see all the code so perhaps is just loading up materials for the level. I dunno lol
what am I looking for here
sure looks like a lot of instructions
or i guess that's the meshes it's applied to?
@rare spear short answer is yes. I don't have a long answer ๐
@thick herald That's unfortunate! ๐ but thanks than I continue searching
no its the material itself
I would close the project, find that material, pull it out of the project temporarily (like put it on the desktop or something) then re open the project and see if the map loads
what's weird, I cna't find the material that the instance is made from?
it should be in the details panel for it, the parent
and there should be an eyeglass on it to navigate to it if you need to
ah yes, I remember making this up in a few minutes, clearly
hey guys i incurred into a serious problem.... im triggering sequences via blueprint, and i'm having flicker issues on the reflections of my level; find an example video below... whenever i play a new sequence it seems as if the reflection takes up some times to update and thus the firs few milliseconds shows black/weird reflections.... can anybody help please ???? im going crazyyyy
the bp setup shown above is destroying the actor sequence before triggering a second on, i tried also placing it afterwards differently but the issue still persisted... it always happens whenever a new shot is played
Any tips for not forgetting everything you learn
@grim ore Same errors, how do I find the static mesh name, it's giving me this - UniqueName = L"MaterialSlot_1_2_3_4_5_6_7_8_9_10_11_12_13_14_15_16_17_18_19_20_21_22_23_24_25_26_27_28_29_30_31_32_33_34_35_36_37_38_39_40_41_42_43_44_45_46_47_48_49_50_51_52_53_54_55_56_57_58_59_60_61_62_63_64_65_6...
I feel like Ill learn concept and then realize I need to learn something else to advance further
and then Ill kinda forget first stuff
@radiant sleet Do exercises that really make you question your intelligence
for instance, at uni they will often throw you something that just slightly out of your reach but you still manage to get it and then you feel like you traversed a great journey (without googling a lot)
@light thunder I dont know which code you are in . which file and line is this?
StaticMesh.cpp
Ok so trying to do stuff without following tutorials
line 4026
just really seeing what you know and dont
yeah no stop tutorials ASAP
whats the path to the file?
it seems thats its better for 3d
Wait but shouldnt it be both
E:\UE_4.24\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp
Or should I just start with a goal and try and do it without
you'll always need to use google
I'm scrolling up trying to find names but they just highlight the variable names themselves
@radiant sleet it's like elo hell in league of legends, you don't get out because you're not putting in the time
the best would be to learn something through a tutorial, then ask someone more experienced for a challenging exercices revolving around those concepts
yeah mouse over the Material variable and what does it say its working on
ok then 4008 the Material in there
the one below that, unless its stuck on that line right now. The Material.ImportedMaterialSlotName , we want to know what Material its currently looking at in the loop
mousing over it if you are in the breakpoint should show it in a tooltip like before
I mouse over "material" at the line and nothing happens
or technically 4024 has Material as well that should work
if not maybe get it to crash again then check what Material is on 4024
ugh... that makes no sense
unreal engine? yes I agree
yep but its grabbing that info from the material itself, so I am trying to find what material it has loaded that is causing this issue
Anyone noticed anything broken with Behavior Trees in 4.26?
all of that code is getting it from the Material variable which is one of the materials in the StaticMaterials array as it loops over them
its stuck on line 4026?
I would stop it and get it to crash again then check line 4024 to see what it shows for Material right after it crashes
if this still doesnt work the only other thing I can think of is to actually compile source and run the editor in full debug mode so you can breakpoint above that. I dont know if you can breakpoint it now but I think you can? if so breakpoint it yeah earlier
because technically that would get their before it crashes?
I would breakpoint it at 4004 at the start of the function basically
and walk thru it
I dont attach debugger often so I dont know its limits
basically I am curious which material its crashing on, and if there is anything odd in the list of static materials. If its crashing on a certain material you can look at it or pull it out and see what happens is my thought but... its weird
well material is not valid until atleast 4007
if you break on 24 and step to 25, does Uniquename now become valid?
and is it that weird MaterialSlot_0_1_2_3_etc ?
I would be curious what is in StaticMaterials on 06
well it has an S, and you should be able to break on that point and when it stops look at it live
FStaticMaterial is the variable class type, we want StaticMaterials which is the actual variable we are using
that line is saying "hey lets look at all of the items in StaticMaterials one at a time, while we look at them the current one will be called Material and it's class is FStaticMaterial
num 4
so we want to know what is in the StaticMaterials variable itself
yep there are 4 items in there, the little drop down arrow should open it up
4 of them [0] = {MaterialInterface=0x0000020cd2b7ee80 (Name="INST_Sidewalk") MaterialSlotName="INST_Sidewalk" ImportedMaterialSlotName=...}
there you go, one of them is null for some reason
well thats just the interface so I guess that wont matter
do any of the other ones have weird ImportedMaterialSlotName
other maps?
those 4 values in there is what we care about
Please I need help , i can't build lightning it crashes everytimes i have added a small lightmass importance volume just to test
so like you opened #2 and the importedmaterialslotname is roadlines_mat
I can't continue my project please HELP
what do the other 3 show for that variable, do any of them look weird
@light thunder i ll try
those all look good. ok so... looking thru the source code this changed in .25 and .26... I think you are running into a weird bug with using .24 ๐ฆ
if you move those 4 materials out of the project temporarily while its close then re open see if it crashes again or tries to load up different ones
neat
I mean build it in a brand new empty map that has like a cube in it @autumn grail
check the crash log for lightmass and the project and see why it is crashing
the crash log says acces violation when trying to access to lightmap.cpp
i try building and gibve you the exact message
it should show more than that yep
I'm wanting to create a throttle for a space ship. Because it has to calculate the desired speed versus the current speed and interp to that level, I'm going to assume there's no way of doing this that doesn't involve Tick?
move it out now, starting it up again
4 items took longer because two were same file name from marketplace content but different product, like 5 kb difference in filesize
perhaps you ran into your issue
well engine versions change stuff, I am curious if that code changed in .23 and .24
are you saying if I just back everything up as it is and try upgrading to 4.25, it might fix it?
oh WTF i can't even load the project now wtf happened?
it might. the code is the same in .23 and .24 for that part but keep in mind meshes took some HUGE changes in the last few versions and internally they changed quite a bit. might be some weird issue for sure
apparantly breakpoint fires just loading up the project
that function does change completely in .25 from what I can see and yes from what I can tell this all fires off after LODs
curious to see what happens now tho with those 4 materials moved out
well what does it show for the static materials array this time?
same ones or different
well thats uh... a bit more static materials this time lol
restarting it and setting break point at 4006
Is there a way to take attributes from inside an Alembic and route them to the material node? I basically want to colorize the points with the data contained inside the Alembic file.
first break @grim ore
yeah im starting to think this is just a red herring and something else is causing this
crappy HLODs
how can I remove them and all references when I can't open a map
I'd like to try that
I'll rebuild them later
but that would explain all these instances if the HLOD has gotten corrupted and included them in all the HLOD static meshes
ay every1, i have an issue with meshes suddenly appearing in wrong place and flickering
is this a known bug?
imma go afk for a while so @ me if any of you guys know how to fix this
(adjusting the bound thing didn't work)
@light thunder in the projet settings it has this, I wonder if there is a way to rebuild your HLOD without opening the map
just the map? was it migrated or is it literally just the .umap file?
oh yeah that wont help if one of the files is bad as well ๐
I was curious if just the ,umap would do anything lol
but that atleast lets you know its something in the map or assets and not the original project
maybe uh open that test project in .25 and see if it works/
so you dont have to try the entire project
still downloading now
10-4
Afternoon all. So I'm looking to get into learning how to do some game development with Unreal, and wondered if there was a learning path that folks here would recommended. I have experience with multiple programming languages, although my C++ is rusty to be charitable.
There's a good course on Udemy
if you want to learn the engine, learn the engine and how it works. There is learn.unrealengine.com that has courses as well as the YT channel, the pinned message in here, and udemy, and other sites. Learn the engine and how it works, even if that is following guides and docs on using it with blueprints. Learn the engine and how it works before jumping into using it with C++.
Can blue print read stored attributes inside of Alembic files?
@grim ore What if I delete the HLOD folders in the content folder, outside of the engine
maybe throw a map error but once I can get the map to load, I can delete clusters and that should fix map error
Starting with BP will help mitigate the compile times and let you focus on learning. Once you comfy with the workflow and how things interact, you'll be able to translate BP stuff to C++ fairly well. So then it doesn't matter if a tutorial is using BP (as most often do) - you can translate it. @quartz tide
@light thunder at this point if you have a backup and this test project you can try anything
well, you don't think it's blueprint related at this point do you?
considering the crash, no
basically all of my changes have been working on a different map with some blueprint foundations
because it works in 4.23
and if I upgrade it again to 4.24 and it still works, I should be able to bring those other blueprints back in
is there anything I should do in that process?
like what happens when you copy a 4.21 blueprint into a 4.25 content folder for example and start up unreal
I have, it's good, a bit dated but good
Oh
todd looman makes one, i'd check that out too
My friend is new to UE4 he wants to buy it, would you recommend it for a beginner?
Oh cool, I'll check that out too
@light thunder if its a forward version change, it should try and load it the first time you use it and if it opens it opens.
if you are new to UE4 I would NOT recommend trying to start learning C++ with it
take the time to learn UE4 and how it works with the basics, then move on to C++. it is just a giant headache asking to start learning UE4 with C++ or even learning C++ with UE4
Thanks all. You saved me from going down a path that would have been very painful (the C++ and Unreal at the same time)
yeah you can get really far with BP's :)
You have to thank me for opening this conversation
every part of the engine has C++ behind it. this means that every blueprint node is just C++ with a pretty face. this means that if you do something in Blueprints you can literally see how it works in C++. this means......
Unless the node is a special K2Node which are nigh impossible to understand lol
its still there, just got to crack the code ๐
SpawnActor node is pretty wtf
yep alot of it is weird but imagine seeing all of that without any knowledge of UE4 or C++..... ๐คฏ
Do you know how to delete hlods
i do not but there is supposed to be a commandlet to rebuild them so maybe it can delete them?
What about deleting the files from Windows explorer with the editor shut off
it might work, I dont work with them often enough to know where or how they are stored
Generally though in terms of I guess what you call execution order, wouldn't they first load the static meshes first and then the materials bound to those static meshes?
Because if I'm having problems with materials and those materials are being caused by those hlod meshes, then if those measures are gone those problem materials won't be loaded
it looks like its the resave packaged commandlet and the checkbox in the project settings and it will force rebuild them
@light thunder @grim ore the building is very long with just one importance volume
Checksworm.exe in task manager and lightmass.exe
@autumn grail long is relative, we dont know what your project contains or how you are building it or our machine or your settings for lightmass or the settings in the project or
I tried doing the resave package but I didn't do it without any arguments maybe you can walk me through it then
did you check the checkbox in the project settings to rebuild the hlod?
Like am I supposed to check out everything first from source control
I wouldnt worry about source control right now if you have a copy of the map/project to just test stuff on you can work on that
sorry to interrupt quick question mathewW does the integer/integer round up from 0.5
No I mean if I'm going to use the resave commandlet
i 'll try it after the crash ( the checkbox)
even if using the commandlet, it shouldnt matter if they are checked out or not for testing it. Just make a copy of the project to work with, it should have nothing to do with source control. The latest branch that is not working and just copy it somewhere and start working in there
@brazen crow I beleive integers do not round if doing division it just drops the remainder
thats what it should do ok thanks
@light thunder based on the source code if you are using the resave commandlet and HLOD rebuild is turned on it should say so in the log when it is doing it so that is a way to check
what about lightmass.exe
basically, you want to load of one of epic's content examples and rebuild the lighting on them. If THEY don't work, you know it's nothing you are doing wrong on your end in terms of the map or your assets @autumn grail
you have 1.3 million static mesh instances
watch the log and see if it gives a reason to the crash, but the # of stuffs in your level might be the problem
@crimson vapor that is the end of an error, something above it failed which caused that. You need the entire log, or the parts above that, with the actual error
@light thunder I just ran this on my project to get it to regenerate my HLODs on the maps in the directory I set up in project settings "C:\Epic Games\UE_4.25\Engine\Binaries\Win64\UE4Editor-Cmd.exe" c:\projects\tpp\tpp.uproject -run=resavepackages -BuildHLOD -AllowCommandletRendering
and it ran and did the basic settings
there are other switches based on what part of HLOD you want to enable
lol I want to delete them first
@grim ore That is the end of the error, no more errors
or rather no errors before that
That is the only thing i see on the console
well if you force the cluster generation the first thing it does is clear out the old ones @light thunder
@crimson vapor you need to look at the actual output log not the error list
well crap, maybe this is the problem?
that's how it currently is
shouldn't I force the settings
what I mean is if you use the commandlet and use the switch to ForceClusters it will clear out the old ones before rebuilding
yep so those are the actual errors to fix
If I wanted to allow the player to drop any wav audio files into the project folder of Standalone Build, then once the build is open, it would read these as audio files and put them into UMG. Sorta like a music player of whatever file you put in. What exactly is this process called reading files in a folder? Im trying to go through UE4 documentation but cant find the correct term to search for?
Can we use distance based tessellation/displacement on mesh materials like the one seen in landscape material tessellation? I was hoping for an object to get displacement only when I am near it. Thank you
@rich rose you won't find that built in is why, that would be custom C++ code or a plugin that exposes that.
Oh really? Damn thats surprising, alright thanks for the info
unfortunately file operations are really not supported in blueprints directly or in the editor at this point
I see. Thats a pity, oh well, I guess I might have to use another piece of software. thanks again for the instant response ๐
check the marketplace @rich rose there might be a plugin
check the marketplace @rich rose there might be a plugin
@light thunder will take a look. Was really wanting to do it myself as I didnt want to spend money but ya never know i guess ๐
there are free ones for sure as well but it seems overkill to use UE4 for that, Unity does file operations fine if you just want something easy but if its just this a simple C# app would work as well
Is there any free auto landscape material asset out there?
c++ code to read files is relatively easy tho
@grim ore where is the documentation to find those switches, so I don't have to keep asking how to use x switch (like force clusters)
well the actual name of the switch is printed out to the screen, but there are no docs its in the source lol. /** determine if we are building lighting for the map packages on the pass. **/ bShouldBuildHLOD = Switches.Contains(TEXT("BuildHLOD")); FString HLODOptions; FParse::Value(*Params, TEXT("BuildOptions="), HLODOptions); bGenerateClusters = HLODOptions.Contains("Clusters"); bGenerateMeshProxies = HLODOptions.Contains("Proxies"); bForceClusterGeneration = HLODOptions.Contains("ForceClusters"); bForceProxyGeneration = HLODOptions.Contains("ForceProxies"); bForceEnableHLODForLevel = HLODOptions.Contains("ForceEnableHLOD"); bForceSingleClusterForLevel = HLODOptions.Contains("ForceSingleCluster"); which is inside of Engine/Source/Editor/UnrealEd/Private/Commandlets/ContentCommandlets.cpp
guys I think I fucked my gpu up
I was being stupid and put high res screenshot to 7.0
now it changed color for some reason???
ngl it kinda looks cool but idk
did you restart the project?
I restarted my pc
ue4 is really demanding since i use gtx 1650 super
the pc wasn't built for making maps but instead playing games
but it did spark up my interest
yep super weird if you restarted it. high res screenshot shouldnt have rebuilt lighting
well regardless it did make it better
it seems like your lightmap was destroyed or it swapped to realtime lighting lol
huhm
Still waiting for the copied project folder to be, well, copied...it's about 48 gb but I'm also download 4.25 and trying to open a previous stable version (4.23)
and, um, it won't open on 4.23 now...wtf
was this EVER stable?
F%&% you windows -
maybe something on your machine corrupted a file at some point ๐ฆ
I spent all that time setting up source control because that's what good boys do
rtx 3060 + r5 3600 is good setup for ue4?
well thats what I dont understand on why an older version doesnt work when you try and use it, source control is good for that
@fossil trellis there is no way of knowing since we dont know what you want to do or how patient you are. With that said both of those are good middle/high end parts and should run UE4 fine
i'm hoping it was just bvecause my machine was doing too much just now
I mean when I turn 18, I'm gonna be a developer
and use ue5 when it comes out
idk how to code games
Well, you can be a developer now, if you develop something, you are a developer
just building map
"C:\Epic Games\UE_4.25\Engine\Binaries\Win64\UE4Editor-Cmd.exe" c:\projects\tpp\tpp.uproject -run=resavepackages -BuildHLOD -ForceClusters -AllowCommandletRendering does that look good for forcing clusters? @grim ore
based on this ? String HLODOptions; FParse::Value(*Params, TEXT("BuildOptions="), HLODOptions); bGenerateClusters = HLODOptions.Contains("Clusters"); I think it should have BuildOptions=ForceClusters in the middle there instead of the -ForceClusters
I thought you substitute the "TEXT" for that
my guess if it worked is when it runs that display will show a checkbox if you did it right, lets find out lol
still waiting for copying
oh also lol the first part is for my engine install and the 2nd is for my project location so you would need to adjust that
going to go play with my kids, I've ignored them for too long today trying to fix this, thanks for your help, I'll let you know what the resave commandlet turns up
but it looks like my project was corrupted earlier than I thought
yep "c:\epic games\ue_4.25\engine\binaries\win64\ue4editor-cmd.exe" c:\projects\tpp\tpp.uproject -run=resavepackages -BuildHLOD -BuildOptions=ForceClusters -AllowCommandletRendering gives me
so it is -BuildOptions=XXX for the options you want
thank you, I'll let you know
it failed on mine of course, my maps dont have HLOD turned on
how would I turn it on my maps if I can load them to access world settings?
oh shit, I didn't test one variable, which is to try this with my VR unplugged
there's no real reason that should affect ANYTHING and god help me if it is the reason
but I seem to remember it working yesterday when I was working on it without myVR plugged in (I was at work with my machine but not VR kit)
well your maps would have it turned on which is the issue isnt it?
if that IS the issue, then yeah, but the world settings is for each map right?
yep
this would atleast allow you to clear out the old once and force rebuild new ones
eliminate those as a possible issue sorta kinda
Where is the engine face located?
?
I want to punch this engine in the face, so where is it located?
lol
christ jesus I'm trying to bring Unreal to the entirety of the Fire Service (NO ONE uses it) and I can't even get a grant to buy a new machine
"E:\ue_4.24\engine\binaries\win64\ue4editor-cmd.exe" "E:\LS Beta Version bugged424version\LiveSimulator.uproject" -run=resavepackages -BuildHLOD -BuildOptions=ForceClusters -AllowCommandletRendering
how long does is run before you see anything ?
How good is unreal engine for making a 3d platformer adventure game
@light thunder it took me a few seconds if that before the log started working
The question is not how good is unreal engine, the question is how good are you
You can do anything in UE
try just the first part then, no options. so just up to the commandlet
so the ue4editor-cmd.exe part, see if it actually runs lol
and I would rename the folder for your project to something without spaces and smaller like maybe just LS
I have been wanting to move over to UE for awhile, I've been using Roblox for so long
Or unity
check out the pinned message in here for learning material for UE4 @wispy leaf
Roblox 
I know it's not a really good platform


I believe I talked about switching over a few months ago but instead I just took a development break
@light thunder the command looks right, maybe it just takes a bit due to the project size
But now I'm back to developing and I started a new roblox project that I might just move to UE4
@wispy leaf I'm pretty fresh to unreal also. Evryone is very helpful and there are just so many ways to do things! Plus seemingly ENDLESS resources. Welcome !
it's working but it stopped here, maybe just hanging
might just need to do its thing
Im trying to use Vimeo OTT API to load videos into an Unreal Media Player playlist. Is there any way to add Authorization Headers to the Add URL node coming out of a Media Playlist?
not sure what this tidbit is about
wow, it's done...i don't think that was even 5 minutes @grim ore
[2020.09.23-01.29.28:629][ 0]LogContentCommandlet: Display: No maps found to save when building HLODs, checking Project Settings for Directory or Asset Path(s)
are people generally aware of UDIMS messing up their order if you use a more than two vertical rows?
not sure which is the right channel to ask about this in
maybe graphics
@grim ore I'm trying to get the config to save on the copied project and I"m getting this
Yes need to go into the project sitting in the HLOD section and set up the directories for the maps
I thought it copied it over and made a new one
I'm trying to set the directors in the HLOD section
but it doesn't act like it will save
HTW can this be checked out? I've opened the project out from an entirely copied project, there's no source control on it!
can anybody please give me a good tutorial on a health bar?
youtube is your friend @elder pasture
You probably want to search for "how do do a player UI"
Control is generally tied to the project director yourself so itโs still going to import think itโs checked out
ok thx
Your directories folder there needs to make sure points to where your maps are that are having the issues.
I can't change anything it says it failed to find config file
gtg now bye thx for help ๐
I have a heightmap and a satellite picture of the area. I successfully imported the heightmap as tiled landscape, but how do i add the satellite picture as texture?
@steel shell make a new material and add texture to the material
Might need to do "New_Texture" in content browser too
I did that already
Is there an easy way to place a large amount of meshes? I want to place grass all around my world
But how do i add the texture to the tiled landscape @light thunder
@hollow ridge Make an actor that spawns them automatically
@hollow ridge look up "landscape brushes"
K thanks
You spawn them via foliage
K I think Imma use foliage
"E:\ue_4.24\engine\binaries\win64\ue4editor-cmd.exe" "E:\livesimbug\LiveSimulator.uproject" -run=resavepackages -BuildHLOD -BuildOptions=ForceClusters -AllowCommandletRendering
I canโt seem to get the foliage paint to work. Iโm in paint mode I click and nothing happens I donโt even see the blue sphere your supposed to see
@grim ore I am....so sad....this just doesn't want to work nothing but pages of this
Nvm Iโm stupid
well those are all pointing to the same material being an issue so maybe look into that? @light thunder
I used UNDO and saw all the files I moved out, disappear. so they should have moved back to the original location
but yes, that isn't there for some reason
it's not in my current project folder, so I guess I'll have to grab it from the previous version
god knows what that fuckery will do
https://youtu.be/UeG6n9B9xkA?list=WL&t=25 can someone correct me if im wrong please, but is what he says around the 30 second mark. mean that if i already have a ue4 VR project. but want to use this feature, i will have to start again from scratch with the oculus source build
In this tutorial, I use an unofficial plugin to enable hand tracking in Unreal Engine 4 projects to keep us busy until the official plugin is released by Oculus.
Shout out to Ryan for developing this plugin. In this video, I show how to use Ryans plugin to enable hand tracki...
does someone else know how to add a satellite image to a tiled landscape?
@grim ore hi again was just wondering why my damage system isint working like i want it to the zombies seem to only recieve damage at a close range medium and far ranges they dont seem to take damage even though the line is green only close range
@cedar jetty your line has a distance, chances are its not hitting them
@harsh tiger last time I checked hand tracking is only in the source build, not the launcher, so yes you would need to use the oculus source build
but there is a good chance you can open that project in the oculus build
any way to make the bullets travel farther?
chance the distance on your line trace
k
so not all hope is lost then. do you think this will be added to the engine as a plugin at a later date to avoid the whole source build situation?
chances are it would be at some point yes no one knows when. Since its still in beta they might be waiting?
okay, i'm in no rush for the hand tracking stuff so i may just wait until then. don't feel confident enough to mess around with source builds on a 4 month old project ๐
feel like it could go really wrong
it looks like there is an unnoficial plugin to try as well https://github.com/rfsheffer/QuestHands
i'll book mark that. thanks mathew
an while your here, do you know when your next uploads will be?
between never and sooner than then lol? I'm without my main machine right now and then I have a ton of upcoming content planned but I need my machine back first (hopefully soon)
@grim ore can you DM me real fast to check something?
is it better to fetch data for a bp from the datatable when needed, or from the bp itself? (given the bp fetched that data and set it internally from the datatable OnBeginPlay)
dont have DM's on, whats up
isn't really relevant to unreal general chat but here https://www.youtube.com/watch?v=-EPUil6gcqE&t=132s
A Re-Uploaded of the video posted Sept 2017, that explains why it is so difficult to gain experience in Public Safety
Should probably rename it to "WTF Is Experience? lol
tha sucks, hopefully you can get it sorted soon
@autumn elbow if you already have all the data cached in the blueprint and that blueprint is using it then I would say use that. or do you want other stuff to access it?
well, its storing data in the BP vs Fetching from DataTable
for example:
adding an item to a inventory list
things like name, icon, description, cost..
all this info is in the datatable.
so when I pickup the item, is there a difference between sending info to the slot from the Datatable or BP
well I guess is it done like say once every so often or multiple times a second
How do I TURN OFF hlod system for EVERY SINGLE MAP
14 hours of my life gone and cannot access 2 years of my life
I would say once.. only when picking up an item
yo whats up fellow designers/developers, I am working on an archvizish scene and I wanted to give a great light ray from a wall geometry as you see in the first picture below. Since my scene is night, my light source doesn't produce any light, so to give this volumetric lighting I used the Exponential Height Fog and turned on "cast Vol. Shadows on the lights settings. It worked perfectly as you can see in the first pic. Thing is that the rest of my scene though becomes a foggy mess as it seems on the second screenshot. Is there a way to isolate the effect or maybe do it in another way rather than using the Exponential one?
Thank you in advance
https://imgur.com/a/oECNo54
This seems like ALOT of instructions for a material?
it does seem like alot but not too many
Hello,
I do have a conception question about the method to store data in unreal engine.
i get that there are 3 ways:
-DataTable
-DataAsset
-DataBP
Benefits:
->Data Assets you can read from defaults & are a lot easier to reference via they are visible as objects, while in Data Table you can refrence only entire table and you need to use keying to reference anything.
->BP classes, you can use benefits of inherence. If you don't override specific property in sub classes, if you change in it parent class all sub classes will automatically inherent that & are properly serialized to byte form of respective used types, so inherently they better for processing in UE4.
->DataTables have limited types while in properties you can use any type that UE4 has to offer.
Which one is better?
Only benefit for DataTable that i can think of and probably main reason why people use them so much is proper out of the box table editor for asset that stores data, while data asset just use generic property editor where data can be show as table.
Personnaly i found that bp is quite good but probably morememory consuming?
loading one of the maps (not a problem map I think) but it asks me to save this, which I guess I should right?
@grim ore
@cosmic matrix Data tables let you import things like excel, so you can have an Unreal Data Table filled out from working with excel instead of inputting everything manually
Ok but you fill excel buy hand NO?
you can fill it out whatever way you want
@light thunder yeah thats weird if you did nothing that it needs to save but maybe thats a good sign
@autumn elbow yeah if its not done often then pulling from the DT might be better since you arent saving all that data in memory
have you tried opening up that material instance and changing a value and saving it just to see if it helps ๐ฆ
set manual break
is there a way to override these limitations, I know it's probably an infinite loop but maybe it's not, if I could JUST GET THE MAP TO LOAD I could fix it
I guess change the parent material?
I guess at this point, I shoujld just try upgrading to 4.25
for anyone here who has experience with the cine camera, is there a way to smooth out the transition from not tracking to tracking? changing the interpolation speed isn't doing anything.
@grim ore
is there any way to put sounds on animations
i did for the zombie attack but now i need to have it play a zombie walking or idle sound without it completley raping my ears
not on the animation file but you can use animation notifies to trigger them
i did that with the attack but what if i only want it playing once every so often so it dosent spam the sound
then you need to code it possibly to do that
you can use a generic anim notify in the BP and when it fires off randomly play the sound
Any idea guys??
ah ok
i dont think there is a weighted notify built into the anim notify system, like the generic play sound, so you would have to do something like this
oh wait....
the normal Play Sound notify event in the animation has a trigger settings -> notify trigger chances that might do what you want
@cedar jetty yep the normal play sound notify can be adjusted in the details panel for the notify trigger chance to a percent to activate. you can use that.
also you can use a sound cue instead of a wav directly and set up a % in there
ok
@random holly you uh.. arent showing the error
but my guess would be due to you using the RGBA
[SM5] (Node LandscapeLayerBlend) Arithmetic between types float3 and float4 are undefined
yep i dont think you want to use RGBA
Thanks @plush yew ! I havent heard of Fog Sheets and didnt turn out in any of my searches. Seems promising. Will check it out! Thanks again!
@grim ore can i have it so i can only hear it at a specific range cause rn i can hear it before they are even near me
it depends on where you play it at
i want to play it exactly where the zombies location is
How do I replace that problematic material that keeps making maps refuse to load @grim ore
@cedar jetty then you might need to use the anim notify event so you can get the pawns location and play the sound at that location
@light thunder I dont know if you can easily. I would try the easy way and pull out the old one and copy another one and rename it to the broken one? that might not work well but maybe pull out the old one from the project, open a new project in the same version, remake the material (even if its just a generic output), then migrate it out from the working project into the broken one
@grim ore what about copying over from the original marketplace item? I still have it from a zip file
that sounds like a smart idea
@grim ore ive tried 2 methods of getting the location and i still hear it
which node are you using
getactorlocation @grim ore
which node are you using to play sound
and where are you getting the location from?
@grim ore
weird that should work, maybe its just too loud?
hmm maybe
play a 2d sound levi of the same one after a 2 second delay or whatever time the getlocation sound plays for
yes the point was so if the zombies are near you it will play
when i have an object and i add it to an array, does it duplicate the object? because after adding it to an array i do "destroy actor" so i can pick up the item and have it disappear from the ground, but when i go to get data from the object it says pending kill so idk how to get data
does anyone know a way where you can create produceral planets where there are random moutains terrain formed?
thats so broad
lmao
Trying to generate some simple little moons and planets to fly about and explore.
Inspired by the (incredible!) game Outer Wilds.
Project Files:
The Unity project is available on github here: https://github.com/SebLague/Solar-System/tree/Episode_02
If you'd like to support my...
its done in unity but u can derive the concepts
ok
can someone point me to a tutorial on working with animations in unreal that DOESN'T involve character animations/skeletal meshes? I'm just trying to set up/activate some basic prop animations like doors, buttons, etc and everything I'm finding is for character animation
yeah, I did... and came up empty which is why I'm asking here lol
really?
yeah lol, for some reason every result was about character animation even though I didn't include it in my search. just asking lol
oh I don't doubt you, usually I'm good at finding what I'm looking for but for some reason I'm having trouble with this and I'm pretty new to unreal (but not new with animating meshes in general)
@fast bronze it depends on what you want. skeletal animations or static animations?
skeletal animations are generally shows in example form on people because well its a more complicated skeleton, but it can still apply to a button if you animate it with a skeleton in your DCC
ctrl-w or ctrl-d depending on the object, or right click for duplicate
non-skeletal animations. nothing involving mesh deformation. but I wouldn't call it static animation since I want to be able to make a series of keyframes and not mess around with a bunch of offset nodes
you cant really duplicate
you would spawn in a copy of the same class then change the values to match or you can make your own helper function to duplicate
bruh how do i ping jordan
@fast bronze
Support me on Patreon: https://www.patreon.com/bartkamski
Join me on discord: https://discord.gg/DgUTZwm
Check my UE4 marketplace assets: https://unrealengine.com/marketplace/en-US/profile/Bartosz+Kamol+Kaminski
Here is link to PART 2 where I show how to make doors openin...
@fast bronze well I call it static animation as you are animating a static mesh right?
ah gotcha, yeah
so you can use blueprints and timelines, or you can use sequencer and animate stuff, or you could uh use ticks to move stuff. there is also helper components to animation depending on what you want
Is there any other place for assets besides the marketplace
@brazen crow awesome, I'll take a look at this, thanks!
if you want to animate using keyframes then a sequence is what you want
LogUObjectArray: Warning: Empty slot
LogUObjectArray: Warning: Empty slot
LogUObjectBase: Warning: Object is not registered```
times infinity spammed in console.... why ?????
what does it mean
that video shows animating with timelines by changing values so that works as well if its simple like a door or a button changing values
happens when an actor is destroyed
yea i remember following a unreal tutorial that used manitee which was discontinued so it gave me sooo much headache xD
@grim ore how would i attach a soundattenuation to my zombie character
so when it moves the soundattenuation moves
the soundattention is a setting on the sound itself , or the sound component if using one
ah ok, so I should search for sequence animations? because generally I'm used to doing animations via keyframes like you'd find in any standard 3D app
@fast bronze look at using sequencer then, that is the animation system in engine. It's a bit more than you need for basic stuff but it works.
hmmm i must of been looking at the wrong doc page lol
@grim ore where is the crash log file plz? to show you
@cedar jetty you can see on your play sound at location it has an input for a sound attenuation object
@grim ore thanks! I'll definitely look into it
@autumn grail which crash log? most are in the saved/logs folder in the project
the crash of building lighting
i think my 1.3 million of static meshes instances are the foliage
when you select them in the drop down it should have create at the top, otherwise right click in your content browser and go to sounds
but I would recommend just using a sound cue for your sound and set it all up in there
ok
make a cue and go from there
by default cues are set up to use attenuation and you can override those settings and change the distance for example
ok
@autumn grail yes I mentioned that before, I beleive you have too many in that level and your machine is crashing probably due to memory
you can test it by making a sub level and moving some of the foliage in there and turning it off so you only build some of the foliage. or delete some and try again
well lightmass is finishing, its crashing on bringing it back into the engine so yes it could definitely be memory related.
https://forums.unrealengine.com/development-discussion/rendering/80951-assertion-when-encoding-lightmaps this is a post talking about the issue
For anyone wondering about this in the future: it seems meshes are required to be on the same lightmap if they were placed with the same Procedural Foliage System. So if you want a lot of meshes you will need to break them up into many PFS actors. Even though they all end up in the same Instanced Foliage Actor they will end up on different lightmaps if they were generated with different PFS actors.
Hope this helps anyone struggling with the same issue.```
so its not memory related but you do have too many items
I have reduced the lightmap resolution for my static meshes considerably and my max lightmap size is 4096 so it seems like I should be able to get quite a few objects on one lightmap. Is there a way for me to break up the Instanced Foliage Actor into smaller actors so it doesn't all have to fit on one lightmap?
Will I have to resort to hand-placing static meshes instead of using an Instanced Mesh Actor?```
your basically trying to fit too many stuffs into the lightmap texture size, reduce your stuffs or break your stuffs apart so they can all fit on their own lightmap texture. and the stuffs is your foliage would be my guess
Is there a way to categorize information inside a data table into dropdown sections? Similar to categories for variables. It would be nice to clean up really big data tables.
I would recommend setting the mobility of your foliage to movable so it is not considered in lightmass, and adjust dynamic shadowing based on mesh LODs changes to help with performance. Or switch to a fully dynamic solution. It's certainly doable in most current hardware at 60+ fps
Not counting switch and phones
@grim ore im still having trouble getting the sound to work
when it does work it dosent do the location
plus with audio cues i dont think they have the play on a chance
sounds cues can have random elements inside of them, plus if you are using the play sound notifier in the animation the animation notify chance can handle that
ok
Severity Code Description Project File Line Suppression State
Error MSB3073 The command "E:\UE_4.25\Engine\Build\BatchFiles\Build.bat MyProjectEditor Win64 Development -Project="E:\Dropbox\LIVES\Alpha Version\LS Beta Version SourceControl 4.25\LiveSimulator.uproject" -WaitMutex -FromMsBuild" exited with code 6. LiveSimulator C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
EVERY TIME ugh
Ok so I finally figured out the audio now comes the hard part I think ๐ค how would I make a level system so like 1 level spawns X amount of zombies and once that amount is gone it would go to the next round with more zombies @grim ore how would I go about doing that
Assuming that would be server based
I'm getting an error when trying to rebuild my source: ERROR: Unhandled exception: System.UnauthorizedAccessException: Access to the path '....csproj.References' is denied. Any ideas?
@cedar jetty your game mode can keep track of spawning zombies and keep track of how many are alive. when one is defeated it can tell the game mode to lower than number and once its down to 0 or less you can do whatever
Is it possible to create a custom console command to spawn in character pawn's like "spawnpawn (PawnNameGoesHere)"?
hey guys how do I get the player indices in a multiplayer environment?
how is it assigned?
posting again for visibility: to anyone who has used a cine camera, how can i make the transition from not tracking to tracking less snappy? i've tried changing around the interpolation values but they don't seem to function.
I need to access the camera manager of the player....in a multiplayer environment I 've tried Try Get Pawn Owner but it returns an Actor reference
has anyone got "Physical Material Mask" in the material to work? Any help would be appreciated please!!!
wait ... try get pawn owner -> player state - > player id??? im gonna give it atry
nope didn' work
@rich furnace it might be Get Player Camera or get player camera manager
just untick the "context" and you can find the node you want, and follow up the inputs
which I think happens whenever you add a player you add their index to your stuff
where is the "context"?
on the blueprint node
I'm trying to put a spherical cap on a guard rail, but something is happening to the brush. I don't know what's going on.
when you are searching to add a new node on the blueprint graph
oh do you mean in the playerstart options?
get player camera doesn't have a context option
@grim ore halleliuh, it loaded the map in 4.25.3, thanks for mentioning those engine updates, I might not have tried this for a lot longer
any changes to the project or it just loaded?
I'm in the map looking at it, and no, I took my original 4.24.3 project (before I copied it and messed around) and then just made a copy in 4.25.3
it's compiling 16k shaders now ๐
I really am curious on what broke
I think the problem was it had ALL of those maps added and visible and loading it all at once (they are usually streamed it one at a time and unloaded)
Yes, I'd love to figure it out
I'm going to try to replace those materials still
it could have been that I guess, weird tho
Are you sure you don't want to look at what I've been doing ๐
Think No Man's Sky or Minecraft but for medicine
nah. was the map that was failing just empty but for the children or did it have more?
what do you mean? it was never empty
well, actually only the main levels are visible on the persistent (the map that didn't load)
Now I get to re-learn how to make this new project my current depot and start source control from here
ughhhhhh
sorry what I meant was you said you thought it had an issue since it had all of those maps added and visible
so was this map, the parent map, empty and just had children levels in it or did the parent map have stuff as well?
it had some stuff that was needed inbetween loading
big empty field mostly, but it did have a large landscape material
yep curious if you tried to recreate it in .24 in the other project if it would break again. make a new basic level, then add ina generic terrain, then start adding in your sub levels
Do you recommend anything to ensure this doesn't happen again? I guess it probably won't since it seems like core engine files were the culprit
maybe use blueprint loading and not have it all loaded at once, but even then we have no idea if that was an issue
But what was the threshold for it break,ing ,just have those materials loaded? or loaded to a lot of items, and how many
yep thats the question
I've never really heard of it having that issue but it could have been a transitionary thing with them updating the underlying mesh data in .24
Ayo
Any learning resources on adding sound for ragdoll physics?
Can anyone tell me how to make a looking for work post?
Games are a pain in the strain of my main vain. The rain came in vane, but the sane crane had lain in the lane making him lame and without brain.
@mystic holly read the pinned post in the channel
I have an image sequence that I want to use. I have added a img media source and browse to the first image in the sequence. When I try to view the sequence in the related player, I get an error.
LogWmfMedia: Error: Failed to resolve URL img://S:/Unreal/Projects/AbandonedApartment/Content/Movies/hc_hyn: The parameter is incorrect.
If I use the same image in a texture sampler it works.
Why can't the media player read my .PNG files? (I also tried JPG and TIFF which also fail)
have you tried following this tutorial to look for anything odd? https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/ImgMediaSource/index.html
I have, and that image sequence works in a new project, but I need to use my sequence in another already constructed project.
so then yes it supports png, the sample is png
does the sample work in your constructed project as a test?
I just gave that a try and yes, it works in my new project, but not the Abandoned example project I downloaded from the Market place that I downgraded from DX12.
so something is weird with the new project, is it a different engine version?
Does anyone know how to use SwapPlayerControllers()
It probably is a different engine version because I just updated to 4.25.3 to begin my adventure with Unreal.
Play image sequence has been around since 4.18, according to the URL tutorial.
yep super weird it wouldnt work in that project
I asume this is the megascans abandonded apartment?
@grim ore I just want to thank you for helping people a lot
It is the Megascans Abandoned Apartment. It's quite a heavy scene but does come up and perform ok on my system.
wanted to try it out here but ugh this machine is no bueno for the heavy stuff lol
when does it crap out for you @vague scaffold
works fine here for me
so is it possible you dont have the windows media player foundation stuff? some versions of Windows from certain countries dont shop with it for example
is there a way to find out the difference with numbers that wrap around?
the difference between 254 and 0 is 2 kind of deal
It craps out when I try to preview it in the MediaPlayer. That's the odd thing, it's not even in the engine yet. I have the folder inside my Content/Movies like the tutorial suggests. I'm using a 512x512 image.
well it doesnt get imported into the engine, it reads the raw files
and you said it failed for you with the samples as well, I just tested and the samples work fine
I do see a message in RED Texture Streaming Over Budget. Is there a way to correct that?
and yes I followed the tutorial exactly and opening the media player for preview worked fine, was just showing it off in the project in the editor simulating and working
thats a normal error
and can be ignored
Thanks, for your help. Maybe I'll try a reboot.
NewVal - OldVal % 255
welp messed up my project
deleted the source folder on accident and can't open project anymore
undo or source control. if not was anything important in there?
I copied a source folder from a different project to the folder of the one I can't open and now when I tried opening it now it renamed all the files in that source folder to my project name on the uproject file but still can't open it
not what I was checking on
when I try to regen project files it doesn't do that either
is there anything you actually had in source that mattered?
No
then you can remove the module from your .uproject
open the .uproject with a text editor and remove the modules section
should be fine
as long as you leave the comma after it or before it
and you left the one before it
the module is the C++ code for your project basically
Oh
hi, can enyone tell me what this means Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')
your machine is fubared. REinstall the latest driver, make sure all your other drivers are good, make sure your video card is not overheating or going bad, etc.
then start looking at drivers
iv done that eveythink says up todate
if i uninstall and reinstall ur4 will i lose my projects ? and will that help ?
I'm not sure if it's a git issue so posting it here:
My Project Visual Studio solution explorer can't view the Plugins folder (submodule) even though those files are present in the windows explorer. What am I doing wrong?
uninstalling Unreal will not remove a project unless you installed the project into the engine directory (not likely). It will probably not help.
@solemn siren did you rebuild the solution after you added in your plugins folder and sub modules and are those in the correct build files to be found for the solution to be generated?
once you removed the module from the project did you delete the source folder again before trying to re add C++?
What benefit will UE5 have over UE4
I didn't delete the source file
remove module from .uproject, remove binaries/intermediate/source folders, remove .sln files, remove .vs folders. open uproject and try again
@sterile tulip infinite polygons basically with nanite is a good feature that will be in it
that was one of the main things i remember
What is the limit of polygons now?
what's the binaries folder @grim ore
Infinite I guess
i don't think they ever said a limit
Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.
Join Technical Director of Graphics Brian Karis and...
this is a good video to look at
they explain it
nanite i don't think so
What is nanite
nanite is the reason you should be able to run it with that many polygons from what i understand
Good part of the video is here https://youtu.be/qC5KtatMcUw?t=358
Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.
Join Technical Director of Graphics Brian Karis and...
ton of polys
@grim ore Sorry for the noob question: How do I check if those are in the correct build files to be found for the solution to be generated?
Yeah looks nice, only question how many pcs will be able to run it 
@grim ore Yeah I tried that but still get the same message
Btw do you know how I can make a car jump in UE4
Or throw it controlled into the air
I need help. This has been happening ever since i first got ue4 on my new/current pc. Basically, when I try to build lighting, ue4 just crashes on the message "connecting to swarm agent" it's definitely not my pc I have a way better pc than my old laptop (which built fine)
No idea really, but perhaps check to see if anything on your PC is blocking it?
Would it help if I gave you a error log from swarm agent?
I doubt it's anything on my pc blocking it
not in the slightest, sorry ๐
have you googled the error?
@sterile tulip adding force
yes
Your best
lets say I wanted to make a pinball machine simulator, would I make a model of a pinball machine using maya or blender then put it into ue4? or would I lob a pinball machine together inside UE4 using different sizes slabs for the sides of the machine and such
The former, though you should also separate it into pieces before importing into the engine
is there any reason to separate it into pieces
So you can move flippers around, and whatever other parts that need to move
ohh yah ok
oof 205 bucks a month
uh how well does blender experience transfer to maya haha
like would people care whether or not you made a games graphics in maya or blender in your resume
can you view bone names in PIE like you can just bones?
@dawn bloom it shouldn't matter too much what you make things in, so long as you know your editor and can make high-quality things that import into the engine properly
If you're looking for a studio job, they may want their people to use specific software, though
Has anyone ever uploaded files (such as an image) to a remote API using Blueprints (via VaRest or another means)?
Looks like there's a marketplace item, "HTTP Blueprint Web Communication", that is built for file uploads / downloads, which I"m happy to buy, but if I can do this with VaRest then I'd rather not include yet another plugin.
Has no one ever uploaded a file from UE4?
If my Player Controller gets a reference to the possessed pawn at Begin Play and stores it in a variable, does using that variable reduce the number of casts I have to make to send commands to the pawn?
As in, would it make a difference performance-wise?
Hi guys, don't know where to ask this one so here it goes. Anyone here have had any luck setting pixel streaming from a AWS virtual PC? i have succesfully set it up localy and on the server i can see the stream, but remotelly i havent been able to see any stream (already opened ports 80 and 8888 and i do can connect to the http server just no luck seeing anything from the stream)
Looks like there's a marketplace item, "HTTP Blueprint Web Communication", that is built for file uploads / downloads, which I"m happy to buy, but if I can do this with VaRest then I'd rather not include yet another plugin.
@open wadi
I did it using scripting for a project. I dont think vaREST can do it as its json
Can totally do it with InvokeWebRequest/wget or similar in a few seconds
"At this time, Level Blueprints and Blueprint Macros aren't supported by the Blueprint Nativization tool, and won't be converted into native C++ code." --> does this mean I'm screwed here trying to convert my blueprint project to c++? I have some level blueprints here....
So for materials lighting mode
Does this paremeter just determine wether shadows are rendered per vertex and per pixel and directional and non directional
Do people usually use perpixel
Like it is most common or do people use per vertex a lot
I guess im confused when I should use each option
are there like examples of when I should use one of the other?
Does anyone know what surface transluceny light mode does
"At this time, Level Blueprints and Blueprint Macros aren't supported by the Blueprint Nativization tool, and won't be converted into native C++ code." --> does this mean I'm screwed here trying to convert my blueprint project to c++? I have some level blueprints here....
@rich furnace should be ok, it just means it runs in BP rather than being converted to cpp
gosh darn... i was following a kind of janky tutorial series and now the project settings can't be changed or unreal absolutely dies
Hi! If you were tasked with creating a huge residence area archviz project, with several buildings, each building has various apartments you can visit. So the project has exteriors and interiors. How would you approach that level streaming process? Using sublevels with Lvl Streaming Volumes? Perhaps each interior loads a whole different level without sublevel streaming? I need ideas. Thanks!
HI Sparks. It depends. If the insides were repeated in some way some instancing could be done or kept in memory till loaded. For modern residences it is common to do a cookie cutter of a few housing designs. In that case the inside and out could be done for a single residence then instanced. Make it so the insides don't load till the player gets closer or opens the door to keep real time performance good. If they are all different with no repeating floor plan a modular wall approch could be done. That way walls can not be rendered when that section of the wall is not in view of the camera. Unreal automatically culls the stuff it can when not in view. If the whole room is one chunk though it can't be culled when in it because you are always looking at it. In pieces it can be. When inside most of the outside could be taken out. Got to try different things and see what works best. I also remember something special they made for the inside of building in fortnight to be more performant. I forget what that was or what it was call. Pretty spiffy though. For super advanced there is also a cubemap thingy that can be made of the insides when looking from the outside. I saw one of the Unreal programmers make this and it was crazy cool. I think it is used on the inside of the building for the Japanese Garden scene.
The japanese garden just has a weird bake on the inside walls, looks ok from outside tho.
i have an issue where if i kill a zombie in my game the dead ragdoll takes away health and excutes the attack even though its dead therefor taking away health when you step over it anyway to stop the zombie from being active after its dead
here is a video to better understand
@cedar jetty Make sure to have a death bool so it turns on if the zombie in that zombie BP is dead. Connect that as one of the first nodes so the execution of everything else does not happen if the zombie is dead. I'm guessing the visible part of the zombie ragdolls, but other bits in there are still moving around giving damage and such.
When ragdolling with physics it kind of takes over all visual aspects of the character to the point of if you want that character to get back up you have to pull special tricks so it works right again. I just saw a video on such a thing like yesturday.
@thorn dew Thanks!
@cedar jetty So at the start of whatever triggers the zombie actions in BP. Branch plug in is dead.
There is also a delete you can do, but then I think the zombie disappears
Morning! I have a bunch of materials I need to change blend mode and attach opacity mask, is there a way of doing it in "bulk" or do I have to manually edit every material?
it respawns and deletes itself after 5 seconds
i think something like this should work
@cedar jetty That should work so long as there are no other events that trigger anything. Like a tick, or event dispatcher, or etc.
I don't see how the zombie would do anything if it all worked off a BeginPlay. There has to be a tick or something else going on.
@torn sundial If the materials are all instances of a single material then you could change the master material and all the instances should change.
So long as it is not a parameter that can be changed individually for each instance.
So in this case the likely answer is no, thanks!
@torn sundial If you are good at programming there is also a script that could be written and run. How exactly this would work is beyond me though. It would take me much research to figure how to do that.
@thorn dew so i think i found the culprit its because i was looping this this is what does the attack damage wise
how would i properly loop it though without death being a issue
Was just hoping for something as easy as copy parameters and apply.
@cedar jetty With what I see there you could check is dead before the cast even.
I'd probably put it even further up the event tree though.
@thorn dew fixed it silly me had a pawnsensing node enabled
deleted that node and boom
now i guess the only other question i have is i have a score board on my hud and im trying to bring it to life i have a integer on my main character and when i kill a zombie on my weapon blueprint i tell it to increase the score but its not increasing
i also have it binded to a function that gets the current score
im even changing the value manually and its not reacting and ik i have the right variable because of the fact im getting it from my character reference
ok this is strange the refrence aint working
I'm trying to get a variable to go from a Character BP to a Animation BP. It does not seem to take the variable. I've tried both event dispatcher and a Interface. I set the AnimBP as a variable to stick in the Call event, but the variable doesn't seem to go through. I feel like I'm just not directing it to the right object. Any ideas on how to get the variable to go through?
fixed by casting to character instead of making a refrence
but its strange because i thought making a refrence would work but i guess not
@cedar jetty When you cast to character what do you set as the object?
@thorn dew i get player character
So correct me if I am wrong but.. I have around 40 different materials right now.
I want to change Roughness value for all of them.
Therefore I have to open every single material, create a ScalarParameter, connect it to Roughness, edit value.
And I have to do it 40 times, once for each material, because there is no solution to do it in bulk?
@torn sundial As far as I know yes. In the future if you plan to do this make an instance with the roughness as not a parameter. Then make instances of that material for everything the roughness will change on. Now change the roughness in the main material to get all of them to change. If you are changing the roughness during runtime you would have to make it a parameter and blueprint in each material individually. Say get material instance then replace old material with instance and I'm not sure that is even 100% correct. I had to do some trial and error to get material changes at runtime. Pretty sure only instances are able to be replaced though at runtime.
I was able to get the variable by doing a get all actors of class. I hear this is not a great workflow. It would be nice to have something more performant.
It depends on what your goal is
If you're not doing it a lot then get all actors is okay. You can also do it once, and then save the result to a variable in your BP, depending on if that works in your scenario
Plenty of ways to go about it
@torn sundial if all materials are to have the same roughness you can save a couple steps by using copy paste once you set up one. If you want to adjust them all afterwards then you should make a material function and plug that into the roughness.
@exotic thicket TY. I saved the actor with a do once. Is there a way to get the actor without doing get all actors of class. Maybe a cast, dispatcher, or interface? I can't seem to get those to work because they all want an object and I can't get the object without the get all actors of class.
Is this relating to the Animation BP question you posted?
hello guys i need help in vehicle i am stuck
Heyo, quick question - How can I get my particles to behave more like billboards that keep their own rotation, rather than always face the player? I tried setting the Screen Alignment to PSA_Velocity, which works for some of the axis but as my player moves around the particles they still roll depending on my position. Any advice?
Guys how do i make my AI hearing perception work on a bp actor?
@civic charm What's your question
im sorry man im really new :(
@exotic thicket yes
bones are correct but it still connected to base
this created in blender
and its custom
look at black one tire
that rim
@grim flame I am a graphics guy, while the first part I figured (just pasting param in blueprint and connecting), the second part is I think what I need but have no idea how to do. Can I ask for further help?
@thorn dew if you want to get the character the anim bp is animating, there's a node called Try Get Pawn Owner, you can use that to get the correct pawn
oof
I don't think I can make it work with instanced materials, since from what I see all instanced share same texture of parent. And I have 40 unique textures there.
Guys pls help me
my AI hearing perception isn't working with my BP Actor
Im using a tutorial
you have to be more specific about what part is not working
Like it doesn't go after the sound
I need a "parent" control, group up the materials I have into say two groups - metallic, roughness - and edit just those two values.
can someone help me ????
@exotic thicket I've been literally trying to think this out but i can't
there are lot of question lol
@scenic fox are you using report noise event nodes? have you checked if the perception update event is being triggered?
Yes i am using report noise event
It gets triggered when my AI sees me
but not when it comes from sound
have you checked the AISense_Hearing settings?
Yes i checked everything
well if the update perception isn't being triggered, the problem is either in the hearing configuration, or the report noise event is triggered incorrectly
That looks like it should work within 30 meters of the pawn
how are you reporting the noise?
@exotic thicket I got the default sidescrollercharacter which I made a control rig for. In the control rig I made to controls to control an ik for the arms. I then made a sphere go back and forth in the sidescrollercharacter bp and want the controls in the control rig to follow the balls movement. So I'm trying to get the balls position to ThirdPerson_AnimBP so it can be plugged into the Control Rig node in the AnimGraph.
@scenic fox looks correct to me... how did you check the perception event does not trigger for the noise?
Maybe try putting a print node before the cast to see if it runs at all?
ok?
@thorn dew yeah if you use the try get pawn owner node, you can then cast it to your BP and get the value
@exotic thicket when it played the sound it didn't print the string :(
@surreal laurel If you go under the Particle Emitter > Required > Details > Emitter Alignment it should have options there to have the particles any which way you might ever want.
actually it is Screen Alignment
@thorn dew Thanks, I actually solved my problem by locking the orientation axis
ssomebody help please
@scenic fox that's strange, it seems like it should work based on what you've showed me ๐ค
I did make it so that the sound would only report if i pressed E
the only thing I can think of is the location of the noise event is wrong, but if you used get actor location it shouldn't
@exotic thicket With the try get pawn owner it gets the owner at runtime. I'm not sure how to get the variable from the owner if I don't know the owner before runtime.
well you do know which characters are using the animation bp, right?
so you should know what it could be at runtime, so you can just cast the pawn into that type
@exotic thicket dude i removed the Cast to third person character thing and it some how worked?
can anyone help me now?
what the hell
...
@scenic fox Huh, that is pretty weird.. the print should have definitely worked if you had it before the cast in that case ๐ค
@civic charm I have no idea what you are trying to do or what is wrong from the pictures. You are going to have to write stuff.
wait let me brief
the bones i added the wheel bones are correct but it still connected to base
this created in blender
look at the black collision it is cantered it not in cantered it should be on wheels but it connected to base bone
got it?
@civic charm sounds like an export problem with blender. I recommend https://blendermarket.com/products/better-fbx-importer--exporter
ok let me have a look
General question,
I've been importing rigs with the UE4 skeleton. Is it normal if the character is floating?
Know you can change it by changing the mesh location.
I think you are supposed to adjust the collision capsule to the mesh
or adjust the mesh to the collision capsule
Great, Thought so. Thank you
hmm, i'm getting a weird bug where every once in a while when I play my project the lights/materials are super bright and glittering.
Sometimes it happens in the blueprint editor too. Is this a common thing? I've never encountered it before. If I hit play a couple of times it goes away
kind of looks like some spots from raytracing. you got raytracing on?
No raytracing, all dynamic lighting
looks like specular aliasing
if your material is very reflecting and has "sharp normals" you can sometimes have a pixel that is basically reflecting the sun towards the screen?
TAA should help mitigate that
@exotic thicket I think i found something. I could connect the try get pawn owner to a cast or something else and it might work. Have to experiment. Thank you for your help.
I mean, this literally appeared out of no where in my project. Yesterday, fine. Today, the sun has come to earth
there shouldn't be a "harsh" directional light in the materiel editor preview though, that I remember
It appears on nearly all objects and materials, too
check if everything is fine with SSR, reflection captures, autoexposure I guess
Yeah, honestly I think this is a UE engine problem
It kind of looks like a video card incompatibility. Maybe you don't have the latest drivers or are running an AMD card?
Does it appear on all settings even low?
or are running an AMD card
Is AMD really that bad?
yeah I think you're onto something. Nvidia card so no problem there, but not sure about drivers
Hey people! Little question here. I was wonder why all characters faces ingame are so blurry. When i near face inside editor it looks fine.
maybe with the 3000 series out the driver updates have been weird, or rushed or something?
๐คทโโ๏ธ
@worldly rose AMD drivers can be bad. I hear they fixed them a lot so new drivers should be way better.
In Editor
@lucid grove do you have depth of field on?
@lucid grove do you have depth of field on?
@thorn dew Only in dialogues, dont have anything on camera on player character
Thats how it looks ingame
There are multiple series of Perforce tutorials on youtube....I'd like to get more comfortable using it, can anyone recommend a particular video or series?
Turns out the glittering was happening from Screen Space GI...
It just sporadically decided to freak out? I guess the (Beta) tag is there for a reason
As far as i know camera settings took from player character cam right?
But if i unposses player for example, what camera settings take in charge?
Whatever you possess after unpossesing. If you don't possess anything I think it sticks in the old camera position not doing anything or starts to glitch. There is also the post process volume that can do things. It is always best to have something with a camera possessed.
Rebuilding lights takes forever on my old PC, doubled skylight intensity with no result. Any suggestion to make things visible in the "black" shadow? Afaik there is no shadow opacity per se in UE.
i am having a veyr strange issue, my game generates a random solar system, bunch of objects, and then places the players, but for some reason my game is not creating the player controller at all (i cannot even debug it because the object did not get created...)
guys why when i attach it to a socket then it changes its location???
thats a worldspace localspace thing
fix the pivot of your mesh
next to the transforms u can also switch from local to absolute
if u set both to world it should pop back
next to the transforms u can also switch from local to absolute
@obsidian nimbus where it is?
top right under transform
set both body and skirt to world but still not working
I'm trying to start my game with command line arguments to simulate a server and a client that connects to it. I'm trying to specify my gameMode with ?game=GameModeName but it doesn't seem like working. Is there something that I'm doing wrong? I'm trying to start the server as UE4Editor.exe MyGame.uproject /Game/Maps/Map?game=MyGameModeBP -server -log is this correct?
you most like do have to change the pivot, this is not goin to rotate well