#ue4-general
1 messages Β· Page 846 of 1
my auto landsacpe material looks like a mirror evn after doing everything right, can somesone tell where is the peoblem plz?
change pivot W, E=rotation,R=scale
btw all my mesh have the same pivot
oh you mean that
i need to do it for every mesh???
since they're 32
the static mesh
try selecting all and change
ok
i mean all meshes
not working :\
need to do it manually but it would take so long
also
setting absolute rotation and location doesn't animate the mesh
Whats the best way to alternate materials on an emitter? So lets say I want two different flame sprites to alternate from a single emitter to create some variation
After some searching it looks like the best way is to create multiple particle systems and assign each a different material. In that case, whats the best way to stagger each particle system in even intervals?
i dont think you want to attach clothing to sockets
well that's what i need to do
i mean
only the body is rigged, other parts (like hair, clothing ecc.) are not, so they should follow body animations
I have three particle systems in an emitter that I'm trying to stagger so that when played, there is a constant rate of particles cycling between each system. However it's not constant, sometimes it skips one, sometimes not. With just two particle systems (and a delay of .5) it works fine but with the third one (delays of .33 and .66) there's this skipping issue. Anyone know what the problem is?
my auto landscape material looks like a mirror. plz help me
uuh can i export a mesh to a FBX file so i can open it in dimension? It's a mesh that i created using several other meshes 
ah nvm found it
Merge Static Mesh Components
anyone know why i cannot access this node
it cant be found in my bp
can anyone explain how the substance licencing on steam works? 
Okay, what gives. I load the same project, without changing a single thing, and each time it loads differently.
https://www.youtube.com/watch?v=xRXdMnRWIX4
how will this affect all the water materials in the marketplace?
This shows a caustics generator that will be included with 4.26. It uses particles to render refraction to a render target and can generate subUVs to use in water materials or light functions.
Detail in UE Twitch livestream Thursday sep 23 @ 2pm.
won't affect at all
Hello i have a very large landscape and an ocean , my fps goes down to 9
how to increase performance plz
in stat gpu it says the shadow calculating takes a lot
Please help me
won't affect at all
@grave nebula may I know why? is this not optimized for games or what? thank you
basepass and prepass takes 30 ms each
when i hide everyting i have 90 fps and not 120
because of postprocessing
if i can recover that 30 fps it will be fine
how can i do it?
is it possible to merge actors in blueprints
guys will ue4 seperate the mesh if i use triangle and quad gons?
Is there any free First Person or Third Person Shooter animations library somewhere? Making them from scratch takes a lot and it's annoying(for me)
bro bro bro wrong place
oh sory
i cant post there π¦
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i cant post there π¦
@elder pasture why
Hi everyone, is this an UE4 bug?, the character is going from state ground to state wall, and when the transition is complete, it dissappears for 1 frame
can you check the physical location of the actor at that frame?
That certainly is weird. Sorry not what to suggest.
and here the state machine
is just a enum change what makes it trigger the condition
I can put any animation inside the 'wallhelding' state and it happens
maybe is too short anim? is just a pose
@plush yew try Mixamo. They're not super-high-quality, but they can at least get you started
I don't have much experience with animations, so this is wild guess, is it possible the logic for picking the animation is flawed?
I'll try to isolate it as much as posible, but the only thing the logic is doing there is changing the enum
@frigid needle Thank you
is anyone familiar with the return uv collision on hit option, with regard to performance? it's turned off by default which makes me think it's probably expensive
hey, anyone know why my 3rd person camera is not setting up? It worked with the last vehicle, idk why its working now
Anyone have a tutorial for fading normal mapping with distance for material landscape?
its meant to be stup the way show in the bottom picture, but its showing as the 1st picture when I press play
@autumn grail there's a material node that gives you the distance from the camera, you should be able to use that to lerp your normal map with whatever at the distance you desire
Hi guys, im trying to set up a score counter (based off of survival time). My problem is when I unpause the game, the score resets to 0.
Scorekeeper Function: https://gyazo.com/f0636281e7893e0e36af46fe2e21544b
Pause Function: https://gyazo.com/1235aa83bf8b6621ff187dbfb6856c53
I would try a timer system but Im not sure really how those work
two things come to mind: you must be doing something with the score variable somewhere else, and possibly the delta time being returned on event tick is keeping track of time, even when paused, and when unpaused it returns a value so wack it screws up your calculations somewhere?
honestly you're proibably better off keeping track of game time/points like that with a timer
unless you absolutely need the precision of the frame time
(if you're using it for a player score, i suspect you dont)
and if you arent updateing/displaying it at runtime or whatever, an even better way would be to cache the current game time when you want to start keeping score, and when you want to use it subtrack the then current game time from your cached one to get the total play time you care about
also, i'm not sure exactly how its all supposed to be working, but are you verifying that isvalid on your pause menu is actually doing what you think it's doing?
The pausing function pauses everything besides the score.
And im not really sure how to set up the timer
what i meant is depending on where you get delta time, it may or may not take into account time dilation/pausing. I think the delta time from the event tick node does not
but that still shouldn't make your score value turn to zero, if all you're doing to that variable is adding delta time on tick
I just found my mistake.
You were right, it was with my pause.
What was happening is it was removing the widget with the score when I unpaused and reinserting the UI (Starting the time back at 0)
Has anyone had success with Ray Traced Translucency working with DOF?
I've tried toggling "Mobile Separate Translucency" and "Unchecked Render After DOF" But for some reason I can't get my glass materials to appear at the right depth when using DOF in camera. They're always out of focus unless I focus on the background which doesn't make sense.
All 3 spheres in this image are at the same depth position, focus is set to the spheres. (translucent spheres are out of focus)
All 3 spheres in this image are at the same depth position, focus is set to the spheres. (translucent spheres are out of focus)
Here the focus is set to the background cubes. (translucent spheres are now in focus)
here is the setup, as you can see the spheres are on the same plane, well in front of the cubes.
Anyone have any ideas on how to fix this? I've tried Raster Translucency as a workaround but the noise was pretty bad.
@shut marlin glad you got it worked out! also, do yourself a favor and check this out https://www.youtube.com/watch?v=qc5WpNq7RFg timers are super useful
What are the Set Timer by Function and Event Name Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@chilly bobcat I guess the underlying issue is that translucent things don't write to depth buffer
and scene depth is used to determine what to blur and what not
so essentially the translucent objects are at the depth of the background pixels
@honest vale gotcha, I have read things similar in a few places but wasn't sure if that was the issue here. Is there anyway to override the depth position or something?
or manually control blur of a material
no idea
Anyone here familiar with advanced steam sessions?
I'm wondering how to leave a session
oddball question: if I use ranges for decimal places in a single value/variable(int or float)
.. I can use parts of a single variable, as multiple variables?
ie: I have a 6 digit number, I can use first 3 and last 3, as 2 variables consisting of 3 digits?
Im not even sure what Im saying myself, so, if it's "what?!?" then nvm lol
you could do that yes, you would just have to have a way to get the number out of it
but there is no real reason for that unless maybe network transmission for packing data
yea it seems to be a lot of extra bother and some kinda trade of memory for processing
my brain just went "hey - I can have like infinte variables in 1 variable!!"
lol
well no you cant, as variables have +/- limits and with floats in particular they lose accuracy after a certain decimal place
If I want to, say, tilt a static mesh in my Blueprint on an axis without affecting the entirety of the Blueprint, I'm going to want to make sure the Static Mesh isn't the root, correct?
yes, if its the root all children (the rest of the blueprint) would rotate with it
Great. Just wanted to be sure
guys how can i make an in game custom content loader system ?
Are all teams in IGenericTeamAgentInterface neutral to each other by default?
any idea why ZenChecker isn't being called?
is time paused?
nope
wait
it is firing, just not how i want it too haha. i thought it wasn't working at all
I'm trying to get an actor to move forward when I press the [w] key, any glaring mistakes in this BP? I get the actor location, I add the forward vector times some value, interpolate between start and end with a timeline. My character does not move, and the blueprint does activate when I press [w]. The timeline curve also starts at 0 and ends at 1 (the values of lerp)
It started working. I might have not compiled before? Unsure, but it works!
yo! can someone tell me please how can i change the content browser view to see a folders tree?
yo! can someone tell me please how can i change the content browser view to see a folders tree?
@haughty hound click this button
finally, ta so much bro π
I wonder if nanite will support tessellation
Should I learn how to model if I want to make a game? I've been learning ue4 and trying to make my first game but I've used marketplace assets for maps and characters. Is it bad to do so?
Interesting, the Primitive Landscape [sections] seem to be subdivided into power of 2 minus 1 variants. (e.g. 7, 15, 31) thats curious
Should I learn how to model if I want to make a game? I've been learning ue4 and trying to make my first game but I've used marketplace assets for maps and characters. Is it bad to do so?
@runic vector Depends on your intentions if you want to do a solo-game and you want to publish it, you will need to learn all the aspects of the game, if you want only to play a bit with the engine or enjoy the time doing a game, just take the assets, indeed taking assets is a good habit to see how others solve the problems
why do client spawned actors that have replication turned off show up as a network actor ?
@placid sand
can someone pls help me?
mee toooo
Ahh, good to see someone else is having the same problem
Hey so I've been working off the FPS template and I don't know what I did but now I can no longer play as the player, previously I would just spawn as the player idk how it happened but I didn't need to change it at that time so it was fine. How can I fix this?
it's almost like I'm spectating now
and when I add extra players no new windows open like they used to
is there a way to interface with logitech G, using blueprints?
I'm dragging my player blueprint in, even clicking auto posess player and I just see it moving in the distance as I spectate
ok I just discovered "simulate" was a thing I'm fine
4.26p1 is out !
@gleaming narwhal will there be more 4.25.x hotfixes ?
π
useless
can the existing input system not handle runtime remapping ??
it can, this is easier
this also handles complex triggers like say you can define one for hold and release, define the delay for hold, and its just one action you drop into your config and now that input uses hold and release and has an event that handles it all
so like the trigger on the event would trigger after X time for hold, if you later decide you dont want it or you want it on release for example you dont have to change the event in the graph you just change the action in the input definition to now use the new action definition
I have some collision in my nav mesh, but I cant figure out where they come from
is there any way to find out?
or select them?
you should be able to yes, they should be somehting. Perhaps make sure Translucency selection is on (T Key) and see if you can select them? they have to come from soemthing
@grim ore Nice. Sounds like the new input system will require less manual scripting.
it definitely will for stuff like non press/release actions. It can even be super duper complex with multiple action definitions but for the stuff most people use like holds it will make it simple!
Very cool.
rebinding seemed to work easily, it just makes an array with the key to use basically, but it also changed the array in the editor when you rebound it in the editor which was... odd
Yeah that is a weird experience.
but this was ~ 2 weeks ago when i was playing with it
You can accidentally clear out all your mappings in the project config if you're not careful.
yep this also handles is something bound checks which is fantastic so you can see if keys are already bound, prevent inputs from being rebound or bound twice, etc.
its super neato but.... way harder to set more complex to setup than the old input properties unfortunately
Im having a issue where im trying to load a map from the market place but when trying to load it ue4 stops responding and it fails to load i only have 16GB ram is there anyway to turn the graphics down before opening it?
give it time, often it can take a while for it to load up, especially on the first time.
@thick herald Ik itβs a ram issue because itβs taking up 12GB ram and not giving my OS enough ram to operate
Thatβs why Iβm asking if thereβs a way to turn graphical settings down
Sure, you can turn down your settings. Off the top of my head I can't remember the exact place for it.
Scalability options, properties, and console variables.
Thank you I will look try that
Hey guys, I'm not sure if this is the right channel to ask this but does Unreal have any build in zip/unzip utilities? Specifically for gzip files?
Hello guys...
My friend gets this error whenever he tries to open Ue4. Was hoping someone could help out:
Ooof. Using onboard graphics?
Yea... intel
That will probably struggle a lot. Only thing I can think of is the usual stuff, turn off all other programs, make sure drivers are up-to-date etc
Why AI Perception ignores vehicles without AI Controllers even when they are possessed by the player?
Hey everyone, what channel do I ask data table questions?
@ornate forge I think characters might have logic in them which automatically register them as perception sources, other things need the perception source component
if you add that into the vehicle that should make them register
@exotic thicket But then why vehicles are detected when they have the default AI Controller?
Oh do they? That's interesting
Yep
I'd like characters to attack vehicles only when they are possessed by hostile Controllers, and this is getting in the way
If I keep the default AI Controller on vehicles, they always get attacked
Whether or not they are possessed by the player (who is hostile to the only characters I have implemented so far)
But when I remove the AI Controller, vehicles are not spotted at all
I added a Sky Sphere to my level, but I can't see it render, its just black.
Vehicles are actually detected as neutrals, huh
why does it say ,,Preview1,, on the new version?
But they should be detected as enemies when possessed by the player, and they aren't
It's so weird
also with every version do I have to download the entire size of the engine again? 30GB+?
Engines are separate, each major version sits by itself. Versions come out in PREVIEW form for a few months before the final .0
preview versions are exactly as they say. A chance to poke at new features before they release a stable version
so if I have 3-4 versions I have 100GBs of versions ._.
yeppers
how do I move my projects to the new version
open them in the new version
You can change the options of what get's included with each engine version
so it works and then I can delete my old versions?
no one knows if it will work for you, you have to test and make that decision
how many versions do you have installed
why didnt you delete the older versions?
most games pick a version and stick to it until release to prevent bugs introduced in new engine versions.
hmmm
All the Sky Sphere tutorials seem to chaneg the sky from black to an actual sky as soon as the "Sky Sphere" is dragged into the viewport, but it stays black in my case.
did you try it in a new map or what else is in this map?
Seems to work on a new level (thank goodness), I now need to learn what my old level is doing to stop the sky sphere from doing its job. (It has a starting template plus a generated terrain, hard to think of what might be causing it)
The scene has very few objects, not sure what could possibly be the cause, its just meshes.
I'm not going to find out how Sky Spheres work today, that's for sure. I'll just have to re-start a level / roll-back if a sky sphere ever bugs out on me for the time being.
Starting some character stuff lately, how re-usable are character Rigs and Animations for different character meshes?
did adding the sky sphere remove the existing lighting? as in you had a lit background and now nothing
It did not remove the existing lighting. I could try manually removing the existing lighting first.
no it should work fine with it in there, it actually wants it for the sun disc
I just wanted to make sure your existing lighting was good before
click on the SkySphereMesh component and see if it has a static mesh in there
oh weird, yeah you dont have 2 by default I wonder what was in the 2nd one
Now I'll just slowly add my lighting back. π
yay
I found the cause! I was using a Cell-shading [PostProcessMaterial] in my PostProcessVolume. Adding this material disabled/hid my Skybox. Removing this material reveals it.
oh weird
PostProcessMaterial based masking is dangerous. I finally got it to show by adjusting the custom depth which I use to filter what gets "processed" I cell-shade + color my 2 white clouds here with a PP_Material.
What is the difference between the Yellow Eye, and the Green Eye ?
GetTeamAttitudeTowards seems to be called at the start of the game and not whenever AI Perception detects an actor, what the hell
@autumn elbow the eye meants is exposed for editing, its yellow when it has no tooltip/comment/description and green when you were a good developer and put in that description so people know why you are exposing this variable and what it does
ahh.. tooltip! yes thanks!
I'm a good developer. π
well..partly cus I forgot I put in tooltips
I .... uh never put them in but thats because I like to be mean to other people lol


what the fuck
problem is, the image is now too small
can you increase the image scale?
PREVIEW!
Preview 1 of the upcoming 4.26 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will rele...
why doesn't my ui display
Is UE 4.26 confirmed to be the last version before UE5?
No.
not confirmed
but 99% there won't be more 4.X releases
look at changes
most of them are either low impact
or transition getting as much as shit ready for 5.0
Hi all, question - I'm trying to make a particle system with pretty strict movement. It's basically a sprinkler, water shoots out in an arc and lands on the ground. I want the sprites to have a locked orientation and not face towards the player (Velocity Screen Alignment doesn't work because sprites will still roll as the player moves around them), and I want each sprite to have it's own trajectory (with my current set up, as the emitter slowly turns, each emitted particle will slide to stay in line with the forward vector of the emitter)
There's already stuff marked for a 4.27. Don't assume that 5 releasing means there won't still be an incremental 4.x of some kind, even if it's just cleaning things up.
it's just macro change
i wouldn't read into it
on master
recenetly there were changes which invalidated all content
no more latest version for master
I guess a better question would be, how can I move an emitter around without the particles moving as well?
Niagara or cascade?
im super new and this is gonna sound dumb when I open third person blueprint how do I find the viewport it isnt at the top
hey guys I've set bp nativization to inclusive....now what? How do I transform my project into C++ ?
do I just package the project?

WoW
sup dudes, is there a way to plug a texture into the default skysphere?
or should I make a new one?
cant find unreal on github, I already linked my account and everything. can someone give me the github link
is it normal for packaging to take so long? I made coffee, ate breakfast and took a shower and its still running lol
Sir, I am ashamed to say I have 4 cores (AMD FX 4000)
If you don't specify maps to package or set any of it up it defaults to packaging a bunch of stuff you likely don't need.
^
I'm still impressed I can run UE on this decade old PC
Still waiting for 2080ti prices to drop in Canada then I will upgrade to 2017 specs LMAO
2080 ti is pretty good
y'all killin me with this currency echange
Hey everybody! Hope you're have a nice day. I finally built from source to try out Chaos. Had to rebuild due to old instructions on how to build with Chaos. In setup.bat you shouldn't change "TargetBuildEnvironment.Shared". Each build took a day on my old computer. So now I'm trying out Chaos but I can't find a way to undo fractures or remove them. IS there a way or do I have to remake the collection to tweek fractures?
@plush yew Have you joined the Epic Games org on github? The UE files are hidden if you haven't.
Yis
wait hang on....where are my C++ files
oh crap thought I was converting my BP to c++
I've set the BP nativzation to inclusive....how do I convert to C++ now? I thought packaging would do the trick lmao
DragonBally, you have to have Cpp enabled your project by making a cpp class and then compiling. Also you have the wrong idea about nativization. All it does is try to rebuild the BP without all thr extra wrapper code and conver lt into cpp if it can. But it still packs into a .pak. What are you trying to do?
ah okay I am following this guide: https://community.metahusk.com/topic/26/community-project-cardinal-menu-system-instructions-help-and-discussion/3
stuck on the "convert BP to C++" part....the link there no longer works so I googled "how to convert bp to c++" and it got me to nativization....which I wrongly assumed was what I needed LOL
Convert your project to a C++ project if it's a Blueprint Only project.
Convert a BP/Content Project to a C++ Project
@rich furnace all you have to do is go to file -> add C++ class and that will convert it
or right click in the content browser and do the same. Adding a C++ class will make your project into C++
I've been using Tracing (Raycasts) to find the value on the Z-axis of the Landscape geometry (to lerp my transform there). Seems to work, but I had to add an offset of +100 on the Z axis so that my lerp'd actor does not sink through the landscape and fall into the void. I might be missing something. (I'm pretty impressed it worked on the first try though, I love tracing)
your trace starts from the actor location I assume?
@grim ore thank you! my poor CPU lol
I added a forward vector to my actor's XY position and added +8000 on the z value for the start point, and then subtracted -16000 from the start location as my endpoint for the trace.
Not very easy to read, but this is the visual logic for the locations/transforms.
ok so then the failure is on your moving. Your hit point on the surface is where you want the character to go yes? Your using move or set location for the actor? well the "location" for the actor is going to be it's pivot point on the root which is where on your actor?
I ask because this is normally the center of the capsule on a character for example, which would be ~100 units above the bottom of the capsule
Good question. I'm using the default Unreal Manequinn (and I am completely unfamiliar with it), it appears to have some kind of capsule wireframe which looks like its physiscs component.
so thats a character class and yes the default pivot is the center of the capsule which is the root so that would by why you have to offset where you move it up
Thanks Mathew. The pivot makes a lot of sense.
yep its always important to remember that, what you think should be the "location" point might be obvious but to the engine its going to use the pivot point on the root or the object which might not make sense. This is especially an issue on stuff like doors where you think it should be on the corner to rotate it and the mesh goes "nope i am in the middle because you put me here" lol
yo wheres the water plugin lmao all i see is the landmass one
I'm having a tough time understanding any of the control rig coordinates. Here is my set up. I got the Set Control Transform set to Global Space. With the default values as shown. This puts the red control where it is after compile. Next I try plugging in the varying x value from the set up in the above part to the x value of the set control transform. After compile this makes the hand go back to where the torso is. Next I try plugging in the handlparam I made with the default as the exact same numbers as the set control transform and it makes the control go to the ground. I got no idea how this control rig is handling coordinates.
It is weird that plugging in just the x value makes it jump in the y direction
then plugging in the same numbers jumps it to the ground
comes out with release
hopefully they'll actually put in the water soon, i wanna try it out
there is an entire chaos example learn project, chaos has been usable for the last 2 versions
Yeah as far as I can tell the new water plane actor isn't in engine yet (built the correct branch and enabled the plugins).
well that sample needed it to be compiled from source, no idea if it works with .26 preview but it might
On the Param if I connect that to a add node before putting it in the Translation it gives some better results. Seems the param has some bugs.
Ah for future reference the water plugin is not in yet, will be in preview 2. Apparently it was confirmed on the stream. https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview?p=1815103#post1815103
PREVIEW!
Preview 1 of the upcoming 4.26 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will rele...
Banging the wall against my head on this one - I'm trying to get a particle system to emit particles that follow along their own trajectory, but fire outward from the emitter's forward vector as it rotates, and the sprites don't face the player. Like a sprinkler - shoot, turn, shoot, turn, etc. Velocity Screen Alignment doesn't work because the particles still roll based on player position. I tried locking the axis, but when set to use local space all of the particles that are already emitted move to stay aligned with the forward vector of the emitter like a laser, instead of being left behind along their own trajectory. When set to world space, the locked axis keeps all the sprites facing the same single direction, even as the emitter rotates. I'm going crazy here, is anybody experienced with this stuff?
Dang, hair is gonna be production ready? I'm looking forward to this. (such an easy way to make hairy creatures aesthetic, even with non-simulated strands)
@surreal laurel You want the sprites from the emitter to stay in world space but always face the camera?
@scarlet birch yo, not face the camera. They would keep an up vector based on their path
Sort of like the velocity screen alignment, but that mode doesn't work since the sprite will roll when the player moves around it
@scarlet birch there is a setting called Screen Alignment in the Required part of the Particle Emitter that should solve it.
Can anyone help with what I'm doing wrong with Capture2d
to use similar to a rear view cam. however, instead of rendering the dungeon it's not rendered at all.
I"m not sure if it's the capture2d, the RrenderTexture or the Widget Image.
having an issue with a masked material here, is there another node I need to make it seamless/ stop it from tiling like that? I'm just trying to preserve the masked object
its an extremely basic setup π
There might be something to change on the texture node.
If anything says wrapping change it
texture was set to wrap but changing it doesnt seem to do anything
@scarlet birch there is a setting called Screen Alignment in the Required part of the Particle Emitter that should solve it.
@thorn dew It was my question actually, and the Screen Alignment settings don't work for the reasons I listed above unfortunately
i did it again, I was using a Lerp without saving my initial rotation as a variable, instead constantly referencing my current changing rotation DX (silly me) Thank goodness, Rotators DID use degrees as a unit. My bad blueprint logic was confusing me.
Seamless, thanks @supple totem
π
@surreal laurel I had a problem with having particles follow a moving object. What I had to do was write a blueprint for individual planes and have the planes spawn and follow the craft for it to work right. If you don't have that many particles you might be able to do the same thing.
@thorn dew that's what I'm thinking too. I figure that's pretty straight forward but where there any issues you ran into when you coded that?
did you spawn actor? (from class)
If you go that route arrays are your friend. Lots of array stuff to cut down on the nodes used.
1 year left for UE5
and while loops
also make sure to use a material instance on the planes so it can be changed if you plan to change any of the params on the material like color or brightness
cool thanks
for added complexity I'll be using flipbooks but hopefully that won't be an issue
@surreal laurel flipbook does make it that much harder. I had flipbook in mine. It is simple as there is a FlipBook node in materials.
they were explosions so I made them have HDR too
Ugh, gotta use either Ticks or Timers to use RInter which I need to be able to rate seeamlessly. I tried to use a simple Lerp, but the rotation went the other way around whenever I completed a full 360. RInter requires a Delta time which can only be supplied by [tick] or [timer] from what I can tell. Rinter requires a [target rotation], in other words... thats it rubberducky! Must implement first.
@spare kernel It's not Unreal. I think just learning things in general is painful.
some times things just make no sense
nah
this is a engine bug
just annoying i have to work around it
3 years i have been using UE4 professionally, and at least once a week it bites my arse.
This engine has so many tools that work in different ways that it is very hard to find tools if they do exist. (sometimes they do not have the tool)
@spare kernel At least you'll never get bored with this puzzle of madness. (implementation)
like the issue right now just makes no sense
and i can't even work out where it could be happening
First thing you could try is isolating the problem. Second thing you could do is approach it with a fresh set of eyes. Might be futile to "try" right now.
I don't think you need a tick for delta time. World Delta Seconds should be the same as Delta Time.
@thorn dew Thanks for the tip. I honestly do not understand ticks very well atm. More specifically, I am not familiar with how long the interval between [RInter] BP node is. (I think I found a practical solution to my rotation though)
Tick is time between frames.
delta time is time of last frame, tick is called every frame
so the time from that last tick call to the next tick call, is the delta time
Tick is the span of time during which state updates happen
Tick call is the start of that span of time, time from last tick call to next tick call is deltatime because ticks are synchronized with frames (nothing about ticking implies that time delta between two ticks would be delta time - but the design of the engine itself answers this question)
is there a way to use the fill tool to place one instance of all selected foliage
when i click using fill. it places all teh 278 foliages but like x5-10
intead of me just wanting 1 instance of all 278 in one clcik
(new to this server and unreal btw)
This is a nontick event. I currently believe I can't use the [tick] dependant node which is [RInter To]. For example, these nodes won't loop (I cant see any loop logic here)
It is needed to be able to adjust calculations so it is right regardless of the frame rate of the system playing it. Lets say you had something adding 10 every frame. If the frame rate goes from 60 to 120 suddenly you get 2x the adding and everything is different for every player. This is why tick time or Time Delta seconds is needed.
I think RInter is a node that add to my rotation if my current rotation still does not match my target rotation, but it only adds to my rotation if it is called/reached.
I actually thoguth a Timer would be a better choice, its a tick that shuts down. And I can control the delta time there
I'll test it out to make sure (though ur the expert)
sure lemme know π
Since Tick is so expensive. π¦
Lots of stuff actually uses tick. Like physics or anything moving. What should not be done is using the tick for things that don't need updating like a door that only moves when a character is near it. That door does not need to check every tick to see if the player is near it. Better to have a zone that triggers door when player is in zone.
Even with that I think the zone checks every tick to see if player is in it.
For somethings like physics it actually does sub ticks too. If it didn't the object physics could do crazy things.
^
For sure though the door would not have to have it's position updated every tick. If it only checked is player close every tick it is way better than triggering the whole string of what the door does when the player is close.
your code above, should be on tick for smoothness
ultimately in C++ for less overhead π
BP tick is more expensive than C++ tick
Since this is rotation for a dungeon crawler, I had categorized it as a [non-tick] function. (you only rotate for a very brief period of time)
I was just avoiding tick if possible, though at this point I'm more than willing to just use tick for this. I was able to get away with moving without using tick by [lerp]ing between points, but rotation is a different beast. I was able to [lerp] between rotations, but dang 0-359 just loops back to zero and goes the wrong way on my 4th turn.
To make it better you could set it up so the player would trigger the rotation only when it is close to the rotating thing. Before that it does nothing.
Tick is important, and should be used not abused
@thorn dew This would be an on-demand 90 degree turn the player triggers. It is an actual control.
I'll use tick. So many good arguments, doesn't make sense not to use it for something this cheap.
im having a issue where when my zombies respawn they dont attack and follow me anymore i have copied the same thing to move to "me the target" on respawn but they still dont do that any suggestions?
Probably related to your problem yesturday. You got the is dead bool which is making them dead then on respawn they think they are still dead.
lemme see
Do a set isdead to false on spawn at the start of begin play
https://www.thegames.dev/snaps/dtT3Gyzpm4.mp4 i really don't get UE4 sometimes
same logic for both window and the barricades lol
same collision settings, everything
π
@thorn dew that fixed the movment issue of it being stuck in one place
but now when they reach me after respawn they dont attack
same thing probably in a different place. you got them to stop attacking after dead somehow now that is not being reset after respawn
@spare kernel does it go through the barrier if it is closed?
@spare kernel Is the Capsule being blocked by the barricade?
Check collision settings?
Very weird
this small monster jumps fine, using RootMotion animation
all monsters use the same collision settings
though it does seem to push back slightly
over the barricade
Character rotates when i press a key, and cannot rotate anymore afterwards, but can rotate again if I alt+tab out and back in.... a puzzle.
@spare kernel The navlink looks different for the Window though, it looks longer. Is the Navlink defining the endpoint?
@thorn dew fixed by setting is dead to false on respawn event as well as beginplay
Yeah good point
i use the end point to make them look the correct way
via Control Rotation
but that is it
Just seemed like the barricade one was using the navlink as the endpoint
See in your second video how the other monster also does a shorter jump
right, its weird
this is the animation
thing is though, nothing should be blocking it
unless the cmc is cause of the non floor..
where the nav projection fails
doesn't make sense that, cause the window cuts the navmesh out
Heh. In my current little side game I'm working on, the concept of a tick is much less frame-tied than in UE4
is anyone aware of any ways to increase the resolution of 2dscene render target textures? They come out fairly pixelated, not sure if this is a fundamental engine limit
The game has many parallel ticking processes and the ticks are only loosely synchronized
So each simulation thread (and some parts of the world) run at different FPS relative to each other
Though they try to maintain stable FPS, there can be partial lags where only some ticks are lagging and FPS drops on only some of the game
There is only one central tick clock that sets the pace for other threads, but it only defines a pace and doesn't synchronize them
best tutorials?
@spare kernel I was having a problem with collision detection and overlap. As I remember it turned out when using the character parent class it kind of overrides a lot of things including what it uses as a collision capsule and many other things. I ended up making a fresh blueprint non character related so I could use my own collision shape without it conflicting with all the C++ code baked into the Character Parent Class.
nvm, figured it out, size is in the texture panel π
hi does anyone know where in material does the bump map go?
@spare kernel are you still applying gravity when the vault animation plays?
oh, so it's not blocked by the barrier?
weird. Last time I had something like that it was caused by the capsule being blocked which kept the root motion from moving it. No idea then.
it looked exactly like that though,
Yeah I mean it feels like something is blocking it
But there is nothing to block it
Friction? Physics material? Idk, trying to think of things that can block or slow things down. I know I've had an issue just like that, where it moved like going through sludge when there shouldn't have been collision.
oh, lol.
one of those things you probably solve in 5 minutes the next day with fresh eyes
@chrome sky but i already have a normal map so where do i put that as i cant plug them both into normal
its black and white right
If you want to use bump offset look at the doc page on it or google it and you'll find an example material.
Rawr
yeah i think i found what u need
if its black and white
if not well idk what to tell u
yeah specular might be useful
thanks
np
You know what's interesting is what hardware is needed to work within ue5
If you can run UE4, I fully suspect you'll be able to run UE5
@thorn dew sorry for @ing you but i was wondering if you knew how i could start making a round system for my zombies game mode and have it so the zombies not only spawn at a spawn point closest to the player but also have them run faster and spawn more rapidly through out the rounds
if you dont know that is fine i just cant seem to find a tutorial on such topic
I was looking at the spawn point thing but could never figure out how to get it working so instead I put any object at the place I want something to spawn then get the position of that object. Use the global position for the spawn coordinates. For spawning at point closest to player find the vector between the player and spawn and say get length of vector, then compare the vectors to see which is got the least length. Spawning faster and running faster should be easy by changing their max speed and spawn speed variables. If you don't have it set up as easy as that you should change the BP so it is that easy.
If you can't figure out how to get the position passed on through any other way there is a Get All Object of Class node. It should only be used as a last resort though.
ok would i put most of this inside a gamemode blueprint
i mean i could also put it inside of a level blueprint i think
how do I add rotation force to a moving vehicle
I want the car to flip sideways on button press
Whatβs your experience with the latest release so far? Iβm downloading it later today... Looking forward trying out Chaos Destruction!
If I want to make a Blueprint that spawns geometric planes, should I create a blueprint with a plane and use Spawn Actor From Class, or is there a better way to generate the planes?
can probably just add components at run time
depending on how many planes you need, mesh instances rather than static meshes may be an idea
Hmm i don't see an option for adding a plane component?
oh duh
that makes sense, thanks
how would I go about using instances instead?
nvm, "Add Instanced Static Mesh Component"
@wary wave sorry to bother im having trouble getting my while loops to work keeps saying infinite loop detected but i need it to loop a certain amount of times i can show my blueprint if needed
@surreal laurel - and add an instance to that component, rather than a new component every time you add a new plane
@cedar jetty - if you don't have an exit condition or you never hit the exit condition, the loop will never end
@surreal laurel - and add an instance to that component, rather than a new component every time you add a new plane
@wary wave I've never worked with instanced meshes before, I'm assuming i'd use an array to do that?
no, there's a function on the component, 'add instance'
@wary wave i honestly think its my system i have going im trying to get a certain number of zombies to spawn like a round system and when the number of zombies on field goes to 0 it goes to the next round
you understand that a 'while loop' executes in a single frame/tick, right?
the next game frame/tick can't happen until the while loop finishes
ok but is the event tick my only option in this case?
if not then what would be your suggestion?
something event driven is the way forwards
each time an enemy dies, decrement the counter, spawn the next, or whatever you're doing
thats what i do i have a variable that keeps track of that adds on spawn and decreases on death my issue is figuring out how to tell the game that all the zombies are dead and to execute a similar thing for the next round @wary wave
when you change it's value to zero, do the next round
this is all really basic stuff (in this case an if statement), you may want to spend some time doing some tutorials somewhere?
i dont think its that simple cause it has to execute on a event tick of some sort and it would just go to round 1 again if that was the case
@cedar jetty Use an Event Dispatcher every time a zombie is killed instead of checking every tick... Have the βlistenerβ in your Level BP or GameMode BP and just restart when zombie count is zero?
hmmm never thought of that ill try it and get back to you @worthy fox
Once you get it to work you have also done some performance improvements πππ»
what is the player index of the client in a 2 player multiplayer?
server is player 0
1?
but when I try to access player 1 (client I assume) it returns none
I don't know what you're trying to do, but those indices are not the same on all machines
index 0 is always the first local controller
on a client, only local controllers exist
@worthy fox if im calling the event dispatcher isint that calling the zombie count to -1 off of it as thats the custom event i have for the binding i looked at a few examples and i understand it but i dont think i understand it completly
nvm my brain just is fog at 3 in morning i figured it out
does double siding a material make it more GPU expensive?
Hey guys, im planning to make my first U4 project. A Viking village. I want some big mountains in the back. Should I build the full terrain with World creator? Or should I create the terrain in U4 and just the mountains in World creator?
is the new water system in the 4.26 preview ?
yo
I have a timeline
When I have 2 identical blueprints with the same timeline they move together
I want to add randomness
How is that?
hmm do you put textures and materials in two different folders? 
@robust oar can't you add a delay before the timeline, with a random clamped float as the delay time
yes
i think so
there's a node to get random values
Random Float in Range
so you could set that random number as the delay time, before the timeline, it will add some randomness
https://gyazo.com/e3d47ff5632714e691ff01c1fb8791b4 hope this works
uuuh i was thinking of something like this
Hey guys I am having a build issue.
BaseCharacter.gen.cpp.obj : error LNK2019: unresolved external symbol "protected: float cdecl ABaseCharacter::GetSpeed(void)const " (?GetSpeed@ABaseCharacter@@IEBAMXZ) referenced in function "public: static void cdecl ABaseCharacter::execGetSpeed(class UObject *,struct FFrame &,void * const)" (?execGetSpeed@AB
aseCharacter@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
Never encountered this before so I have no idea
uuh do you have the corresponding module to that in your uproject file? I had a similar build error, but it was with something far more strange than ABaseCharacter... my editor didn't add AIModule on itself in the project so it would fail linking dlls and stuff.. But that would be weird for soemthing as basic as ABaseCharacter
there's a substance plugin for ue?!
idk, my problem was a dll missing, your problem is that it can't find the GetSpeed function somehow 
do you have all your includes set up properly
hey guys, just started using UE4 properly this week. I was wondering, is it possible to use a heightmap as a reference to where materials should go on my landscape? I've been searching all around for a tutorial and none seem to tackle the problem I'm facing. Thanks π
(to put it simply, darker points on the heightmap should be dirt, and lighter points on the height map should be snow)
As far as I can tell everything is setup correctly
aaaww man I've looked through that haha. I'll be honest it's not a height map, it's a landscape texture map that shows where materials would be based off erosion and what not.
@plush yew Thank you so much for the help man
however I used heightmap as an example as it's also greyscale, and I'd assume it would work the same way
(not true resolution) but you can get the idea
@weary basalt @scarlet birch got it solved in the end, was a physics material issue https://www.thegames.dev/snaps/PyO6XNAsa8.mp4
π
uh is there a way, with the substance plugin, to get substance/unreal editor to automatically create the materials ? 
So anyone sees abnormal in my ms? i think 20 is to much?
its prepass and shadows? im not sure
Anybody knows what;s up with the Extended Input (Experimental) in 4.26 Preview? Any more info about it?
Hi guys ! Do you know if Blueprints take more space in memory (in the final build) than the equivalent writing in C++ ? I'm working on a mobile game and everything is good to reduce the size of the build. Thanks !
@gloomy flare i dont think code takes that much space in general, or its like a huge project..
They do (it's small but measurable), but you can try compiling blueprints to C++
i guess just the engine and your project content takes most of the space
Thanks for the answer. I think it's hard to tell but do you know how much more ?
MB
then you are safe to use blueprints, the size difference is negligable
assets will be much bigger
Ok, great ! Thanks for your answer.
biggest size difference is that blueprints sometimes store paths as string instead of pointers
Yes, I try to reduce the size of my assets too.
Ok, good to know, thanks !
By the way, what do you think about making a mobile game with unreal engine. I keep thinking about the build size compared to the build I could get with Unity. It's 30-35mo more for an empty project. Do you think it makes a difference for the user ?
The thing is I'm very comfortable with unreal engine tools. Unity is okay but I prefer working with Unreal. I know Unity would be a bet fit but I keep pondering my decisions π
guys this book is good for learn unreal physics essential or it outdated ? https://www.amazon.com/Unreal-Engine-Physics-Essentials-Emperore/dp/1784394904?fbclid=IwAR1O2HoBzHfXz30bESTmjAjrcpEM9Imt_pZS5841Ko_CFSx1RWd0HP-0cfE
TBH not sure why would you need a book on that
it's not like you will write your own physics
and most of the unreal specifics are in unreal docs and unreal learning portal
gimme a sec, downloading preview RN
cause i have that but no landmass xD
yop
dam so this preview lmfao is just useless haha
well there are other new things
@plush yew more shaders, I'm guessing
well idk but all you need to know is that it's one of unreal's "stop points"
just wait
okay question
how do I increase border thickness above 1
at the moment, they're really thin
newb question: how do I delete rows in arrays like the following? I just want to completely delete one of the entries but I can't figure out what key press I need to press to do it, I don't want to delete all entries just one
I have such a problem. UE4 does not want to open the level umap file and does not want to see it in the content folder. Backups of files did not help, also launching on a different version of the engine, and migrating content to another project, none of this helped.
@woven zealot click the down arrow on the right of the entry you want to delete and click delete
oh great thank you lol can't believe I missed that
Is this a correct way of starting my standalone server to start on the map named "MapName" and game mode named "MyGameModeBP" ?
UE4Editor.exe MyGame.uproject /Game/Maps/MapName?game=MyGameModeBP -server -log
(.exe and .uproject are full paths actually)
Did you set your double-sided material to be double-sided in the Material itself?
The double sided tick box in that image is under collision
What are some easy and fast game categories to develop but are higly enjoyed and played? And is a good multiplayer fps survival game hard to develop?
realtime multiplayer is kind of nontrivial
Question: when I attempt to open the source code of any given blueprint, it won't load because UE4 is looking for itat D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime... and on and on, some incredibly deep directory tree, which is bizarre as this is a new Alienware box and absolutely nothing has been written to D: whatsoever.
Afternoon @exotic thicket.
hey
Ahh, interesting.
Yes, this blueprint is from the VaRest library.
So that's where the VaRest guys had UE4 deployed.
Is what you're saying.
Oh really.
Right.
I thought I had the engine source deployed.
Right.
Yes, I have all that installed from the Epic launcher as well.
The engine source and symbols.
I did copy this project I'm working on from another box, but on that one as well, I never deployed it to D:, so not sure if that's a factor.
Is there a setting somewhere within the editor to specify path to UE4 source?
I don't see an option in the laluncher.
doubleclicking BP nodes almost never opens the correct files for me
it's usually easier to just go into the IDE and using its search features to find the right source file :P
Yeah, I'm researching online, seeing nothing relevant in terms of info on this.
The reason I ask is I believe I"m going to have to develop some custom BP widgets in C++ to complete some of these tasks, particularly multipart form file uploading to my API.
Would be nice to look at a couple pre-existing for reference.
doubleclicking bp nodes seems to be working for me 
Hello everyone, I'm a guy from India, i have just started Unreal Engine, could someone tell me the basics and settings i can do to Understand Unreal better, any names of good tutorials?
What do I need to do to setup my game in UE for online multiplayer? Setup so that the clients/players can connect to Google/some other server working as a host. Thanks!
hello chints apple I think this is a very good tutorial for this https://www.youtube.com/watch?v=QGrRV-11sx4
Hello guys welcome to another tutorial. Today I will show you guys how to compile a dedicated server for your own game. This will allow you to host your own server, and have anyone join it from across the world. I demonstrate this by putting the packaged final game on a usb an...
I have a terrain loaded as tiles. Is it possible for me export one of these tiles so I can accurately place objects from another 3d source?
@cyan orbit okay, let me check that, thank you
Hi, how do i decrease the camera fly speed (when holding rmb and moving with wasd)?
@hybrid brook if you mean in editor, mouse wheel while holding rmb should adjust speed
Thanks @exotic thicket, that is what i wanted to ask
@hybrid brook Or click the camera icon at the top right corner, the default is "4".
Thank you @pallid talon
why aren't my buttons working? They're enabled, but the current system to print "Click!" won't do anything
hey... I got some help with foliage yesturday, but it is kinda laggy how can I disable foliage via bp
nvm I figured it out
What is the cheapest way to have a one color background
how do i make a button have a pulsing animation when hovered?
@alpine laurel make an animation that changes the color and have it play the animation on hover using the on hovered event for th button
how does that make it pulse though?
sorry I assumed by pulse you meant make the color change, you can animate the other properties on the button including size if that i what you mean
i mena like pulse as in fade in and out repeatedly
so the opacity or the color? anyways you would animate that
pulse to you is not the same as pulse to me
well when i do color and opacity, that only changes the text, so would i do just background color?
if you are changing the background color of it then yes, color and opacity is the content of the button ( any children )
thanks i got it working
@grim ore im trying to figure out how i can loop the amount of times i spawn a zombie on a delay for example round 1 would be 5 times and round 9 would be 80 lets say i already have a counter system setup to count when the zombie dies and when one spawns as a integer how would i properly loop it without causing a infinite loop
This is called everytime a zombie dies btw
a timer would probably be the easiest if you want a delay and you just call the timer event, have it spawn the zombie, increase the spawned zombie count, see if it needs to spawn more this round and if so call the timer event with your delay on it . this would repeat over and over until all your zombies are spawned and then it would stop since you dont call it again when your # is met.
not quite what you need, I dont know where those event links are going to or how you are calling this or anything. you basically want to make a self contained loop with the timer
ok
you want something like this. You call the spawn zombies event, it spawns a zombie or whatever you do, then it adds 1 to the # of spawned zombies for this time. Then it checks to see if that # is greater or = to the total # you want and if so it does nothing, else it calls the spawn zombies again after 2 seconds
which then repeats over and over adding 1 more zombie until your # is met
obviously adjust that as needed but the structure is there
ok thank you
Have they added a function to add water in 4.26?
there is some water functions in the water plugin with landmass in .26 but its not in the preview
wasnt it possible to make water before?
its always been possible
so what is new in this water thing? I havent really added water before
this is all new ? the functions
you can watch the video, pretty much
@grim ore still spawns one and i have it set to 5 for max
yep makes sense, you arent calling this function again
you are just spawning them with the timer I would guess
i just realized that as soon as i sent it
@grim ore it spawns 1 says it spawned several more but yet i dont see them
i only see the 1
I dunno, read the errors to see if those are causing it and you can also pause the game or jump out andl ook for them in your world outliner
double click on them to find them and see where they are at
Using the animation system, is there a way to scale both top and bottom handles?
so these both go apart
it supposed to spawn here
but its spawning there?
this one is right except for Z cords
@grim ore so its a spawning issue then
yep so debug and loop thru your spawning code to see whats going wrong
Any photoshop geeks here?
Is there any way to paint on layer only on opaque pixels (including the ones from all layers below) ?
Z issue could just be due to it spawning in on another one and being forced out due to collision for example. No idea on the other one but could be similar and its getting tossed out of the world
hmm good point
@hearty walrus what type of item are you trying to scale up and down?
a progress bar.
so you want it to scale vertically?
if its just for looks, adjust the scale in the render transform
oh, thanks!
@grim ore figured it out i had my vectors messed up on spawn B and spawn A when comparing to player location length
just had to switch the 2
ah
@grim ore theres only 2 things left one how would i have a flashlight type of thing where the crosshair would be?
if I want to make a snowboard game, do I make the snowboard a vehicle and posses it or do I add the board to the character and animate it?
Quick question, what are some of the best beginner tutorials to use in the unreal dashboard (or a different place)? I'm absolutely new. There is quite a few of them but some seem like they are the same thing (from different people).
@cedar jetty there are videos and tutorials on that out there, it could be as simple as a model if you want one and a spotlight in front of the character
search for your first hour, or intro and start with those courses. @rare abyss
@grim ore Hey buddy - you havin' a good day?
there is also a Getting Started category
but like Your first Hour with Unreal Engine or Unreal Editor Fundamentals might be a good start
@cedar wave doing good so far
@grim ore Yeah i did those two. They showed up automticly. So now im going for the getting started then, thanks π
That's great to hear.
@rare abyss after that find something you want to learn and focus on that is a good path
Does anyone know if it is possible to change input mappings on a cooked build? I thought that I maybe would find a config file to do so but I've had no luck so far.
@dense dock the config file is probably inside the .pak file is why you dont see it
quick question, is it possible to take a high res sceenshot in the animation editor?
I have set randomised view targets in the level blueprint to switch between actors with cine cameras. I'm confused now I'm trying to capture as it is when I begin play in the sequencer.
Any pointers? As far as I'm aware view target just moves the player controller. Should the sequencer be recording the player pawn or view target actors with cine cameras?
World settings, just change the shadow settings
@grim ore Iβm having this strange bug where 1 zombie spawns on the upper map immediately when I press play no debug string nothing as the ones that spawn with the actual round have a debug string that I. Can see I checked my world outliner when exiting game and there are no zombies preloaded onto the map any idea what might be causing it?
my engine will random;ly change the textures to a low LOD with no texture detail when working with them. Is there any way to fix this?
Post on social network that you are looking for idea guy. You will have all ideas you can have.
Just ask everywhere for ideas or something, why didnt i think of that
Maybe because:
I'm not creative at all.
@haughty ledge π π I'm just joking π
did someone already used the Sky Atmosphere
**Can I set a pop out viewport size to a given resolution?
**
When you go Windows > Viewports > you can from here pop out a new viewport.
I would like to set it (the window, or the actual viewport size) to an exact size. I can try rescaling the window to match a certain size, but is there any console command that can do it for me?
Or another solution?
is there a way to share variables across widgets?
so you've got one screen that sets a variable to true, and another needs to react to it
question 2
Is there a keyboard shortcut for Migrate? I need a faster way to reach Migrate from the context menu
nope
Get a peek at the upcoming experimental Water tools releasing in UE 4.26! Ryan Brucks will start with a breakdown of the new Single Layer Water shading model and then show how Water Bodies create cohesive water features. We will then go over new features such as Gerstner Waves...
is there a way to make decals not blend with the background material?
Why does unreal load faster on windows (hard drive) then it does on ubuntu (with a SSD)
Does anyone have a list of things they would setup when starting a new UE project? For example, testing workflows, ci, version control, etc. I'm setting up a project for a uni project, and wondering if I'm missing anything crucial that I need to have ready for starting my project!
@surreal oak file locations/file organization. Like where some assets are going to be , where some folders are going to be etc..., because Iβve had multiple problems with reorganizing files in unreal after the project is done (unreferencing issues)
can you increase the thickness of a border above 1?
When are they going to release 4.26
u can do some fun stuff with cos functions for water
Hmmmmmm
is there some sort of bug with the 4.25 engine that causes reflective surfaces to flicket?
flicker?
or maybe its just because i migrated my project from 4.23
See ya! Im switching to unity
can anyone point me in the direction of how to set the Server Details described in the Steam Online Subsystem documentation
An overview of Online Subsystem Steam, including how to set up your project for distribution on Valve's Steam platform.
the UE4 macros like UE4_PROJECT_STEAMPRODUCTNAME
Does anyone know what the target has to be to send a message on interface for a button on a widget?
an actor blueprint is the recipient'
anyone know how i can automatically convert a bp project into a c++ or copy the blueprint project files into the c++ one?
anyone know a free 3d navigation plugin for ue4.25
where is this new water thingy content in preview?
It will arrive with Preview 2
got it thank you
im making a new game about animals so whats ur fav ecosytem, for example african savannahs or amazon rainforest be specific and shit
is there a way to detect if the mouse cursor has gone away from the widget?
also, how can I make a context menu system?
Has anyone played with 4.26 yet? I'm seeing the following error when compiling a new, untouched project:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: nullptr == ListenSocket [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Online/HTTPServer/Private/HttpListener.cpp] [Line: 24]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffc5f5d3e49 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffbdddaf896 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffbdddb2fb8 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffbddac332d UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffbdda5b2f5 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffbdda5d3a0 UE4Editor-Core.dll!UnknownFunction []
I've already got this down, but it's only one thing so far
how can we increase bounce with new gpu lightmass?
it says ue4 project can be converted to ue5 project when its released... so blueprints are confirmed for ue5?
or did epic developed a magic tool to convert bp to c++ without making it harder to read?
They're not dropping blueprint
cant decide its bad for me or not
π
sarcasm?
Hey fellas
does anyone know the solution to this
https://answers.unrealengine.com/questions/879415/view.html
I am getting the same error
the build.cs is searching for directory in the unreal engine directory and not in the project directory.;
@still schooner GPU Lightmass calculates 32 bounces by default
however due to our implementation problems of russian roulette in the path tracer, it calculates 4 bounces most of the time
2 ways to fix:
- enable irradiance caching
- manually edit
Engine\Plugins\Experimental\GPULightmass\Shaders\Private\LightmapPathTracing.usf
change#if !USE_IRRADIANCE_CACHING Bounces > 4 #else
to#if !USE_IRRADIANCE_CACHING Bounces > 16 #else
and restart the editor
so that now russian roulette starts at 16 and you will get at least 16 bounces
note that this will make GPU Lightmass noticeably slower
does anyone know how to attach a camera to a widget? (HUD)
Hey fellas
does anyone know the solution to this
https://answers.unrealengine.com/questions/879415/view.html
I am getting the same error
the build.cs is searching for directory in the unreal engine directory and not in the project directory.;
how do i fix this issue without deleting anything
you move it to another drive
Here's a video of some UE quick tips and tricks I made after looong break. Enjoy
Unreal Engine 4 Tips and Tricks: Episode 8
- 0:12 Hide Game Library in Launcher
- 0:36 Collapse / Expand Lists
- 1:24 Preventing Deselection
- 2:00 Level Thumbnail
All episodes: https://docs.google.com/spreadsheets/d/1JJzoqIY1oQVOfBi8QqMtannbOIIfi3UMz94OTn1PL18/edit?usp=shari...
whenever i try to test my character, it crashes and my level, lighting, and skybox is gone
Does anyone know if substance livelink is broke? My textures remain black with the livelink up and the program beside unreal
where are the water plugin tools
mentioned in the livestream?
all i see is shallow water and land mass as 2 separate plugins
on the 4.26 preview from the launcher
no fluid simulation or nething...
Is there any way to turn down the quality of the engine and not have it recompile all the shaders again? If I change the Engine Scalability settings, I have to wait for thousands of shaders to recompile. (I'm using the recently released free City Park scene)
@sonic pagoda They'll be in preview 2. Didn't make it in P1
hey guys im trying to load this free asset that was announced today but it gets stuck at 95%....is my old comp the issuehttps://www.unrealengine.com/marketplace/en-US/product/city-park-environment-collection
all of my 4 cpu cores are firing at full speed
I'm using that one, too. You have to wait it out. It took my 8 core machine over 45 minutes before it came up and then had to compile shaders for another 20 minutes. Just wait it out. It's like that on the first load. (Go watch tutorials in the mean time.)
Anyone here know of any common issues with 4.25 that keep people from connecting to your hosted game? Servers won't populate in the list to join
@vague scaffold damnnnn I've waited like an hour on my AMD FX-4000.....I guess I will have to restart it
(I really need to upgrade my comp lol)
I have a terrain loaded as tiles. Is it possible for me export one of these tiles so I can accurately place objects from another 3d source?
@pallid talon the normal export feature should work fine for terrain
You can export scene or just selected actors in it as an FBX and import it to whatever 3D app - does that work for you?
@south ridge It doesn't appear as an option when right-clicking on a tiled terrain -
Oh wait, File - Expert works! Thanks!
I was right-clicking.
Anyone got any tip on figuring out what makes Render Target Memory 3D in stat RHI go over 3gb? How can I find the offender(s) in my project?
I have no reflection captures nor cube rendertargets, IDK what else produces rendertarget 3D..
Does UE4 have landscape [sculpt] layers atm?
Is there some blueprint that creates a runtime rendertarget and then forgets to clear it
I have a few 2D render targets but they are not created on the fly (something I will change so I don't have to have them in the project) but that is Render Target 2D .. this 3+gb is "3D" ...
In that case
I am making 3D render targets for icons in the UI, but those are fairly small, 150x150 and there are 51 buildings and a good few 3D icons, but not that much total, as said, still is 2D, I might want to figure out how I can optimize that too though..
It would be used in anything that performs volumetric light caching or similar function
But
not 3D render targets, haha, 2D, for 3D icons.. π
Unrealers
At this point, I'm getting less and less of an understanding of what kinda system you have. But, check anything that has to do with GI settings/indirect light/any forms of runtime light related caching stuff I guess. Sorry for being so generic here π
@south ridge Yeah, I tried deleting my VolumetricLightmapDensityVolume, in the thought it might've been something, but no difference
It gets into the territory of "it's easier to go and debug it than contemplate what it might be"
What do I need to connect the GetActorRotation to, to feed it to another node
I've got also a LightmassImportanceVolume
No, that one shouldn't be relevant
dunno if any of those are using any 3D render targets though
Yeah I figured, it would be weird if that mounted to 3GB of GPU mem.. but then, what does.. still baffled here.
Aim is to get the project down to < 4GB so it would run on an older gfx card. Currently I got a bit much texture2D mem, also about 3+ gb, but the rendertargets, yeah.. how can I optimize the 2D ones, .. I need to make icons on the fly, the buildings have material themes and hence change for each player/game. If I clear the texturetargets after setting material for the widgets, maybe instead set texture, then clear the rendertargets, might still yield icons disappearing, guess I need to try some things.
But all that, still is rendertarget 2D, it is the 3D that is confusing π
I got quite a bit of lightmaps, wonder if volumetric lighting produces 3D rendertargets? hmm
Physics went crazy in 4.26
just spent 2 hours trying to add multiplayer steam into my game using a game instance and the game instance is not doing its job
on begin play its supposed to do show the mainmenu but nope just stays in my main menu box
no widget
I'm making a multiplayer RTS btw .. @cedar jetty I hope to get there, no knowledge whatsoever yet with steam, but have semi-working multiplayer in two windows in PIE
just spent 2 hours trying to add multiplayer steam into my game using a game instance and the game instance is not doing its job
@cedar jetty you are feeding no input to instate
@granite creek the tutorial i watched for 2 hours never put a instate
granted it was from 2015 sadly
hmm maybe that gets state internally
double click on that node and see how it gets state
then print that state to an string
to see what is current state
@queen wasp if you need to make icons on the fly, you should atlas them
What this means is you have a single lets say a 1024x1024 rendertarget that stores all the icons in a grid
@granite creek this is the macro that gets iscurrent state
print it outside of macro to see if it matches startup
You can't run away from the obvious issue of "you need as many pixels stored as much data you want to pre-calculate", but you can avoid overheads by having one big RT
@granite creek nothing no string
@granite creek nothing no string
@cedar jetty no execution
did you set game instance inside settings?
project settings?
did you print before macro?
ill try again but im not sure


@granite creek these are my world settings would this have something to do with it
@granite creek these are my world settings would this have something to do with it
@cedar jetty are you trying to show a main menu then load a map?
the main menu is literally a box and the widget takes up the entire screen with a video playing in background
the main menu is literally a box and the widget takes up the entire screen with a video playing in background
@cedar jetty Let me tell you how i make main menus
I make a BP_MainMenuGameMode
I need to learn blueprinting
which has defualt pawn set to BP_MenuPawn
BP_MenuPawn is an empty pawn which shows widgets at beginplay
should i put the default pawn to my widget?
im confused how this game instence stuff even works
everything was working fine until i decided to add steam
1.Create BP_MainMenuWidgetGameMode
2. Set it as defaul gamemode for that Map(Gamemodes are property of map)
3. Create a empty pawn that shows a widget
4. set MenuPawn as gamemodes default pawn .
good thing is i made a backup before i did this so thank god
good thing is i made a backup before i did this so thank god
@cedar jetty use git
so better question is how do i add multiplayer to my game?
cause thats what was my intent to begin with
what are my choices?
Nakama, Steam ,EOS
there is a channel here called epic-online-services thoese guys are network experts
i never heard of Nakama or EOS
My pc most certainly doesn't handle unreal engine very well
I downloaded a map from the asset store (a free one) and it took about an hour to open
@south ridge Hmm atlas, well it is an idea.
One atlas and a caching system
Potentially - as a way to save on vram
So you re render tiles as you need them, but only once
So apparently the AMD FX8350 can't handle unreal all that well
How good would the latest Ryzen 5 handle it?
The weird thing though, I temporarily disabled the creation of icons for the UI, and it was like 400MB difference, still got a whopping 5+ GB of "render target 2D memory" in stat RHI, and still also the 3D.. well, further investigation needed.. π
No @wispy leaf
And furthermore, starting again in PIE I suddenly have 8GB+ render target 2D memory, wah.. mem leak? not sure where it comes from
It increased after playing a few times
Wait till january
I've had framerate drops sometimes clear up when restarting the editor
8gb vram? @queen wasp
got only 8GB on an RX580, but 24GB with superslow vram in ram..
So where these mysterious render target 2D and 3D ram usages are coming from.. hmm
@sterile tulip Yeah.. we should definitely have had higher ram amounts on cards, it will come but when..
Are 24gb Ram possible? Do you have 3 ram sticks?
I was thinking about having 3 factions/origins in my game, means modeling 100+ more buildings but, now I can't even imagine how I can achieve that with the ram issues, and still make it playable on a min spec of 1660



