#ue4-general

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grim ore
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@deep viper one minus is an inversion node

light thunder
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That makes me think it's some shader

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and probably to do with the evil HLOD system

deep viper
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@grim ore Thanks a million Mathew. I just got two killer tips today. Yay!

grim ore
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@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

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or the current call stack should show it

light thunder
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let's see

thick herald
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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.

grim ore
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because is it crashing in an infinite loop on the while? or is the Material not valid? or etc.

light thunder
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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)

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No idea, I can't step through execution order to find out

grim ore
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if this is live you should be able to mouse over the variables in the code, like *UniqueName and such

tired lynx
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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

light thunder
tired lynx
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i guess another question then is

grim ore
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well theres a variable name and jesus its stuck...

light thunder
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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...

grim ore
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yeah its getting stuck trying to name it

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but you have a material to look at, maybe move it out of the project and try again

light thunder
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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

tired lynx
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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?

light thunder
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what if it is with a bunch of materials?

grim ore
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well you wont know until you try and remove that one material temporarily and see what happens.

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it also should show above there somewehre perhaps which mesh it is trying to load and that might be a good candidate to move

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it looks like its iterating over the material slots for a mesh

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but I cant see all the code so perhaps is just loading up materials for the level. I dunno lol

light thunder
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what am I looking for here

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sure looks like a lot of instructions

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or i guess that's the meshes it's applied to?

rare spear
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@rare spear short answer is yes. I don't have a long answer ๐Ÿ˜„
@thick herald That's unfortunate! ๐Ÿ˜„ but thanks than I continue searching

grim ore
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no its the material itself

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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

light thunder
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what's weird, I cna't find the material that the instance is made from?

grim ore
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it should be in the details panel for it, the parent

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and there should be an eyeglass on it to navigate to it if you need to

light thunder
coral folio
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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

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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

radiant sleet
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Any tips for not forgetting everything you learn

light thunder
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@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...

radiant sleet
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I feel like Ill learn concept and then realize I need to learn something else to advance further

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and then Ill kinda forget first stuff

ashen orbit
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@radiant sleet Do exercises that really make you question your intelligence

radiant sleet
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Lmfao I do need to download more ram

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I am the stupid

ashen orbit
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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)

grim ore
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@light thunder I dont know which code you are in . which file and line is this?

light thunder
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StaticMesh.cpp

radiant sleet
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Ok so trying to do stuff without following tutorials

light thunder
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line 4026

radiant sleet
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just really seeing what you know and dont

ashen orbit
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yeah no stop tutorials ASAP

hardy berry
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what would be a preferred engine for a 2d game

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i was looking into unreal

grim ore
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whats the path to the file?

hardy berry
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it seems thats its better for 3d

radiant sleet
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Wait but shouldnt it be both

light thunder
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E:\UE_4.24\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp

radiant sleet
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Or should I just start with a goal and try and do it without

hardy berry
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you'll always need to use google

light thunder
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I'm scrolling up trying to find names but they just highlight the variable names themselves

ashen orbit
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@radiant sleet it's like elo hell in league of legends, you don't get out because you're not putting in the time

grim ore
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@light thunder line 4006 what does it show for the MaterialName

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sorry, Material

ashen orbit
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the best would be to learn something through a tutorial, then ask someone more experienced for a challenging exercices revolving around those concepts

light thunder
grim ore
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yeah mouse over the Material variable and what does it say its working on

light thunder
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StaticMaterials

grim ore
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ok then 4008 the Material in there

light thunder
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I click each one and it just highlights the rest

grim ore
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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

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mousing over it if you are in the breakpoint should show it in a tooltip like before

light thunder
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I mouse over "material" at the line and nothing happens

grim ore
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or technically 4024 has Material as well that should work

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if not maybe get it to crash again then check what Material is on 4024

light thunder
grim ore
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ugh... that makes no sense

light thunder
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unreal engine? yes I agree

grim ore
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we want to know what is in Material

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as that is the material we are iterating over

light thunder
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I tried to put a watch on it

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says unique material slot name = 500

grim ore
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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

weary grove
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Anyone noticed anything broken with Behavior Trees in 4.26?

grim ore
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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

light thunder
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maybe pulling out the instance made it undefined?

grim ore
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its stuck on line 4026?

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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

light thunder
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reopening now

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should I put a break on 4024

grim ore
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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

light thunder
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because technically that would get their before it crashes?

grim ore
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I would breakpoint it at 4004 at the start of the function basically

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and walk thru it

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I dont attach debugger often so I dont know its limits

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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

light thunder
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okay, i've breaked it

grim ore
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well material is not valid until atleast 4007

light thunder
grim ore
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if you break on 24 and step to 25, does Uniquename now become valid?

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and is it that weird MaterialSlot_0_1_2_3_etc ?

light thunder
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yes

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bet if I hit continue again, it will say Num2

grim ore
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I would be curious what is in StaticMaterials on 06

light thunder
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not sure why it's red

grim ore
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well it has an S, and you should be able to break on that point and when it stops look at it live

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FStaticMaterial is the variable class type, we want StaticMaterials which is the actual variable we are using

light thunder
grim ore
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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

light thunder
grim ore
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so we want to know what is in the StaticMaterials variable itself

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yep there are 4 items in there, the little drop down arrow should open it up

light thunder
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4 of them [0] = {MaterialInterface=0x0000020cd2b7ee80 (Name="INST_Sidewalk") MaterialSlotName="INST_Sidewalk" ImportedMaterialSlotName=...}

grim ore
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there you go, one of them is null for some reason

light thunder
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So material interface?

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Roadlines_mat

grim ore
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well thats just the interface so I guess that wont matter

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do any of the other ones have weird ImportedMaterialSlotName

light thunder
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other maps?

grim ore
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those 4 values in there is what we care about

autumn grail
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Please I need help , i can't build lightning it crashes everytimes i have added a small lightmass importance volume just to test

grim ore
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so like you opened #2 and the importedmaterialslotname is roadlines_mat

autumn grail
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I can't continue my project please HELP

grim ore
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what do the other 3 show for that variable, do any of them look weird

light thunder
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@autumn grail can you build it on a small sample project

autumn grail
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@light thunder i ll try

grim ore
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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 ๐Ÿ˜ฆ

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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

light thunder
autumn grail
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@light thunder yes it build in a small project

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maybe my map is corrupted

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?

light thunder
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I mean build it in a brand new empty map that has like a cube in it @autumn grail

grim ore
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check the crash log for lightmass and the project and see why it is crashing

autumn grail
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the crash log says acces violation when trying to access to lightmap.cpp

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i try building and gibve you the exact message

grim ore
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it should show more than that yep

frigid needle
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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?

light thunder
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move it out now, starting it up again

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4 items took longer because two were same file name from marketplace content but different product, like 5 kb difference in filesize

grim ore
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perhaps you ran into your issue

light thunder
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maybe but it loads up fine in 4.23, let me see if they both exist

grim ore
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well engine versions change stuff, I am curious if that code changed in .23 and .24

light thunder
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are you saying if I just back everything up as it is and try upgrading to 4.25, it might fix it?

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oh WTF i can't even load the project now wtf happened?

grim ore
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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

light thunder
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apparantly breakpoint fires just loading up the project

grim ore
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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

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curious to see what happens now tho with those 4 materials moved out

light thunder
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it still does the whole thing again

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no change

grim ore
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well what does it show for the static materials array this time?

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same ones or different

light thunder
grim ore
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well thats uh... a bit more static materials this time lol

light thunder
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restarting it and setting break point at 4006

vague scaffold
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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.

light thunder
grim ore
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yeah im starting to think this is just a red herring and something else is causing this

light thunder
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crappy HLODs

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how can I remove them and all references when I can't open a map

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I'd like to try that

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I'll rebuild them later

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but that would explain all these instances if the HLOD has gotten corrupted and included them in all the HLOD static meshes

plush yew
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ay every1, i have an issue with meshes suddenly appearing in wrong place and flickering

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is this a known bug?

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imma go afk for a while so @ me if any of you guys know how to fix this

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(adjusting the bound thing didn't work)

grim ore
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@light thunder in the projet settings it has this, I wonder if there is a way to rebuild your HLOD without opening the map

light thunder
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btw, the map crashes in another project file

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same thing

grim ore
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just the map? was it migrated or is it literally just the .umap file?

light thunder
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no, migrated

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was like 5000 files

grim ore
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oh yeah that wont help if one of the files is bad as well ๐Ÿ˜›

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I was curious if just the ,umap would do anything lol

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but that atleast lets you know its something in the map or assets and not the original project

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maybe uh open that test project in .25 and see if it works/

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so you dont have to try the entire project

light thunder
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still downloading now

grim ore
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10-4

quartz tide
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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.

light thunder
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There's a good course on Udemy

grim ore
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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++.

vague scaffold
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Can blue print read stored attributes inside of Alembic files?

light thunder
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@grim ore What if I delete the HLOD folders in the content folder, outside of the engine

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maybe throw a map error but once I can get the map to load, I can delete clusters and that should fix map error

cedar wave
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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

grim ore
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@light thunder at this point if you have a backup and this test project you can try anything

light thunder
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well, you don't think it's blueprint related at this point do you?

grim ore
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considering the crash, no

light thunder
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basically all of my changes have been working on a different map with some blueprint foundations

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because it works in 4.23

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and if I upgrade it again to 4.24 and it still works, I should be able to bring those other blueprints back in

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is there anything I should do in that process?

wooden forge
light thunder
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like what happens when you copy a 4.21 blueprint into a 4.25 content folder for example and start up unreal

wooden forge
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Have anyone bought this course?

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How is it?

light thunder
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I have, it's good, a bit dated but good

wooden forge
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Oh

light thunder
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todd looman makes one, i'd check that out too

wooden forge
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My friend is new to UE4 he wants to buy it, would you recommend it for a beginner?

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Oh cool, I'll check that out too

grim ore
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@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.

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if you are new to UE4 I would NOT recommend trying to start learning C++ with it

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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

quartz tide
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Thanks all. You saved me from going down a path that would have been very painful (the C++ and Unreal at the same time)

exotic thicket
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yeah you can get really far with BP's :)

wooden forge
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You have to thank me for opening this conversation

grim ore
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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......

exotic thicket
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Unless the node is a special K2Node which are nigh impossible to understand lol

grim ore
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its still there, just got to crack the code ๐Ÿ˜‰

honest vale
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SpawnActor node is pretty wtf

grim ore
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yep alot of it is weird but imagine seeing all of that without any knowledge of UE4 or C++..... ๐Ÿคฏ

light thunder
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Do you know how to delete hlods

grim ore
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i do not but there is supposed to be a commandlet to rebuild them so maybe it can delete them?

light thunder
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What about deleting the files from Windows explorer with the editor shut off

grim ore
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it might work, I dont work with them often enough to know where or how they are stored

light thunder
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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?

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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

grim ore
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it looks like its the resave packaged commandlet and the checkbox in the project settings and it will force rebuild them

autumn grail
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@light thunder @grim ore the building is very long with just one importance volume

light thunder
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Checksworm.exe in task manager and lightmass.exe

grim ore
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@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

light thunder
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I tried doing the resave package but I didn't do it without any arguments maybe you can walk me through it then

grim ore
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did you check the checkbox in the project settings to rebuild the hlod?

light thunder
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Like am I supposed to check out everything first from source control

grim ore
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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

brazen crow
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sorry to interrupt quick question mathewW does the integer/integer round up from 0.5

light thunder
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No I mean if I'm going to use the resave commandlet

autumn grail
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i 'll try it after the crash ( the checkbox)

grim ore
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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

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@brazen crow I beleive integers do not round if doing division it just drops the remainder

brazen crow
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thats what it should do ok thanks

grim ore
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@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

autumn grail
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Its not a problem of RAM i have 32 Go

light thunder
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what about lightmass.exe

autumn grail
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where is it plz i have nooby

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am*

light thunder
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Check details

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you can hit name to sort alphabetically

autumn grail
light thunder
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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

autumn grail
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its that?

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@light thunder yes i have rebuild a new project , and it works fine

crimson vapor
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Anyone knows how to solve Error MSB3073

grim ore
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you have 1.3 million static mesh instances

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watch the log and see if it gives a reason to the crash, but the # of stuffs in your level might be the problem

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@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

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@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

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there are other switches based on what part of HLOD you want to enable

light thunder
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lol I want to delete them first

crimson vapor
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@grim ore That is the end of the error, no more errors

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or rather no errors before that

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That is the only thing i see on the console

grim ore
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well if you force the cluster generation the first thing it does is clear out the old ones @light thunder

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@crimson vapor you need to look at the actual output log not the error list

light thunder
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that's how it currently is

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shouldn't I force the settings

grim ore
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what I mean is if you use the commandlet and use the switch to ForceClusters it will clear out the old ones before rebuilding

crimson vapor
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yep thanks i was not looking at the output log

grim ore
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yep so those are the actual errors to fix

rich rose
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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?

strong schooner
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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

grim ore
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@rich rose you won't find that built in is why, that would be custom C++ code or a plugin that exposes that.

rich rose
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Oh really? Damn thats surprising, alright thanks for the info

grim ore
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unfortunately file operations are really not supported in blueprints directly or in the editor at this point

rich rose
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I see. Thats a pity, oh well, I guess I might have to use another piece of software. thanks again for the instant response ๐Ÿ‘

light thunder
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check the marketplace @rich rose there might be a plugin

rich rose
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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 ๐Ÿ‘

grim ore
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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

bleak hound
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Is there any free auto landscape material asset out there?

covert hedge
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c++ code to read files is relatively easy tho

light thunder
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@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)

grim ore
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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

fossil trellis
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guys I think I fucked my gpu up

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I was being stupid and put high res screenshot to 7.0

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now it changed color for some reason???

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ngl it kinda looks cool but idk

grim ore
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did you restart the project?

fossil trellis
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I restarted my pc

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ue4 is really demanding since i use gtx 1650 super

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the pc wasn't built for making maps but instead playing games

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but it did spark up my interest

grim ore
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yep super weird if you restarted it. high res screenshot shouldnt have rebuilt lighting

fossil trellis
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well regardless it did make it better

grim ore
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it seems like your lightmap was destroyed or it swapped to realtime lighting lol

fossil trellis
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huhm

light thunder
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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)

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and, um, it won't open on 4.23 now...wtf

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was this EVER stable?

grim ore
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maybe something on your machine corrupted a file at some point ๐Ÿ˜ฆ

light thunder
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I spent all that time setting up source control because that's what good boys do

fossil trellis
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rtx 3060 + r5 3600 is good setup for ue4?

grim ore
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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

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@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

light thunder
#

i'm hoping it was just bvecause my machine was doing too much just now

fossil trellis
#

I mean when I turn 18, I'm gonna be a developer

#

and use ue5 when it comes out

#

idk how to code games

light thunder
#

Well, you can be a developer now, if you develop something, you are a developer

fossil trellis
#

just building map

light thunder
#

"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

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

light thunder
#

I thought you substitute the "TEXT" for that

grim ore
#

my guess if it worked is when it runs that display will show a checkbox if you did it right, lets find out lol

light thunder
#

still waiting for copying

grim ore
#

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

light thunder
#

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

grim ore
#

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

light thunder
#

thank you, I'll let you know

grim ore
#

it failed on mine of course, my maps dont have HLOD turned on

light thunder
#

how would I turn it on my maps if I can load them to access world settings?

grim ore
light thunder
#

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)

grim ore
light thunder
#

if that IS the issue, then yeah, but the world settings is for each map right?

grim ore
#

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

light thunder
#

Where is the engine face located?

grim ore
#

?

light thunder
#

I want to punch this engine in the face, so where is it located?

grim ore
#

lol

light thunder
#

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 ?

wispy leaf
#

How good is unreal engine for making a 3d platformer adventure game

grim ore
#

@light thunder it took me a few seconds if that before the log started working

sterile tulip
#

The question is not how good is unreal engine, the question is how good are you

light thunder
#

noting is happening

#

i opened command prompt as administrator

sterile tulip
#

You can do anything in UE

grim ore
#

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

light thunder
#

yeah

grim ore
#

and I would rename the folder for your project to something without spaces and smaller like maybe just LS

wispy leaf
#

I have been wanting to move over to UE for awhile, I've been using Roblox for so long

#

Or unity

grim ore
#

check out the pinned message in here for learning material for UE4 @wispy leaf

sterile tulip
#

Roblox amiloScary

wispy leaf
#

I know it's not a really good platform

sterile tulip
wispy leaf
#

I believe I talked about switching over a few months ago but instead I just took a development break

grim ore
#

@light thunder the command looks right, maybe it just takes a bit due to the project size

wispy leaf
#

But now I'm back to developing and I started a new roblox project that I might just move to UE4

tawny oar
#

@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 !

light thunder
grim ore
#

might just need to do its thing

wispy leaf
#

Is a AMD FX 8350 and 1050ti enough spec wise?

#

Also 16GB RAM

plush yew
#

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?

light thunder
#

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)

unborn quartz
#

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

light thunder
#

maybe graphics

#

@grim ore I'm trying to get the config to save on the copied project and I"m getting this

grim ore
#

Yes need to go into the project sitting in the HLOD section and set up the directories for the maps

light thunder
#

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!

elder pasture
#

can anybody please give me a good tutorial on a health bar?

light thunder
#

youtube is your friend @elder pasture

#

You probably want to search for "how do do a player UI"

grim ore
#

Control is generally tied to the project director yourself so itโ€™s still going to import think itโ€™s checked out

elder pasture
#

ok thx

grim ore
#

Your directories folder there needs to make sure points to where your maps are that are having the issues.

light thunder
#

I can't change anything it says it failed to find config file

elder pasture
#

gtg now bye thx for help ๐Ÿ™‚

steel shell
#

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?

light thunder
#

@steel shell make a new material and add texture to the material

#

Might need to do "New_Texture" in content browser too

steel shell
#

I did that already

hollow ridge
#

Is there an easy way to place a large amount of meshes? I want to place grass all around my world

steel shell
#

But how do i add the texture to the tiled landscape @light thunder

ornate forge
#

@hollow ridge Make an actor that spawns them automatically

light thunder
#

@hollow ridge look up "landscape brushes"

hollow ridge
#

K thanks

regal mulch
#

You spawn them via foliage

hollow ridge
#

K I think Imma use foliage

light thunder
#

"E:\ue_4.24\engine\binaries\win64\ue4editor-cmd.exe" "E:\livesimbug\LiveSimulator.uproject" -run=resavepackages -BuildHLOD -BuildOptions=ForceClusters -AllowCommandletRendering

hollow ridge
#

I canโ€™t seem to get the foliage paint to work. Iโ€™m in paint mode I click and nothing happens I donโ€™t even see the blue sphere your supposed to see

light thunder
#

@grim ore I am....so sad....this just doesn't want to work nothing but pages of this

hollow ridge
#

Nvm Iโ€™m stupid

grim ore
#

well those are all pointing to the same material being an issue so maybe look into that? @light thunder

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

harsh tiger
#

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...

โ–ถ Play video
plush yew
#

does someone else know how to add a satellite image to a tiled landscape?

cedar jetty
#

@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

grim ore
#

@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

cedar jetty
#

any way to make the bullets travel farther?

grim ore
#

chance the distance on your line trace

cedar jetty
#

k

harsh tiger
#

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?

grim ore
#

chances are it would be at some point yes no one knows when. Since its still in beta they might be waiting?

harsh tiger
#

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 ๐Ÿ˜‚

#

feel like it could go really wrong

grim ore
harsh tiger
#

i'll book mark that. thanks mathew

#

an while your here, do you know when your next uploads will be?

grim ore
#

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)

light thunder
#

@grim ore can you DM me real fast to check something?

autumn elbow
#

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)

grim ore
#

dont have DM's on, whats up

light thunder
#

Should probably rename it to "WTF Is Experience? lol

harsh tiger
#

tha sucks, hopefully you can get it sorted soon

grim ore
#

@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?

autumn elbow
#

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

grim ore
#

well I guess is it done like say once every so often or multiple times a second

light thunder
#

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

autumn elbow
#

I would say once.. only when picking up an item

wind gate
#

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

light thunder
grim ore
#

it does seem like alot but not too many

cosmic matrix
#

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?

light thunder
#

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

cosmic matrix
#

Ok but you fill excel buy hand NO?

light thunder
#

you can fill it out whatever way you want

grim ore
#

@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

light thunder
#

how in gods name, is this happening

grim ore
#

have you tried opening up that material instance and changing a value and saving it just to see if it helps ๐Ÿ˜ฆ

light thunder
#

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

late verge
#

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.

cedar jetty
#

@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

grim ore
#

not on the animation file but you can use animation notifies to trigger them

cedar jetty
#

i did that with the attack but what if i only want it playing once every so often so it dosent spam the sound

grim ore
#

then you need to code it possibly to do that

grim ore
#

you can use a generic anim notify in the BP and when it fires off randomly play the sound

random holly
#

Any idea guys??

grim ore
cedar jetty
#

ah ok

grim ore
#

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

random holly
#

Mathew do you know what my problem is please?

grim ore
#

@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

cedar jetty
#

ok

grim ore
#

@random holly you uh.. arent showing the error

#

but my guess would be due to you using the RGBA

random holly
#

[SM5] (Node LandscapeLayerBlend) Arithmetic between types float3 and float4 are undefined

grim ore
#

yep i dont think you want to use RGBA

random holly
#

So just cancel out this one?

#

@grim ore

wind gate
#

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!

cedar jetty
#

@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

grim ore
#

it depends on where you play it at

cedar jetty
#

i want to play it exactly where the zombies location is

light thunder
#

How do I replace that problematic material that keeps making maps refuse to load @grim ore

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

light thunder
#

@grim ore what about copying over from the original marketplace item? I still have it from a zip file

grim ore
#

that sounds like a smart idea

cedar jetty
#

@grim ore ive tried 2 methods of getting the location and i still hear it

grim ore
#

which node are you using

cedar jetty
#

getactorlocation @grim ore

grim ore
#

which node are you using to play sound

cedar jetty
#

play sound at location

grim ore
#

and where are you getting the location from?

cedar jetty
grim ore
#

weird that should work, maybe its just too loud?

cedar jetty
#

hmm maybe

light thunder
#

play a 2d sound levi of the same one after a 2 second delay or whatever time the getlocation sound plays for

cedar jetty
#

yes the point was so if the zombies are near you it will play

brazen crow
#

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

tardy depot
#

does anyone know a way where you can create produceral planets where there are random moutains terrain formed?

brazen crow
#

thats so broad

#

lmao

#

its done in unity but u can derive the concepts

tardy depot
#

ok

fast bronze
#

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

brazen crow
#

uhh...

#

u can just search on youtube

#

unreal engine open door animation

fast bronze
#

yeah, I did... and came up empty which is why I'm asking here lol

brazen crow
#

really?

fast bronze
#

yeah lol, for some reason every result was about character animation even though I didn't include it in my search. just asking lol

brazen crow
#

actualy i think epic has a tutorial

#

which is what i watched

#

hold on

fast bronze
#

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)

grim ore
#

@fast bronze it depends on what you want. skeletal animations or static animations?

brazen crow
#

oh hey matheww

#

another quick question

#

how do i duplicate an object

grim ore
#

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

brazen crow
#

i mean an object in blueprints lol

#

like i have an object

fast bronze
#

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

grim ore
#

you cant really duplicate

brazen crow
#

when i pick it up from the ground it gets put into an array

#

rip

grim ore
#

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

brazen crow
#

bruh how do i ping jordan

#

@fast bronze

grim ore
#

@fast bronze well I call it static animation as you are animating a static mesh right?

fast bronze
#

ah gotcha, yeah

grim ore
#

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

wispy leaf
#

Is there any other place for assets besides the marketplace

fast bronze
#

@brazen crow awesome, I'll take a look at this, thanks!

grim ore
#

if you want to animate using keyframes then a sequence is what you want

quiet token
#
LogUObjectArray: Warning: Empty slot
LogUObjectArray: Warning: Empty slot
LogUObjectBase: Warning: Object is not registered```

times infinity spammed in console.... why ?????
#

what does it mean

grim ore
#

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

quiet token
#

happens when an actor is destroyed

brazen crow
#

yea i remember following a unreal tutorial that used manitee which was discontinued so it gave me sooo much headache xD

cedar jetty
#

@grim ore how would i attach a soundattenuation to my zombie character

#

so when it moves the soundattenuation moves

grim ore
#

the soundattention is a setting on the sound itself , or the sound component if using one

fast bronze
#

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

grim ore
#

@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.

cedar jetty
#

hmmm i must of been looking at the wrong doc page lol

autumn grail
#

@grim ore where is the crash log file plz? to show you

grim ore
#

@cedar jetty you can see on your play sound at location it has an input for a sound attenuation object

fast bronze
#

@grim ore thanks! I'll definitely look into it

grim ore
#

@autumn grail which crash log? most are in the saved/logs folder in the project

autumn grail
#

the crash of building lighting

#

i think my 1.3 million of static meshes instances are the foliage

cedar jetty
#

@grim ore nothing theres no attenuation settings

#

how would i create one

grim ore
#

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

cedar jetty
#

ok

grim ore
#

by default cues are set up to use attenuation and you can override those settings and change the distance for example

cedar jetty
#

ok

grim ore
#

@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

autumn grail
#

ok, see my result plz

grim ore
#

well lightmass is finishing, its crashing on bringing it back into the engine so yes it could definitely be memory related.

autumn grail
#

thank you

#

do you think if i buy more Ram its ok?

grim ore
#

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

unreal comet
#

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.

fervent nacelle
#

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

cedar jetty
#

@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

grim ore
#

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

cedar jetty
#

ok

light thunder
#

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

cedar jetty
#

Ok so I finally figured out the audio now comes the hard part I think ๐Ÿค” 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

empty dawn
#

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?

grim ore
#

@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

barren flume
#

Is it possible to create a custom console command to spawn in character pawn's like "spawnpawn (PawnNameGoesHere)"?

rich furnace
#

hey guys how do I get the player indices in a multiplayer environment?

#

how is it assigned?

late verge
#

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.

rich furnace
#

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

green sky
rich furnace
#

wait ... try get pawn owner -> player state - > player id??? im gonna give it atry

#

nope didn' work

light thunder
#

@rich furnace it might be Get Player Camera or get player camera manager

rich furnace
#

yes I am trying to use get player camera manager

#

it needs a player index input

light thunder
#

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

rich furnace
#

where is the "context"?

light thunder
#

on the blueprint node

outer yew
#

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.

light thunder
#

when you are searching to add a new node on the blueprint graph

rich furnace
#

oh do you mean in the playerstart options?

#

get player camera doesn't have a context option

light thunder
#

@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

grim ore
#

any changes to the project or it just loaded?

light thunder
#

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 ๐Ÿ™‚

grim ore
#

I really am curious on what broke

light thunder
#

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

grim ore
#

it could have been that I guess, weird tho

light thunder
#

Are you sure you don't want to look at what I've been doing ๐Ÿ™‚

#

Think No Man's Sky or Minecraft but for medicine

grim ore
#

nah. was the map that was failing just empty but for the children or did it have more?

light thunder
#

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

grim ore
#

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?

light thunder
#

it had some stuff that was needed inbetween loading

#

big empty field mostly, but it did have a large landscape material

grim ore
#

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

light thunder
#

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

grim ore
#

maybe use blueprint loading and not have it all loaded at once, but even then we have no idea if that was an issue

light thunder
#

But what was the threshold for it break,ing ,just have those materials loaded? or loaded to a lot of items, and how many

grim ore
#

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

full stump
#

Ayo

subtle hatch
#

Any learning resources on adding sound for ragdoll physics?

mystic holly
#

Can anyone tell me how to make a looking for work post?

plush yew
#

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.

grim ore
#

@mystic holly read the pinned post in the channel

vague scaffold
#

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)

grim ore
vague scaffold
#

I have, and that image sequence works in a new project, but I need to use my sequence in another already constructed project.

grim ore
#

so then yes it supports png, the sample is png

#

does the sample work in your constructed project as a test?

vague scaffold
#

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.

grim ore
#

so something is weird with the new project, is it a different engine version?

humble yacht
#

Does anyone know how to use SwapPlayerControllers()

vague scaffold
#

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.

grim ore
#

yep super weird it wouldnt work in that project

#

I asume this is the megascans abandonded apartment?

mystic holly
#

@grim ore I just want to thank you for helping people a lot

vague scaffold
#

It is the Megascans Abandoned Apartment. It's quite a heavy scene but does come up and perform ok on my system.

grim ore
#

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

#

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

quiet token
#

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

vague scaffold
#

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.

grim ore
#

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

vague scaffold
#

I do see a message in RED Texture Streaming Over Budget. Is there a way to correct that?

grim ore
#

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

vague scaffold
#

Thanks, for your help. Maybe I'll try a reboot.

quiet token
#

NewVal - OldVal % 255

barren flume
#

welp messed up my project

#

deleted the source folder on accident and can't open project anymore

grim ore
#

undo or source control. if not was anything important in there?

barren flume
#

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

grim ore
#

not what I was checking on

barren flume
#

when I try to regen project files it doesn't do that either

grim ore
#

is there anything you actually had in source that mattered?

barren flume
#

No

grim ore
#

then you can remove the module from your .uproject

barren flume
#

How would I go about removing it?

grim ore
#

open the .uproject with a text editor and remove the modules section

barren flume
#

Remove all of this?

#

just want to check so I don't break anything else

grim ore
#

should be fine

#

as long as you leave the comma after it or before it

#

and you left the one before it

barren flume
#

Okay it's opening now

#

thank you so much got scared

grim ore
#

the module is the C++ code for your project basically

barren flume
#

Oh

maiden quarry
#

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')

grim ore
#

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.

maiden quarry
#

my video card temps are 39c to 43c

#

dont seam to over heating

grim ore
#

then start looking at drivers

maiden quarry
#

iv done that eveythink says up todate

#

if i uninstall and reinstall ur4 will i lose my projects ? and will that help ?

solemn siren
#

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?

grim ore
#

uninstalling Unreal will not remove a project unless you installed the project into the engine directory (not likely). It will probably not help.

barren flume
#

Okay I'm trying to create a c++ class and I'll just get this message

grim ore
#

@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?

barren flume
grim ore
#

once you removed the module from the project did you delete the source folder again before trying to re add C++?

sterile tulip
#

What benefit will UE5 have over UE4

barren flume
#

I didn't delete the source file

grim ore
#

remove module from .uproject, remove binaries/intermediate/source folders, remove .sln files, remove .vs folders. open uproject and try again

barren flume
#

@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

sterile tulip
#

What is the limit of polygons now?

barren flume
#

what's the binaries folder @grim ore

#

Infinite I guess

#

i don't think they ever said a limit

#

this is a good video to look at

#

they explain it

sterile tulip
#

But this is already possible in UE4 no?

#

Maybe it will be easier to use

barren flume
#

nanite i don't think so

sterile tulip
#

What is nanite

barren flume
#

the thing that allow's you to use a ton of polygons

#

the video explains it

sterile tulip
#

Hmmm, do you think 16gb ram will be enough for UE5

#

For this many polygons

barren flume
#

nanite is the reason you should be able to run it with that many polygons from what i understand

#

ton of polys

solemn siren
#

@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?

sterile tulip
#

Yeah looks nice, only question how many pcs will be able to run it amiloWeird

barren flume
#

No idea

#

never seen a recommended requirements for ue4 yet

sterile tulip
#

They said it will come end 2021

#

So in a year

#

Thats a looong time

barren flume
sterile tulip
#

Btw do you know how I can make a car jump in UE4

#

Or throw it controlled into the air

fading pond
#

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)

thick herald
#

No idea really, but perhaps check to see if anything on your PC is blocking it?

fading pond
#

Would it help if I gave you a error log from swarm agent?

#

I doubt it's anything on my pc blocking it

thick herald
#

not in the slightest, sorry ๐Ÿ™‚

fading pond
#

I only really have windows defender

#

alr

thick herald
#

have you googled the error?

fading pond
#

yeah

#

didnt get anything

grave spruce
#

@sterile tulip adding force

sterile tulip
#

Do I add Z force on button press in car blueprint? @grave spruce

#

Thanks alot man

grave spruce
#

yes

sterile tulip
#

Your best

dawn bloom
#

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

ornate forge
#

The former, though you should also separate it into pieces before importing into the engine

dawn bloom
#

is there any reason to separate it into pieces

ornate forge
#

So you can move flippers around, and whatever other parts that need to move

dawn bloom
#

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

rough knoll
#

can you view bone names in PIE like you can just bones?

gleaming creek
#

@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

open wadi
#

Has anyone ever uploaded files (such as an image) to a remote API using Blueprints (via VaRest or another means)?

open wadi
#

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?

frigid needle
#

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?

maiden spade
#

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)

fringe grail
#

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

rich furnace
#

"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....

radiant sleet
#

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

fringe grail
#

"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

lime tide
#

gosh darn... i was following a kind of janky tutorial series and now the project settings can't be changed or unreal absolutely dies

lusty carbon
#

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!

thorn dew
#

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.

grim flame
#

The japanese garden just has a weird bake on the inside walls, looks ok from outside tho.

cedar jetty
#

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

thorn dew
#

@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.

lusty carbon
#

@thorn dew Thanks!

cedar jetty
thorn dew
#

@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

torn sundial
#

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?

cedar jetty
#

it respawns and deletes itself after 5 seconds

#

i think something like this should work

thorn dew
#

@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.

cedar jetty
#

hmm i just tested and still the same thing

#

ill check

thorn dew
#

@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.

torn sundial
#

So in this case the likely answer is no, thanks!

thorn dew
#

@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.

cedar jetty
#

@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

torn sundial
#

Was just hoping for something as easy as copy parameters and apply.

thorn dew
#

@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.

cedar jetty
#

@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

thorn dew
#

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?

cedar jetty
#

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

thorn dew
#

@cedar jetty When you cast to character what do you set as the object?

cedar jetty
#

@thorn dew i get player character

torn sundial
#

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?

thorn dew
#

@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.

exotic thicket
#

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

grim flame
#

@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.

thorn dew
#

@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.

exotic thicket
#

Is this relating to the Animation BP question you posted?

civic charm
#

hello guys i need help in vehicle i am stuck

surreal laurel
#

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?

civic charm
scenic fox
#

Guys how do i make my AI hearing perception work on a bp actor?

civic charm
#

help me.....

#

pls

surreal laurel
#

@civic charm What's your question

scenic fox
#

im sorry man im really new :(

thorn dew
#

@exotic thicket yes

civic charm
#

bones are correct but it still connected to base
this created in blender
and its custom

#

look at black one tire

#

that rim

torn sundial
#

@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?

exotic thicket
#

@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

civic charm
#

oof

torn sundial
#

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.

scenic fox
#

Guys pls help me

#

my AI hearing perception isn't working with my BP Actor

#

Im using a tutorial

exotic thicket
#

you have to be more specific about what part is not working

scenic fox
#

Like it doesn't go after the sound

torn sundial
#

I need a "parent" control, group up the materials I have into say two groups - metallic, roughness - and edit just those two values.

civic charm
#

can someone help me ????

scenic fox
#

@exotic thicket I've been literally trying to think this out but i can't

civic charm
#

there are lot of question lol

exotic thicket
#

@scenic fox are you using report noise event nodes? have you checked if the perception update event is being triggered?

scenic fox
#

Yes i am using report noise event

#

It gets triggered when my AI sees me

#

but not when it comes from sound

exotic thicket
#

have you checked the AISense_Hearing settings?

scenic fox
#

Yes i checked everything

civic charm
#

helpppppppp..please

#

i am stuck

#

pls

exotic thicket
#

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

scenic fox
#

pls help

exotic thicket
#

That looks like it should work within 30 meters of the pawn

#

how are you reporting the noise?

scenic fox
#

I did "Get actor location" for the location

thorn dew
#

@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.

exotic thicket
#

@scenic fox looks correct to me... how did you check the perception event does not trigger for the noise?

scenic fox
#

well

exotic thicket
#

Maybe try putting a print node before the cast to see if it runs at all?

scenic fox
#

ok?

exotic thicket
#

@thorn dew yeah if you use the try get pawn owner node, you can then cast it to your BP and get the value

scenic fox
#

@exotic thicket when it played the sound it didn't print the string :(

thorn dew
#

@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

surreal laurel
#

@thorn dew Thanks, I actually solved my problem by locking the orientation axis

scenic fox
#

ssomebody help please

exotic thicket
#

@scenic fox that's strange, it seems like it should work based on what you've showed me ๐Ÿค”

scenic fox
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I did make it so that the sound would only report if i pressed E

exotic thicket
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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

scenic fox
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hm

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I'm still confused why its not working i did everything correctly

thorn dew
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@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.

exotic thicket
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well you do know which characters are using the animation bp, right?

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so you should know what it could be at runtime, so you can just cast the pawn into that type

scenic fox
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@exotic thicket dude i removed the Cast to third person character thing and it some how worked?

civic charm
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can anyone help me now?

scenic fox
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what the hell

civic charm
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...

scenic fox
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Uh

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idk

exotic thicket
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@scenic fox Huh, that is pretty weird.. the print should have definitely worked if you had it before the cast in that case ๐Ÿค”

scenic fox
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Well im using a BP actor

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oml it actually went to the place where the sound was

thorn dew
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@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.

civic charm
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wait let me brief

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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

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got it?

thorn dew
civic charm
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ok let me have a look

rocky pulsar
#

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.

serene birch
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I think you are supposed to adjust the collision capsule to the mesh
or adjust the mesh to the collision capsule

rocky pulsar
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Great, Thought so. Thank you

surreal laurel
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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.

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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

thorn dew
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kind of looks like some spots from raytracing. you got raytracing on?

surreal laurel
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No raytracing, all dynamic lighting

serene birch
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looks like specular aliasing

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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?

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TAA should help mitigate that

thorn dew
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@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.

surreal laurel
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I mean, this literally appeared out of no where in my project. Yesterday, fine. Today, the sun has come to earth

serene birch
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there shouldn't be a "harsh" directional light in the materiel editor preview though, that I remember

surreal laurel
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It appears on nearly all objects and materials, too

serene birch
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check if everything is fine with SSR, reflection captures, autoexposure I guess

surreal laurel
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Yeah, honestly I think this is a UE engine problem

thorn dew
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It kind of looks like a video card incompatibility. Maybe you don't have the latest drivers or are running an AMD card?

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Does it appear on all settings even low?

worldly rose
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or are running an AMD card

Is AMD really that bad?

surreal laurel
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yeah I think you're onto something. Nvidia card so no problem there, but not sure about drivers

lucid grove
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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.

surreal laurel
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maybe with the 3000 series out the driver updates have been weird, or rushed or something?

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๐Ÿคทโ€โ™‚๏ธ

thorn dew
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@worldly rose AMD drivers can be bad. I hear they fixed them a lot so new drivers should be way better.

lucid grove
thorn dew
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@lucid grove do you have depth of field on?

lucid grove
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@lucid grove do you have depth of field on?
@thorn dew Only in dialogues, dont have anything on camera on player character

light thunder
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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?

surreal laurel
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Turns out the glittering was happening from Screen Space GI...

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It just sporadically decided to freak out? I guess the (Beta) tag is there for a reason

lucid grove
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As far as i know camera settings took from player character cam right?

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But if i unposses player for example, what camera settings take in charge?

thorn dew
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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.

torn sundial
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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.

half turtle
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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...)

plush yew
obsidian nimbus
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thats a worldspace localspace thing

plush yew
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so

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how can make it stand still

manic pawn
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fix the pivot of your mesh

obsidian nimbus
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next to the transforms u can also switch from local to absolute

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if u set both to world it should pop back

plush yew
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next to the transforms u can also switch from local to absolute
@obsidian nimbus where it is?

obsidian nimbus
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top right under transform

plush yew
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ohh

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got it

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ty

obsidian nimbus
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location and rotation have an arrow down

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np

plush yew
lost niche
#

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?

obsidian nimbus
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also rotation?

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you just need to do it for the skirt

plush yew
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ohh

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ok

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also rotation?
@obsidian nimbus still not working

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it looks like this now

obsidian nimbus
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you most like do have to change the pivot, this is not goin to rotate well