#ue4-general

1 messages ยท Page 849 of 1

grim ore
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Its hard to understand the issue

potent bridge
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alright

plush yew
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i am deleting my unreal engine and

grim ore
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if its not going where you want it, what is the values of where you wnt to go and the values of where you are clicking or moving or whatever

plush yew
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installing 2.6

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2.26*

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what

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dym

plush yew
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is it bad ๐Ÿ˜ฎ

honest vale
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well at least ALS4 doesn't work with it ๐Ÿ˜„

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play rates of animations are broken for some reason

plush yew
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what version should i get?

tired lynx
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hmmm

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speaking of 4.26

plush yew
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what version should i get?

tired lynx
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i've solved the mystery of the vanishing fog plates

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they just.. don't render in 4.26

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which really more fool me to be honest

grim ore
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you should use the latest stable version if learning, 4.25.3

tired lynx
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i have been seduced by pretty water dynamics

plush yew
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ok thanks

tired lynx
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ahh, but i really need that water for this project

grim ore
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ugh so its a .26 bug for sure? it works in .25 ?

tired lynx
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well

grim ore
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possibly just a new setting

deep viper
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@tired lynx Don't worry, they haven't included water bodies yet. ๐Ÿ˜ฆ

tired lynx
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yeah, a new setting is what i'm thinking also

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it's the same thing with the sky and atmosphere. they moved the used dynamic light as atmospheric sun toggle and it means that any 4.25 project with that loads in utter darkness

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use*

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@tired lynx Don't worry, they haven't included water bodies yet. ๐Ÿ˜ฆ
@deep viper wait whattt

potent bridge
thick herald
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Preview 2 for the fancy water, probably

grim ore
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@potent bridgeyour nav mesh looks super wrong for getting to the top

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there isnt enough nav mesh up there, you can enable it during testing as well

potent bridge
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for some reason, yes the navmesh does look wonk right now, but thats the default mesh in top down and I don't know how to edit the navmesh

grim ore
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it might not be high enough, your character nav mesh agent radius might be too large, etc..

deep viper
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@tired lynx They plan to release Water Bodies* in the next Preview of 1.26 (but is not necessarily fguaranteed)

potent bridge
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How do I modify those?...

grim ore
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look how much room here is below the ramp and above it, if you have that much on each side being blocked you dont have enough room to move to the top. Its under the project settings or in the navmesh itself

tired lynx
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i feel like such a fool, honestly

plush yew
tired lynx
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ok well i may as well just use my 4.25 version of the project then

plush yew
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I have VS2019

potent bridge
tired lynx
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good thing the only difference between the two is that the 4.26 version is broken and the 4.25 isn't

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lesson truly learnt

grim ore
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the agent radius and height detemine how much "room" you need to move around for your character

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@plush yew do you have the C++ toolchain like its asking for?

scarlet birch
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Is it possible to use transparency in the splash screens? I'm not having any luck with it.

potent bridge
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@grim ore Changing those does absolutely nothing to fix the problem though.

plush yew
potent bridge
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just presents more issues

grim ore
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@plush yew I thought you were using VS 2019 not VS Code?

plush yew
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I have both

potent bridge
grim ore
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@potent bridge all I can suggest is you play with it some more or you adjust where you are trying to get it to move to. Perhaps you are trying to move it to an area that is not valid for the nav mesh and thats why its going somewhere else. Your moving it on your "grid" sure but where is the actual location in the world its tring to get to and is the nav point valid there? you can check for valid point before moving and then debug from there

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it looks as right as the preview will get, it acts odd on angles and goes thru them for some reason

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@plush yew use your visual studio installer and install the VC++ 2019 toolset like it is asking for

potent bridge
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The grid converts it to a position, which is the center of the tile, it worked perfectly when doing click movement.

grim ore
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if your click movement is working and the manual is not, print out the locations and see if they are the same. not your grid but the actual location in the world

potent bridge
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I basically deleted it, sigh

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might have it in my v2

grim ore
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welp start testing it with the actual coords then and compare it in the editor. where is it trying to go when playing and if you look at the location in the editor is it correct

potent bridge
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well it works fine with anything thats not placed, so it'll work fine on the ground but as soon as it gets to edges it becomes a problem

grim ore
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sounds about right, it cant get the center of your radius to that location safely

limpid oracle
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Does anyone know where to get the demonic character that was featured in the Unreal Engine 4 preview trailer?

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It was showcased in that video, but I can't find the asset on the marketplace. Which free pack is it included in?

grim ore
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did you.. not... even.... read

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go to the video and read the description, the links are there

potent bridge
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@grim ore The center positions are being read correctly, it just wont move there correctly.

grim ore
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there is a node for checking if a point is in a navigable mesh, use that and see what it says

potent bridge
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whats that node called?

limpid oracle
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@grim ore Thanks. I meant if anyone has a link to the asset. I cannot find it on the marketplace.

grim ore
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@limpid oracle if you are referring to this part of the video "Element Boss in video: Elemental Demo (can't found link)" which is in the description that is the name of the project (Elemental Demo) and it has been removed. IF you had it before it would be in your library, if not it has been removed

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no one is legally able to redistribute it

potent bridge
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So, whats that node called and what class should I put it in MathewW?

limpid oracle
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Thanks!

grim ore
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ProjectPointToNavigation might work for what you need

potent bridge
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Okay

grim ore
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You can also try Get Random Reachable Point in Radius with a small radius as that would tell you fail or pass

potent bridge
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so somehow I've got to get my current position as a Vector, danmmit

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@grim ore Noob has no idea how to set this up though.

grim ore
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well you get the position you want to move to as the vector

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which you should have since you are telling it to go there

rapid sluice
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Hello. I am making my own group. Iโ€™m hoping to be a full on game developer. Iโ€™m working on my new project. Project โ€œaceโ€. If ur interested ill tell you the details about it. I personally self crafted the idea and the mechanics. ๐Ÿ’ก

potent bridge
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wait no

grim ore
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@rapid sluice post in #looking-for-talent , not in this channel. read the pinned message in there.

rapid sluice
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Oh. Ok bett

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Thank you

potent bridge
hearty walrus
potent bridge
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You know what I'll try fixing this tomorrow, this is actually pissing me off.

hearty walrus
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how do I make physics object react to wind?

sterile tulip
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can I have many save states on the same project?

plush yew
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is anyone here experienced with normal maps in ue ? Im having a problem I cant solve ...

proper stump
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LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (foot_R:11)
Source Global Transform (-7.507909,-3.978761,6.091293|7.334366,180.000000,-31.527147|100.402390,100.402344,100.402344),
Converted Global Transform (-0.074778,-0.039628,0.060669|7.334366,179.999985,-31.527164|1.000000,1.000000,1.000000)

Any idea what's the issue here? when importing an animation that was created in Blender 2.9 ... what's the issue with the source values?

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solved the issue by setting the unit scale to 0.1 and scaling up

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but still, weird shit

tired lynx
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hey so is there absolutely no version of the upcoming water/fluid system available currently?

grim ore
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@potent bridge uh... so your telling it to try and get to 0 for the location.... not the actual height of your tile

potent bridge
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What?

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That shouldnโ€™t matter.

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@grim ore Tell you what, mind if I send you the project tomorrow? Iโ€™m not asking you to do my work for me, but visually showing you what the movements supposed to do is easier than me trying to explain it.

grim ore
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why wouldnt it matter?

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your telling it to go to say 100,100,0 when your cube top might be 100,100,200

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it would explain why the other method worked since your hitting the top of the cube which would have a valid Z

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so what you are seeing when it goes around it instead of to the top is it trying to get to that location which is below the top

potent bridge
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True, it only seems to fail sometimes though. Makes sense. So now Iโ€™ve got to figure out a method of getting the Z position of the target X and Y

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And yeah cube top would be Z:200... K think youโ€™ve hit it on the nose there.

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@grim ore

deep viper
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Can construction script be used to snap actor's to a custom grid? I made one but it seems to simply not allow actors to be moved to begin with. (I also ticked to not run construction during [drag] )

thorny quest
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noob question

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im copying and pasting a static mesh form a pack i bought

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but when its pasted theres no texture, its just white

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the material and its blueprint looks exactly the same

thick herald
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don't C&P, use migrate and it will take the materials as well

thorny quest
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i migrated the map into the project as well

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this is after migration

thick herald
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So you migrated everything?

thorny quest
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yeah

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im literally just copying the mesh in the map and pasting it

thick herald
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ah got you, it's already in your project and working but when you copy it it messes up?

thorny quest
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yes

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any static mesh in the project pastes as a clean white

thick herald
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Hmm, not sure. Sorry.

thorny quest
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damn. if i move them they turn white too

woeful arrow
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Anyone here have anything good/bad to say about DynamicNode? It is highly interesting me:

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Considering moving away from ALS v4 and using this.

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Wondering if anybody has any success/failure stories using this plugin yet.

dire barn
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Can anyone help me ive got some assets in a UASSET File put them over into the content folder of the project and yet they wont show. Any solutions?

grim ore
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make sure they are in the correct version of the engine

dire barn
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How would i be able to tell what version they require

grim ore
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well they are your assets right?

dire barn
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yes correct but i made them some time ago from an old project and deleted the project but copied the assets into a folder

grim ore
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if they are from an older project they should be fine in a newer version of the engine

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otherwise try and open them in that same version again and migrate them to the new project

dire barn
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Mmm ok. ill give it a try thanks

grim ore
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depending on how many assets it could take some time to re process them but when opening the project it should show them if compatible

dire barn
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Ah ok thats great ill get them working. Thanks

raven sand
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any idea why are the lights on the walls so ugly after I build lighting? the walls have a flat color material that basically shoud look just like the floor

grim ore
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bad lightmap uv, low resolution for the lightmap, preview build quality

raven sand
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hmm, I generated the mesh from a box brush tho, I guess I kinda naively expected lightmap UVs to "work" on that hmm

grim ore
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I dont beleive they do, you need to try and set them up before hand. box brushes are just for placeholders

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check out the UV's in the static mesh editor for those walls and see what they look like

raven sand
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I think I need to just read up more docs on this

grim ore
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yep looks decent, if that hapens when you build then next I would check the lightmap resolution it might be too low

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oh... yeah I bet thats it, i just tried it and the default for a box I scaled and turned into a mesh is 4..... 4 is.... not usable lol

raven sand
grim ore
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16 is low as well, try 64 or 128

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also did you scale up the geometry brush or change its size

raven sand
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no I just used the brush editor to make it bigger and then saved a static mesh, the mesh has scale 1,1,1

grim ore
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yeah when you use the brush editor it has a scale and it has brush settings with X/Y/Z size

raven sand
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hmm maybe it's my material though? it seems almost like if there's a texture rendered on it ... tho my material is just a flat color

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ah I just selected faces and dragged them around

grim ore
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its probably using a bad lightmap index

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yeah its messed up when you convert to static mesh, they work fine for dynamic and they are intended to be replaced

raven sand
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ha, thanks for that video! changing it to lightmap index = 1 worked ๐Ÿ™‚

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tbh I'm using static because I was lazily just dragging lights into the scene to get something non-dark and it complained that I had more than 4 lights overlapping, so I switched them to static ๐Ÿ˜„

grim ore
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well certain projects have to have static lighting, atleast on some items, it's just more performant when you need it

cursive dagger
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is chaos physics used for scene queries by default in 4.26?

deep viper
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yay! I wrote my first c++ class (barely extended actor), now I just need to learn why [posteditmove] move only triggers every 5-8 seconds as opposed to all the time. I wrote my own snapping extension. (hmm my ray trace prob not shooting far enough)

still hemlock
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Hey real quick

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How do I copy everything in the scene

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I asked before but I haven't used ue4 in awhile so i forgot

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Nevermind I figured it out

bitter iris
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what can cause this, if i click on an actor it says its over there still but its out of the map

deep viper
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So many links to UE4 resources now point to the dead ue4 wiki thread, sigg, hard to follow up ๐Ÿ˜ฆ

manic pawn
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ya it's Epic

delicate coral
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O_O

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You know I have to ask. When it comes down to uploading a robot hand that you plan to use in VR is it better to just do the whole thing is has a solid

plush yew
grim ore
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@delicate coral look at how the vr template handles the hands

copper pike
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is there an off topic channel for pc help?

grim ore
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nothing specific but #lounge is where hardware talk is directed

delicate coral
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@grim ore this is just me importing a mesh mesh that all

plush yew
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MathewW

grim ore
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I dont know what you are trying to do, otm uch I can help with

plush yew
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It's a platform

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It's meant to move back and forth

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I want to set a wait time at each point

grim ore
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ok. so what happens when it gets to the point?

plush yew
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it just moves straight back

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I need a wait time at point one and two

grim ore
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ok, so where is the code that moves it from A to B to A

plush yew
grim ore
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oh using interp to movement component

plush yew
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yes

grim ore
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the component has events you can use, the reverse one is called when it finishes and goes back. I am assuming you are using ping pong

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if so when reverse is called you can pause/stop it for however long and then resume it

plush yew
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how?

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im using construction script

grim ore
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all your doing in your construction script is setting the values for the locations

plush yew
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Done

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How can I get an actor reference from an array knowing its index using blueprints? I can find only get copy function

grim ore
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there should be another Get, Get (a ref) @plush yew

terse pawn
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Hey all, quick Q. Working primarily in C++ and hot reload has stopped working for all of my projects. I recently moved some projects to an external hard drive, and I noticed hot reload stopped working earlier today. Tried another project on the external drive and doesn't work there, created a new project on the external, no hot reload, and created a new project on my main drive and still nothing. As far as I know nothing has really changed aside from moving a project to the external drive. If anyone has any thoughts, I'd really appreciate it

plush yew
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Says it must have a connection

terse pawn
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4.25 on macOS in VSCode

grim ore
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@plush yew yes look at the nodes and see what you missed

plush yew
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Ok, thank you!

final dirge
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Hey guys, when we start unreal with no level the vram is already at 14 GB, what does that mean?

grim ore
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its asking to use as much as you have free?

humble yacht
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Is playerstate persistent across levels ?

open wadi
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Does anyone know if it's possible to remove the search bar from the the UMG web browser and prevent users from navigating to a different page?

cosmic cove
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poppa bear to baby bear , come in over. !

grim ore
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@humble yacht it is not

humble yacht
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Do you know how i achieve persistent data across levels in a multiplayer game, only on the server ?

grim ore
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on the client side the game instance is persistent. I cant guarantee it is on the server

humble yacht
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Game instance is independent to each game

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How can i make it so it uses only the sever's game instance data

cosmic cove
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ok first thing your gona need to do is clear 200 gigs of hard drive space

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then download the source code. and compile a dedicated server

grim ore
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it should work if that is what you want, the server has it's own game instance that is not the same as the clients

cosmic cove
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most functions are cast by server

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while client functions only request server for permission

humble yacht
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So im guessing
If i want to store data for each client
I make an array in the game instance class to represent that
Then when i want to access anything
I use UFUNCTION(Server, Reliable)

cosmic cove
#

i use tcp data and send to a remote hive

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which is always cast by the server

open wadi
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Does anyone know how, or have an example of, embedding a remotely-hosted video in a UMG widget with proper playback controls (that isn't hosted on YouTube)?

rich furnace
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also does a faster ram make difference (3600 CL16 for example)

storm venture
rich furnace
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should I invest in a higher core cpu? or more memory?

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damn the 3700x still hasn't fallen in price

cosmic cove
#

you both need to buy new computers

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problem solved

rich furnace
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AMD Ryzen Pro 4000 coming out on October 8th nvm

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I guess I will wait until that comes out and hopefully it will push down prices .... or maybe buy that

storm venture
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ive spent 2 hours trying to move a folder into another folder but apparently that's too big of a task for ue4.

cosmic cove
#

i have 14 character equipment slots. You think that's too many ?

void kraken
#

Is there a way to draw line trace from AI?

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i mean like making em visible

plush yew
#

HELPPPPPP ๐Ÿ˜ญ

wispy garden
#

HOW TO MAKE BLOODY BRUTUAL FATALITY , TORN BODY ETC. LIKE IN MORTAL COMBAT IN UNREAL?

plush yew
#

helppppppppp pleaseeeeeeeeeeeeeeeeee

hexed badger
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@wispy garden i think you need a good 3d model and animation sequences, thats a lot of work

plush yew
#

HELPPP MEEE

rich furnace
#

wtf.... ASUS ROG Crosshair Hero VIII motherboard is so expensive??? 3900 is $600 and this mother board is $500????

wispy garden
#

@hexed badger i am quite good with blender , zbrush and rigging

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i was looking for some kind of destruction modifier , that will just explode my caharcter body parts where it is applied

plush yew
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PLEASE HELP ME!!!! ๐Ÿ˜ญ

cosmic cove
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there a many things that can cause you to break your project. what was the last thing you were doing before you broke it ?

plush yew
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installing it

cosmic cove
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so you have NO current projects ?

plush yew
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no

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i just installed it

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and i really need to fix it

cosmic cove
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well this is a good thing. because sometime you cant easily come back from that

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are you using the binary version or source version.

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im assuming binary

plush yew
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source

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idk what is binary

cosmic cove
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so you got your files from github. or epic launcher. install

plush yew
#

epic lanucher

cosmic cove
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ok so thats the binary version of ue4

plush yew
#

what

cosmic cove
#

so at this point its best to start over.

plush yew
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i reinstalled it already

cosmic cove
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do you have visual studio 2017+ installed with correct packages ?

plush yew
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no

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i have visual studio code tho

cosmic cove
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so after you do that . re-install from epic launcher and it will work

plush yew
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wdym

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what do i need to do

cosmic cove
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install visual studio 2019 community

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and be sure to select this package

plush yew
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ok

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it's dosn't let me install it

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when i open the install visual studio

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it just

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dosn't open

cosmic cove
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this is most likely do to your out of date windows. so that will need to be updated with the latest .net framework and any other updates it gives you.

plush yew
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how do i update it

cosmic cove
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control panel/ windows update

plush yew
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i don't find it

plush yew
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is it this

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can u send me a screen shot of the icon

gilded dove
cosmic cove
#

its not stuck

gilded dove
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it always stays at 39%

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for hours upon hours

cosmic cove
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and it will until its done loading. depending on your pc and what your loading could take 30minutes

plush yew
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is it this

gilded dove
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its been like this for 5 hours though

cosmic cove
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well. project is likely really big. and your pc is likely low end. and load times on that scenario i wouldnt know.

gilded dove
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the .uproject is only 1kb

cosmic cove
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if you feel its truly stuck then reboot the machine. and try opening after that

plush yew
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why does the world hate me so much

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i can't even install ONE PROGRAM

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Hello, can anyone help me with materials and normal maps ? im really stuck for 2 days ...

honest vale
#

@plush yew impossible to say anything because I can't understand anything that happens in your screenshots

wispy garden
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@plush yew what is the problem?

hallow radish
#

yikes

plush yew
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hey guys, I added more information in the graphics channel

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and pictures

hallow radish
#

i think the last 6 hours of people asking for help is literally just the fact that they need to upgrade their pc's...

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but who am i to know LOLOLOL

plush yew
#

@honest vale

honest vale
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have you allowed swarm through your windows firewall?

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windows should ask for that when it tries to connect

plush yew
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what is swarm

honest vale
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it's the program that handles lightmap baking

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it's a separate program from the editor

plush yew
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no it didn't ask me

honest vale
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also, is that a source build of the editor or launcher build?

plush yew
#

what?

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can somebody just like connect to my pc and help me i am really stack here

honest vale
#

how did you install your editor?

plush yew
#

ืงืคืŸื‘ ืขืฉืฆืงื“ ืšืฉืžื•ื‘ื™ืงืจ

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epic games lanucher

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from the website

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but fucking epic games gived me A FUCKING ERROR!!!!!!!!! so i opend it from desktop

honest vale
#

I guess it's better if you ask on the forums instead, might get a response from epic staff

plush yew
#

what is forms

random holly
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Can anyone advise how to fix this problem please

honest vale
sterile tulip
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help

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wheels are in ground

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wheels can spin but dont push the car, car stays in position

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wheels have no collision

solid girder
#

Hello everyone, so I'm trying to export my project from Blender 2.90.1 to UE4.26, and every time I try to do that, the weird glitch you'll see in the video happens, I tried with an older versions of both UE and Blender, and the same problem occurs every time.

rapid ridge
#

Hey guys, anybody knows an easy way to use transparent video files? Or is there a better way to make animated ui items, which need to be layered?

inland leaf
#

i have a log output generated by a blueprint i would like to delete but i cant find it in my scripts. Is there an easy way to locate it ?

plush yew
#

anyone here used automotive materials ? :/

inland leaf
#

its in the output log btw, i found it ๐Ÿ™‚

cosmic cove
#

epics city park map runs like poop

gilded dove
#

Ok my unreal engine is stuck loading at 39% when i load the project and it using up al my ram while loading

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pls help

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this worked before

cosmic cove
#

took 45 minutes for me to load city park

gilded dove
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but except mine is only the third person starter thing for now so shouldnt take that long

cosmic cove
#

sounds like your pc is a potato

gilded dove
#

it is but it worked fine before

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project only 700 mb aswell

wary wave
#

"Epic's city park map" - they don't have a city park map

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there is a free city park map, but it isn't by Epic

meager nimbus
#

Question: Is it better to split a repeating mesh (for example a corrugated metal sheet) into a single non-repeating mesh and recreate the final mesh in a blueprint?

wary wave
#

I don't quite understand the question?

meager nimbus
#

A repeating mesh like this sheet has multiple "highs and lows" that are exactly the same. Would it be better for memory and fps to separate one of "high and low" segment and reconstruct the final large repeated mesh in a blueprint?

wary wave
#

oh, no it would not, most likely

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potentially a lot of draw calls

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you need to find a decent balance

potent jungle
#

hello, folks! I'm brand new here (both in unreal and this channel), however I'm pretty sure this question was asked thousands of times... a slow material update.
has anyone struggled this issue? it takes up to 15 seconds for the simple material to be updated. even in the empty scene with just 1 constant3vector

I've read the forums and tried the followings:

  1. updated the drivers
  2. gave the highest priority to the ue in the task manager
  3. set the highest performance for the ue in the nvidia control panel
  4. disabled the antivirus

I've also checked the minimum requirements and drums my pc quality is way lower, HOWEVER on the forums people complain that the same issue happens even on the high-end pc and, vice versa, other people are boasting about having the ue run flawlessly on their super old pc

meager nimbus
#

@wary wave Ok thanks for your input!

hearty walrus
#

is there a way to get the ue4 mannequin into blender to see how a gun would look

gilded dove
#

Are unreal engine projects stored on your account? as im about to reinstall windows and im having issues so when i restart ue4 on my epic account after that will project be there

hearty walrus
#

@gilded dove no

#

you'll need to manually move them to an external drive and back

gilded dove
#

Well i have none

#

and get errors if i upload it to google drive

hearty walrus
#

well good luck

potent jungle
#

hello, folks! I'm brand new here (both in unreal and this channel), however I'm pretty sure this question was asked thousands of times... a slow material update.
has anyone struggled this issue? it takes up to 15 seconds for the simple material to be updated. even in the empty scene with just 1 constant3vector

I've read the forums and tried the followings:

  1. updated the drivers
  2. gave the highest priority to the ue in the task manager
  3. set the highest performance for the ue in the nvidia control panel
  4. disabled the antivirus

I've also checked the minimum requirements and drums my pc quality is way lower, HOWEVER on the forums people complain that the same issue happens even on the high-end pc and, vice versa, other people are boasting about having the ue run flawlessly on their super old pc
@potent jungle crap, don't tell me I'm the only one that lucky ๐Ÿ˜…

hexed badger
#

@potent jungle invest in fast SSD disk, new ram gpu and cpu would also come in handy ;)\

potent jungle
#

@potent jungle invest in fast SSD disk, new ram gpu and cpu would also come in handy ;)
@hexed badger in other words: buy a new pc ๐Ÿ˜

#

I'll try ti run ue on my friend's pc and check whether the problem is really in my notebook

hexed badger
#

UE4 is in itself sometimes slow, but if you want to manipulate projects thats not as small as one mesh you will need to buy a new pc for this

raven sand
#

is there any good way of selecting a face in brush editing trhrough some other mesh? like in this case I have a box that's cutting into the grey box (with subtractive mode) and I want to select the front face of the cutout, but if I click on it it selects the big black mesh it's cutting into

#

as in click where the mouse cursor is

potent jungle
#

UE4 is in itself sometimes slow, but if you want to manipulate projects thats not as small as one mesh you will need to buy a new pc for this
@hexed badger I wish I could manipulate at least 1 material without need of waiting for decades for the viewport to update ๐Ÿ˜… I'm not planning to use UE heavily, just for portfolio renders of the assets

hexed badger
#

Whats wrong with rendering it in Blender/Maya?

untold swallow
#

Hey guys

hexed badger
#

hi

untold swallow
#

How do I transfer my project from old pc to new one?

#

Could you help?@hexed badger

hexed badger
#

move your project folder to your Unreal Projects and in the ue editor choose Open project

#

and go on from there

untold swallow
#

Just this much?

#

Nothing else?

potent jungle
#

Whats wrong with rendering it in Blender/Maya?
@hexed badger a lot of work positions that I find require the knowledge of the game engine, at least 1-2 renders from ue/unity in the portfolio and the test tasks are also based on it

hexed badger
#

I think so yes

#

@potent jungle oh i see. Good to know.

potent jungle
#

@potent jungle oh i see. Good to know.
@hexed badger thank you for your advices, anyway )

#

I tested on another pc with 2.11 ghz (when by epic games min 2.50 are required) and material update takes less then 10 sec
a small progress ๐Ÿ˜…

hexed badger
#

Well you had your answer already before you acame here :D\

#

lol dont look at min req for engine ๐Ÿ˜„

#

they are outdated

potent jungle
#

Well you had your answer already before you acame here :D
@hexed badger I still had a hope that there is a workaround for old hardwares ๐Ÿ˜…

hexed badger
#

i recently overclocked my 3,4 ghz pc to 4,2

#

had a small bump in shaders compilation time ๐Ÿ˜‰

potent jungle
#

I do hope that your suggested solution with ssd will work )

hexed badger
#

without ssd its a lot harder

#

everything loads longer,

potent jungle
#

ok ) thank you

#

the last question

#

does anyone need a kidney? ๐Ÿ˜

#

*I checked the ssd prices

novel schooner
#

Hey Folks,
Does UE4 support PSO caching for D3D11 ?

hexed badger
#

they are way cheaper than few years ago

weak cypress
#

anyone to give a recommendation on hardware for unreal?

hollow ridge
#

whats your budget?

#

and also is unreal all you are doing?

weak cypress
#

ye

#

about

#

930$

hollow ridge
#

k

#

1 min

untold swallow
#

Can I publish a game with free version of unreal?

hollow ridge
#

yeah

untold swallow
#

Dope almost made it haah

hollow ridge
#

pretty sure you start paying royalties once you make 1m

untold swallow
#

Yeahhh alright

#

But I can start for free, that's cool

hollow ridge
#

also if you are patient you could wait until black friday

weak cypress
#

what is that?

#

i dont want a desktop

wary wave
#

if you want to work with UE4, you probably want a desktop

#

price/performance ratio aside, laptop hardware doesn't like being run at full-throttle for extended periods of time and won't live long

thick herald
#

$930 for a laptop isn't going to do you much good.

weak cypress
#

i want it because i am going to be working in uni with it and the uni computers are nowhere near capable

wary wave
#

if you pick up something with 16GB DDR3 memory, a GTX1070+ and a decent i5 quad you might be able to stay within your budget

#

but you will probably also want to invest in a cooling station

#

because anything with that hardware will run hot

#

we're talking 90C+ hot

weak cypress
#

i was looking at the lenovo ideapad 5 with the 4700u

#

8 core cpu

hollow ridge
#

no gpu

#

u need a gpu

weak cypress
#

it does have a gpu

hollow ridge
#

it doesnt.....

wary wave
#

4700u has a very low clockspeed

hollow ridge
#

send me a link

wary wave
#

but you also do need to have a decent graphics set

#

hence my mentioning a 1060/1070

weak cypress
#

it has a vega gpu

wary wave
#

that doesn't mean anything without a model number

hollow ridge
#

pretty sure its just running integrated graphics

wary wave
#

or is it integrated

#

if it's integrated it's not going to work

weak cypress
#

so i need to spend more for a laptop?

hollow ridge
#

no wait

wary wave
#

or to find a better alternative

#

but looking at it the 4700u doesn't have a vega graphics set

#

so I have no idea what you're looking at?

hollow ridge
#

look at some of acers laptops

weak cypress
#

ye it does have a vega 7

#

at 1.6ghz

thick herald
#

For those who use Send to Unreal got some info, James-Baber replied to my question in Git about sockets:

This is something we would like to add in. But when we add it in we want it to support both static and skeletal meshes. Currently Unreals Python API has a method for adding sockets on only static meshes. Our team is putting pressure on engine team to get this part of the API to be exposed by default in a future engine release. We want to avoid shipping another plugin for the unreal side to expose this, so were are waiting till this is a part of the default Unreal API then will add this as a feature in Send to Unreal.

wary wave
rough knoll
#

cant figure out how to on skeletal mesh

weak cypress
#

what do i need

#

like what performance level

wary wave
#

something comparable to a GTX 1060 / 1070

hollow ridge
#

look at the acer nitro 5

potent jungle
#

what do i need
@weak cypress expect to spend almost x2 more money on laptops for your work, heh )

weak cypress
#

cheapest nitro 5 is above my budget

rain knot
#

Is there any way to smoothly segue all my players into a new level in multiplayer game? Open Level seems to disconnect everyone

wary wave
#

I have a cheap Nitro 5, and it isn't really good enough for UE4

#

thermal throttling is a huge problem for it

thick herald
rain knot
#

ok

wary wave
#

I also burnt out a lot of the internals in about ~2 years, and had to replace the HDD after just 18 months, it's not great

potent jungle
#

I also burnt out a lot of the internals in about ~2 years, and had to replace the HDD after just 18 months, it's not great
@wary wave I do hope the same will not happen to my dell ๐Ÿ˜ณ

weak cypress
#

so what other choice do i have

thick herald
#

Sell a kidney

potent jungle
#

so what other choice do i have
@weak cypress buy a decent desktop, make enough money, buy a good laptop

wary wave
#

From my perspective, if you can't afford a machine that'll do the job you can either save up until you can afford it, do without, or buy a desktop :/

potent jungle
#

this is my plan for the nearest future

#

or win a lottery )

wary wave
#

you can buy a cheaper machine if you really want, but ultimately you're going to find it's terrible to work with (if it really works at all) and you'll have to replace it sooner rather than later anyway

weak cypress
#

i dont want a desktop

#

i want something for uni

#

and i cant really carry a desktop to uni

thick herald
#

Buy a laptop then, but don't expect it to perform well. Manage your expectations, keep your projects simple and you can do it.

weak cypress
#

i was thinking of fixing my current laptop

#

but thats not a bright system either

hollow ridge
#

or.... get a super cheap laptop and a good desktop and remote acsess to the desktop from uni

#

or do u have a tablet or something u could use at uni

wary wave
#

remote desktop is an option I guess, but it's horrible to use the editor that way

#

I have learnt this from experience this year ๐Ÿ˜„

weak cypress
#

no i dont have a tablet

#

and i dont want a desktop

wary wave
#

then either spend more money, or deal with hardware that is going to struggle

#

those are your two options

#

(that is assuming you can't find anything within your budget, which is probably out there)

scarlet birch
#

I couldn't imagine using Unreal with low end hardware. I mean I did at first and it was a nightmare. UE and the tools you need to work with it will use up every bit of GPU, Memory and CPU they can get.

thick herald
#

My old i7 with 24GiB RAM and a 770 card struggled a lot

hasty wharf
rocky radish
#

ue4 running on anything worse than a 770 is an absolute nightmare for me

potent jungle
#

ue4 running on anything worse than a 770 is a absolute nightmare for me
@rocky radish 750 card users left the room

#

._.

rocky radish
#

or at LEAST 750 ti

potent jungle
#

nope, just 750M ๐Ÿ˜…

thick herald
#

I still have my old rig, just need a case then I can have a little extra power networked to my main rig.

rocky radish
#

970 or better is what i recommend

random holly
#

Does anyone know how to fix this animation please???

dusky crest
deep marten
#

Hey all QQ on epic launcher... is there a way to trigger download of vault items to local storage, without having to add to project / create project? UAssetBrowser addon has been fantastic but having to create a warehouse project for all new asset packs I get is counter productive as I have far over 3tb of assets and duplicating it doesn't make sense when I can just have the vault be a single location to find the assets from.

plush yew
#

Does anyone know a good way to switch between actors attached to player(like weapon switching, tool switching etc.) that work on multiplayer?

supple totem
#

@weak cypress 900 is enough for a ue4 grade laptop, if you find like 4 year old used one that once was top of the line.

#

For example would run ue4 quite well

#

So watch local used listings and jump at a deal, used comes with a risk though of course

cerulean sandal
#

hey epic people, can anybody help me? I'm trying to Launch the game, but im getting this error: LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\----\Documents\Unreal Projects\Miner 4.25\Binaries\Win64\Miner.target'. Check that this target has been built.

rain knot
#

Guys, my UE4 project is stuck on loading at 75%

cerulean sandal
#

that just happens

rain knot
#

Ummm, what could be the reason

#

It's happening on 3 separate PCs XD

#

is a blueprint corrupt or something

left arrow
#

Is there anyway to change the save location of U4 marktplace files? They always get auto downloaded on my C driver but I want them to get downloaded on my F driver

rain knot
#

So, 100% it's because of some asset or BP that is corrupt. How do I check what's failing to build when the editor is stuck??

weak cypress
#

@supple totem i am not from the US

rough knoll
#

@dusky crest not a tab in skeletal mesh viewer, only static.

thick herald
#

Is it the first time you have loaded the project @rain knot ?

rain knot
#

no

#

ok it works when I remove this one specific blueprint

#

but I can't figure out what the problem with the blueprint is?? like it doesn't etll me anywhere wtf

restive yarrow
#

Is it true that LOD's eat up ram?

grim ore
#

based on the internets and a ton of posts, yes LOD meshes are loaded in memory unless you use lod streaming

lucid grove
#

Hey! Is there a way to check unused assets? I bought a landscape pack week ago, one of map completely fit my needs, but there also lots of assets from it that I donโ€™t need.

#

And ofc they all inside one folder

thick herald
#

@rain knot I had a project that got stuck once, what I did was replace the offending asset with one of the autosaves versions of it.

rain knot
#

Okay guys, new bug!!!
If I use the console command node to run a console command in BP, when I close and try to reopen my project, the build gets stuckl at 75%. Basically the BP becomes corrupt

#

Yup, @thick herald read above

#

That node is causing the blueprint to break

thick herald
#

I just did the swap in Windows Explorer not in engine

rain knot
#

yeah, I did too

thick herald
#

Not sure what else to suggest, sorry

rain knot
#

no chill, it works now

grim ore
#

which console command?

#

and 75% when loading is compiling stuffs normally so its possible your blueprint is not finished loading all referenced assets

rain knot
#

not

#

its 100% a bug @grim ore, we left it for a while

#

the blueprint was corrupt

hexed badger
#

Is tehre something like Collision editor?

#

Where i would set what has to collide by hand?

#

i made a well and i'm dying to make the center part of it let me through

reef jetty
#

Is it better to get gameplay nailed down before a level completed?

hexed badger
#

all these presets are useless, or im bad in this

grim ore
#

@hexed badgerif convex doesnt work, you will need to create your own in another program and bring it in

hexed badger
#

Thanks

lucid grove
#

And ofc they all inside one folder
@lucid grove anyone have solution? ๐Ÿ™‚

grim ore
#

delete them one at a time and it will tell you if its used or not

#

which is hard because it might be used by stuff you arent using so its a weird loop

lucid grove
#

Oh shoot

sterile tulip
#

fix pls

grim ore
lucid grove
#

Hm, thats interesting. Thank you!

bright wharf
#

Farted

plush plume
#

hello

#

I'm going to start learning unreal

#

can someone suggest me tutorials

grim ore
#

check out the pinned message in this channel in the top right

restive yarrow
#

I have some big number of buildings and props in my level that have HLOD , But when my client joins the level in the dedicated server, I want all that level architecture to load slowly ( not all at once ) since this causes my game to crash ( or consume RAM badly )

grave forge
#

so was just watching video on phone some guy using the land mass plugin and he was able to type in rock on the details part and all of a sudden he had a cliff not a grass hill how did he do that i can make the land mass using the splines but no idea how to put the material on the brush so to speak...

restive yarrow
#

Is there a way I can make it all load slowly?

grim ore
#

@grave forge chances are his material is using layers, you need to set up your material to use layers

grave forge
#

any good references videos?

grim ore
#

the documentation has a tutorial on it

grave forge
#

https://www.youtube.com/watch?v=gbj1qgPOl3E&t=241s 4.30 mins in is what im talking bout to make it easier to see what i mean lol

In this presentation by Epicโ€™s Paulo Souza, we use the power of Quixel Megascans to build a natural looking environment in Unreal Engine. By relying on the latest world building tools in Unreal, we're able to quickly create a terrain leveraging its new Edit Layer functionality...

โ–ถ Play video
open wadi
#

Hi everyone - I want to be able to display remotely-hosted videos in a UMG widget with proper playback controls. What is the recommended hosting platform / solution to achieve this?

viral fractal
#

why does the unreal editor only utilize ~50% of my GPU, while turning into a 15fps desaster, if i turn on raytracing ?

exotic thicket
#

because your GPU can't handle raytracing at a decent framerate would be my assumption :D

#

You could try changing the viewport render mode to unlit or something and see if that helps

viral fractal
#

well its not even utilized properly, so i cant tell where the bottleneck is

#

its a 2080ti, id expect more than 15 frames in a small scene with only 5 Point lights and no RTGI

exotic thicket
#

Interesting, it does sound like it should yeah

#

My scene with more lights and raytraced GI enabled ran at about 13 fps on my 1080 Ti which doesn't even support RTX

viral fractal
#

meanwhile my CPU is at a cute 3% load

lucid grove
#

Newbie question: can i combine variables inside BP in some folder? Im almost sure i have seen some one did that.

grim ore
#

There is a category on each variable

deep viper
#

Any common reasons why an actor's mesh is not visible in the editor (when copy pasted), but is still visible ingame? I suspect this originates from creating a C++ class extending Actor, but I wouldn't know where to start correcting this issue.

ember quest
#

how can i view through the camera palced in my level in viewport

#

I forgot how to do it

deep viper
#

I fixed my issue. I was overriding [PostEdit] methods in my C++ child class of [Actor] and I was not calling the method of the parent class with Super. After calling Super in my overriding functions the mesh is back.

subtle gust
#

hi everyone, is it possible to move by Z skeletal mesh inside standard third person char blueprint, but root capsulecomponent leave as it is?

plush yew
#

i have now upgraded my pc to some brutal specs

rich furnace
#

@cosmic cove but you have 10 Intel cores!!!

#

@plush yew spill the beans you running 16 core threadripper?

#

I'm still wondering if more cores & threads is good for UE4 and can it utilize it all and what is the maximum # of threads and cores it can support?

#

as for Memory 2666mhz should be fine right? everybody is raving on about 3600mhz but it seems like it gives slight boost with frames

#

also I also want to fiddle around with Houdini here....thinking of getting 128gigs of ram but maybe that should be spent on more CPU cores?

#

it will be my first upgrade since 2009 LMAO

#

Unreal and C++ is way too slow to compile, I have to wait a few minutes just to see small code changes

#

maps like city park took an 1 hour and 20 minutes to load. WTF

#

AMD FX 4300 + 8 gigs of ram LOL

grim ore
#

@subtle gust you can move the children of the root component (capsule) yes, the default third person has the skeletal mesh moved down and rotated

#

@rich furnace the engine itself and editor are not high core use. lightmass and shader compiler and engine compilation use as much as you can give them

rich furnace
#

I would buy the 3600 or 3700....but not sure what an extra 2 cores will do and its an extra $150 CAD.....should wait till october 8th until 4000 series come out

#

@rich furnace ah okay. also for building too right? more cores = faster

#

oops pingged myself lol

plush yew
#

@rich furnace I now got:
i9 9900k
64GB 3200mhz Memory
Asus Z390-F
2TB SSD
2TB HDD
RTX 2070 Armor

thick herald
#

If you're doing 3d modelling you'll see the benefit of both increased CPU cores and /or GPU. If you do get a CPU with a high core count try and get more RAM, I've seen people quote 2GiB per thread.

subtle gust
#

@grim ore thank u! and how I can access to the needed component?

#

i did cast to the char blueprint

rich furnace
#

@plush yew how fast did the city park load for you

weak cypress
#

so continuing on what i asked earlier today

#

how is the 4700u going to do in ue4?

rich furnace
#

seems like the 9900k is pretty much the 3700X

plush yew
#

i have no clue why i bought 64gb memory tbh lol

#

isn't that more than enough?

rich furnace
#

well you get to run fluid simulator (maybe) on Houdini

#

could Unreal become like Houdini or nah?

#

seems like procedural is the latest rage

grim ore
#

@subtle gust what do you mean move? in blueprints at runtime or in the editor?

celest vapor
#

quick question does 4.26 come with chaos destruction integrated?

grim ore
#

@celest vapor yes

celest vapor
#

Thank you!

weak cypress
#

oh yeah this too

#

how much ram do you need?

#

would 8gb do?

subtle gust
#

@grim ore the problem is I'm moving my character along spline and by default it is align in the center in the pelvis, bacuse unreal take world coordinates of the root component, and it is capsule, but my skeletal mesh has local pivot in the feet. so I want while moving along spline root capsule, skeletal mesh will be offseted by Z up, so character will be moving on the feet, not in the middle in runtime

rich furnace
#

@weak cypress 8gig is the min 16gigs is recommended but you probably need 32GB

#

not sure about your laptop cpu as I dont know the clock speed and # of cores

#

im gonna wait for the 5900X....5GHZ guys 5!!!!!!

#

I assume that is PER core

grim ore
#

@subtle gust you can move the mesh inside the blueprint before you use it, or did you want to do it at runtime?

subtle gust
#

@grim ore if I move skeletal mesh inside blueprint by hand into the 0, 0, 0 position, it will fly on the ground by default... that's why I'm trying to force it in runtime when moving along spline

weak cypress
#

so could i get away with 8gb?

grim ore
#

then you can get the mesh component out of the character and move it when you are on the spline, every component has a variable the same as the name

subtle gust
#

but I think it's a pain in the a, because in all other same situations I will need to do it again ๐Ÿ˜ฆ

grim ore
#

so get the character -> get the mesh component -> change its relative location

#

or adjust your character blueprint to be up higher when it is on the spline

hexed badger
#

i'm currently working on 16 gb and for ue4 alone its enough on my begginer nooby needs. But if i work with Blender Mixer Bridge and UE at the same time

subtle gust
#

ok thank you I'll try now

hexed badger
#

my ram goes full easily

grim ore
#

8gb for UE4? sure if your doing stuff that doesnt need much memory. It's all relative

#

I am at 6.7gb used right now with the default TPP project open and chrome with ~10 tabs.

weak cypress
#

i want to make a full project

grim ore
#

again, relative

#

full project to you might not be the same as anyone else

weak cypress
#

3d TPS project

ebon marlin
#

so I'm looking to give ballistic simulation for bullets, meaning they need to be stateful rather than an instantaneous casting of traces
I'd also like it for the bullet to have a tracer
is there a nice way to draw the tracer in the place of the bullet OTHER than having a bullet be an actor?
actor feels a bit bloated if all Im looking for is just a tracer effect

grim ore
#

particles can be used for that

hexed badger
#

@weak cypress do yourself a favor and if you can buy highend PC

#

for the future needs

ebon marlin
#

is there a way of making sure the particles are always on the position of the bullet, mathew?

weak cypress
#

i want a laptop

grim ore
#

depends on your goal, your particle emitter could be moved along your trace for example

ebon marlin
#

can I attach a particle emitter to the bullet?

grim ore
#

sure

#

but you didnt want a bullet

weak cypress
#

what do you mean by high end pc? @hexed badger

ebon marlin
#

without the bullet being an actor?

grim ore
#

well if it's in the world it's an actor

ebon marlin
#

:)

#

Alright, so I have to subclass Actor then.. mhm

grim ore
#

there are plenty of tutorials out there on tracer effects using particles

ebon marlin
#

I dont mind doing the tracer effect itself

#

I mind the constant spawning and despawning of actors should Bullet subclass AActor

grim ore
#

so dont do that, use pooling

hexed badger
#

Well if i would buy a PC for ue4 now, i would spend like 2000$ for parts

#

and that would buy me a nice rig

weak cypress
#

i want to spend a bit less than half for a laptop

ebon marlin
#

Fair call, thanks Mathew

hexed badger
#

even half of that spent on PC would easily run ue4 with no problem

grim ore
#

you can get a decent UE4 laptop for ~1000 if you want to compromise on certain parts. If you dont ~1300 is good nuff. ~600 gets you "it works". all in USD

weak cypress
#

ye i was looking to get a laptop with a 4700u

grim ore
#

that wont get you a good GPU tho

weak cypress
#

i cant afford anything better

grim ore
#

you can if you wait and look. There are plenty of decent 1050/1650 laptops around $600

hexed badger
#

and what about display?

#

You want to work with display on laptop?

weak cypress
#

cheapest laptop with a 1650 is 1050$

grim ore
#

again this is in USD, I dont know your price range or currency

weak cypress
#

ye usd

grim ore
#

yeah then you arent looking hard if that is the cheapest you can find a 1650. You can get a 4800h with 1660ti for $1k right now

#

go to slick deals and look at the computer section. Theres used refubished 9750h with 2060 machines that are excellent value for example at $920

weak cypress
#

these cost alot more

#

cheapest 1650ti laptop is 1290$

#

1660ti 1200$

grim ore
#

what country?

rare sorrel
#

yoo mathew huge fan, used to watch ur tuts a lot when i was starting out, thanks for all the help : D

subtle gust
#

@grim ore holy cow thank u! but now I realized need to move my camera too... and relized that is will be so complicated to do it every time, are there any workarounds to move root's capsule local pivot down in the same position as feet of the character?

weak cypress
#

greece

grim ore
#

@subtle gust not really unless you make your own character. the issue is the capsules pivot is in the middle and thats the root object for a character ๐Ÿ˜ฆ

subtle gust
#

oh understood... ok I'll deal with it then

grim ore
#

how are you doing the spline movement? why not just offset it by the capsule half height so the capsule bottom is your point to move it

rare sorrel
#

does anyone have any idea why my camera jitters like crazy whenever i loop setActorRotation while grappling? i can record a vid for reference if needed

grim ore
#

are you setting it on tick? are you using physics?

rare sorrel
#

no physics, set on timer by custom event

#

but it's looping every 0.03 seconds

#

should i increase the time

grim ore
#

well thats a tiny amount especially if you arent hiting 60fps but ignoring that try changing your tick group and see if it helps

#

perhaps to a later update its possible your moving it and the physics is ticking and fighting it

rare sorrel
#

alright, i'll see what I can do and update in a bit, thank you!!

quiet finch
#

One side is just completely broken

tight prawn
#

how do i solve these light artifacts ?

#

I switched from Rect Light to Spotlight (and now in Point Light) because it is not supported in mobile, however this is the result of building the light in the scene

subtle gust
#

@grim ore I'm using some kind of complicated method... in a loop I'm calculating for the overlapping actor (in my case actor) closest location to spline and after setActorLocation with the new locations... I tried to offset my capsule... but it is stop moving, because my loop is working only when overlapping occurs and when I move capsule up it seems collision stop working and my loop too

#

so I'm checking in a tick array from spline points and in a loop moving character along spline, so the speed is the same as char has right now

#

oops I moved down my spline on the ground and everything stop working, because my capsule began colliding with the floor too... damn I need to rebuild everything lol

thorny quest
#

can anyone tell my why if moving a static mesh, or copying and pasting it, it turns white?

#

it loses all texture

rare sorrel
teal moth
lucid grove
#

heya

#

Another newbie question (what a day!): when i move (not copy) folders with files inside UE4 sometimes it keeps old folder

#

And when i try to delete it: sometimes it just not allow me to or telling that this folder have some references inside other BP

#

Which is weird, cause the main reason i move files (not copy them) to keep good order inside folders

#

And there is no files inside this old folders, just empty folders

#

Restarting editor doesn't help

rich furnace
#

hey guys I am running my uproject with the -game -log flag but nothing is outputting to the commandline....unless I use Powershell

lucid grove
#

fix up redirectors then delete the old folders
@plush yew and by fix you mean...?

#

I thought when you move files UE automaticly change redirectors

#

Found it

thick herald
#

UE4 is weird. Sometimes even after fixing redirectors it doesn't like deleting folders

weak cypress
#

so what kind of a desktop would you need for ue4?

#

vs what kind of laptop

alpine laurel
#

so i have a system to pick up ammo, but after the actor is collided with it will give you ammo and destroy the actor. is there a way to make it destroy the actor then respawn after x seconds?

thick herald
#

Add a delay after you have destroyed it, then spawn it again or don't destroy it just make it invisible for 6 seconds

peak crane
#

How correctly: 'Evil cloud" or 'Angry cloud"

thick herald
#

Yes

alpine laurel
#

Add a delay after you have destroyed it, then spawn it again or don't destroy it just make it invisible for 6 seconds
@thick herald tried invisible but if you run over the area its in it will still give you the ammo

#

how do i spawn it again?

brave anchor
#

Super noob question here. I'm trying to call a custom event in one blueprint (an Editor Utility Widget) from an Actor blueprint (that's in the main scene). I can't for the life of me figure out how to reference that custom event from that separated Actor blueprint. I've tried casting but I just don't think I'm doing this right.

Could someone give me a few pointers on referencing remote custom events between blueprints? Or point me in a simple direction?

I've already been googling this, watching videos on the subject on YouTube, etc - for 2 days now. Either this is super simple for Unreal devs but not for me, and there's some disconnect in how I'm explaining what I'm trying to do and just not finding what should be an insanely simple procedure.

lucid grove
#

to that, i noticed that usually restarting editor helps. or if there is sub directiories, you have to go through all of them and delete separately ๐Ÿ˜„
@plush yew Well shit, just opened folder manually which showed empty. And there is files in there!

normal nacelle
#

has anyone ever had a problem with the collision analyzer? I am not using it but if I run my game through vs, maybe after 2-5 replays it crashes and throws an access violation when realloc. I have no idea what is going on and clueless where to start debugging

hexed badger
#

How was it called, this case, when light hits your eyes and after a moment u dont see anything, where to find it in engine?

#

my character has too sensitive eyes

rare sorrel
#

if itโ€™s eye adaptation u mean, u can change the auto exposure settings on either ur camera or a global post process volume to control the sensitivity

#

although iโ€™m not really sure how to find the perfect balance, i just played around w the min and max until i got an okay result

hexed badger
#

k thanks, will do

terse mauve
#

ima ask a weird question

fiery fiber
#

Generic question : is there a way to find what actor in a scene is using a particular material? I'm trying to change all instances of an existing material, and the reference viewer only points me to the level, but not what in that level is actually using it

terse mauve
#

is there a way to import a psp game into ue4

#

im trying to remake a game but its not going as planned

plush yew
#

anyone experienced with automotive materials ?

hidden aurora
hallow radish
#

day one developer anyone?

hidden aurora
#

Its at stable 100 fps | 7 ms

terse mauve
#

me @hallow radish

rare sorrel
#

Its at stable 100 fps | 7 ms
@hidden aurora what was it before

#

and what did u change

#

looking to boost my fps too lol

hidden aurora
#

It was at 18ms. I was playing at @1440p as I usually do, now at 1080p and iยดm currently testing with a shipped build. Keep in mind it depends on the project because mine is full c++

rare sorrel
#

huh. would u say c++ projects are noticeably faster than blueprints? cause i might shift if the difference is a lot

hexed badger
#

@hallow radish your first day?

hidden aurora
#

It did for mine.

#

Tho you have to be careful with c++ because if the code isnt written good you can yeet perfm

hallow radish
#

prank sinatra hell no lol ive been using ue4 since it was a subscription model

#

i just have kinda been avoiding discord....

open ermine
#

I have a question about spline meshes - I've been trying to make a tri-part IMM brush I have in zbrush in UE4 but it keeps messing things up. I get the idea of adding a single mesh to a spline - but what I'm looking for is some language in this blueprint that would state "if this is the first spline point - use this mesh" and "if this is the last spline point - use this other mesh". I have a chain of bones on a rope and I have a piece for the bottom with a knot - a piece for the middle that can be infinitely duplicated - and then an anchor bone and knot at the end. But when I drag out a spline sampling even just the center piece - it comes out squashed and also won't dupe along the spline when more points are dragged out?

#

and here's what it looks in on the spline (it doesn't seem to want to duplicate along points either)

#

Yup! doesn't need to go into anything

ornate forge
hallow radish
#

is it bad that i dont have internet and instead had to bypass verizons throttling capabilities to get 3 - 4 MB/s downloads muahahaha

#

change default TTL packets to max of 65 and then use a vpn mushahahah

fossil trellis
#

How do I make a detective type game?

#

Any tutorials?

rare sorrel
#

if anyone else faces the problem where setActorRotation on timer screws up the camera, i found the reason and a hack that unfortunately uses tick but a solution nonetheless

spark turret
#

@fossil trellis imo every good game or film begins with research, watch a few documentaries and movies, gain ideas and insight, shoot go talk to a real detective, if an older genre is desired, find a retired detective that worked back in the day. The more detail you can put into the process of making your content the better. The more knowledgeable on the subject you or your team is, the easier it becomes to wow the player.

#

Unreal Beginner question. How does one alter the size of the parent mesh that is used for the FirstPersonProjectileMesh? is there a parent mesh this follows?

#

Or is it able to be resized?!

harsh pike
#

i have no idea why its happening, but i seem to be constantly, accidentally keyframing objects in ue4 that i do not want to keyframe at all. does anyone have any insight into why this happens and what might be going on?

#

seems to happen maybe when im moving objects?

stable needle
wary wave
#

there's even an associated pull request ๐Ÿ˜

rare sorrel
#

if my ms is really high (40) does it have more to do with my laptop or the gameโ€™s optimisation

graceful sky
#

Frame ms or ping ms ?

quiet finch
#

The tutorial is telling me to do this

#

But this happens

hallow radish
#

i need gray alien characters that are fucking terrifying excuse my french

#

Does Anyone know of a good open source video screen capture program for use with ue4??

grim ore
#

@quiet finch you did not set your class in your get all actors before you did the get. Unconnect the get node and connect it back up. the default is Actor out of the Get all Actors of class node and the get node defaulted to Actor since you connected it. once you chose your first person character the node will output a third person character object but its too later for the get node since it was already connected

quiet finch
#

help

#

why is it broken

#

Its not supoosed to go through the ground

#

thats not a suspension spring

#

thats apart of the model

#

Its all one model

#

Thats why im wondering why its going through the ground

vernal dock
#

hey guys i am using github desktop to create a repo for my UE4 project i am using LFS and after cloning the repo i cannot open the ue4 project file

quiet finch
#

also this

#

why is there no collision

ornate forge
#

@quiet finch Did you check your mesh's physics asset?

spark turret
#

@hallow radish You browse the free shit in the marketplace?

quiet finch
#

huh

hallow radish
#

yes none of them are scary enough

#

i seriously thinking of buying some Daz3d characters

#

@spark turret

spark turret
#

Do you use Blender or Maya at all?

#

Can always export and re-render/reconfigure them

#

I'm no good with eithr, but if you are, might be worth it, get something custom to your liking.

hallow radish
#

Blender for dayz

#

yea im gonna have to i guess

ornate forge
#

@hallow radish Does Anyone know of a good open source video screen capture program for use with ue4?? OBS is what you need https://obsproject.com/

alpine laurel
#

how do you make a camera that is attached to the players gun not move with the idle animation in state machine?

grim ore
#

dont attach it to the gun

#

or manually move it in world space to a fixed position every frame but thats odd

alpine laurel
#

its for scoping

#

while i work on a widget to bring up a scope

grim ore
#

yep I gotcha but your asking to stop the item that is attached to something else to not act like its attached

alpine laurel
#

yeah

#

im limited in what i can do though so i figure do a zoom in scope would be easier in the meantime

dusk apex
#

General question:

If I'm having an actor spawn anywhere from 1-20 static meshes as a property is adjusted in the editor, would it be more efficient to just spawn basic non-ticking actors with the mesh? Or to use 20 separate static mesh components?

alpine laurel
#

i tried that, but for some reason when i move forward and sprint (sprint deactivates the scope) you wil start sprinting, but with no animation

#

lowkey creeped me out when i say it from third person pov

grim ore
#

@dusk apex it would depend on what these static meshes are for and if they need to follow the parent actor

dusk apex
#

They're representing a stack of objects that will be picked up. So say it starts with a stack of 10, as a player grabs one, one disappears. If they add to the stack it reappears. It would never be moving.

grim ore
#

either one should work fine, that doesnt sound like a large difference. I personally dont see the need to use components unless you want them all to be "connected"

dusk apex
#

That was my thinking

alpine laurel
#

then your transition code was bugged
@plush yew thanks. I checked a function i made in my characters bp and i forgot to add the transition variable to it

ornate forge
#

What's the right way to trace melee damage?

exotic thicket
#

it depends on your definition of "right way" I guess :P

#

there's more than one way to do this and it really just depends on how you need it to work

ornate forge
#

I need it for a first person player character's weapon (a wrench) and for a hostile creature's attacks

#

Nothing as advanced as sword fighting

#

I guess I could just use the usual weapon trace for the wrench, just set a very short distance

exotic thicket
#

yeah, that's how I've done melee attacks in fps and it works just fine :)

#

depending on your animation you might want to have something like.. trigger the trace when the animation reaches a certain point

#

but that should be fairly easy to do

ornate forge
#

For the creature I could do box/sphere trace in front of it

exotic thicket
#

yeah

#

line/box/sphere mostly would factor into how precise the attack has to be to hit

grim ore
#

for my melee attacks, sword type weapons, they have collision around the weapon blade and on overlap I trigger an event that tells the player the weapon hit something.

ornate forge
#

Visual Studio's update broke my project, cool

grim ore
#

yep every one of my weapons have montages for the animation with notifies like this so we know when we are allowed to damage and if we want to auto combo to the next attack or not

pseudo star
#

my files arent showing up in engine

#

even though they r in the directory

#

anyone know how to fix this

grim ore
#

how did the files get into the directory?

pseudo star
#

i mean the folder where the project is stored

grim ore
#

yep how did the files get in there

pseudo star
#

like if i go to the content folder in my file explorer

#

i see the files

#

oh

#

i imported them normally

#

most of them r just blueprints

#

that i created in engine

grim ore
#

did they show up when you imported them?

pseudo star
#

yeah

#

they have been there for ages

grim ore
#

try closing the project and re opening it

pseudo star
#

but i was messing around with my source control

#

and it broke my engine

#

all the assests are still there

grim ore
#

if the engine is broken, uninstall it and reinstall it

#

assets are version specific so did you try and open the project in an older version?

pseudo star
#

well im not sure the whole engine is broken

#

i saw online that u can delete the cashed asset registry

#

so it forces the engine to re populate the assets

#

but it didnt work

grim ore
#

welp again did you change the engine version some how?

pseudo star
#

nope

austere viper
#

Probably a bit of a math-y problem: I am passing a spline component a list of points, using the default Curve property for each point. Sometimes this produces a nice smooth spline. Sometimes it produces really goofy results, with spline points looping in place. When I assemble spline meshes from this spline the meshes are completely broken.

I did some investigation, and found out that the tangents that are automatically generated are really long: so I've hidden the problem away a bit by normalizing them and multiplying by a small value which produces curved corners that are all the same.

My question is - does anyone know how to fix the tangents so that the resulting spline is a smooth curve from point to point?

grim ore
#

uninstall the engine and reinstall perhaps, or roll back your source control to a version that you did not break. Your messing with your source control should not have touched the engine tho

pseudo star
#

agreed

#

very weird

light thunder
#

Anyone have any good HLOD settings ?

hidden aurora
#

Which channel is the appropriate one to discuss an issue about lighting ?

austere viper
grim ore
#

#graphics - Meshes, materials, lighting, etc.

hidden aurora
#

thx!

quiet finch
#

how do i set something on its point

#

like how do i prevent this

#

how to i get the point on the model itself

quick kelp
#

whats a good service to host your dedicated server for a game? and how much do they usually charge?

rare sorrel
#

Frame ms or ping ms ?
@graceful sky frame ms

alpine laurel
#

i have a muzzle flash effect set up on the muzzle socket of the gun, but i cant figure out how to adjust the time of it and make it so it stays attached to the muzzle even when moving

hasty wharf
#

is there a viewer i can use to look at blueprints outside of unreal?

raven sand
#

hey guys, I have a ragdoll that I'm throwing around the environment with "Simulation Generates Hit Events" turned on and I want to spawn a blood decal on every hit ... problem is, I get about 4000 hits every time the ragdoll bounces around

is there some easy "gate" or "throttle" thing that I can use to limit it so it spawns a decal say only every 100 events? (I know how to implement this with custom code, I'm really just asking if there are any good existing solutions)

grim ore
#

@alpine laurel use the spawn emitter attached node instead of location, location means..... location so it will stay there

plush yew
#

@grim ore excuse me

#

do you program in unreal?

grim ore
#

I have used UE4 yes

plush yew
#

would you be interested in helping me program my game?

grim ore
plush yew
#

okay, ty

grim ore
#

@raven sand nothing really built in, there are gates that you can open after and Do Once nodes that you can open up again after a delay

hasty wharf
#

Thanks

#

How can I prevent this from flying out when I pick up the blue bin ?

#

i tried adding massin Kg to teh item but still flies out

raven sand
#

@grim ore thanks! I guess having a gate I can reset is good enough, I'll need to do some custom logic for when to reset it anyway

#

btw is there some builtin way of combining decals? or just in general a good solution for spawning a lot (thousands?) of blood splashes

#

seems that low thousands of decals don't impact my FPS, but as it gets around 10k it starts to get bad, and I bet this is a terrible solution anyway ๐Ÿ˜„

grim ore
#

@hasty wharf once it's inside the item why not attach it to it so it moves with it? or should it be moving around inside of it?

hasty wharf
#

well

#

whatever works easier mio

#

imo*. because ive been struggling on this for a while

#

im sure it would look 'cool' if it was moving inside while carrying the blue bin but at this point ill take any solution

ornate forge
#

I hate dealing with animation blending, such a headache

rich furnace
#

"E:/UE_4.25/Engine/Binaries/Win64/UE4Editor.exe" "C:/Users/me/Documents/Unreal Projects/Lesson1/Lesson1.uproject" "/Game/Maps/Lobby?listen" -game -log -windowed -resx=1028 -resy=768 doesn't seem to start. port 7777 does not show up in netstat

#

any ideas why this might be happening?

#

do I need to forward this port in my router? I am trying to run the game in standalone and join it via standalone

ornate forge
#

Let's say I have a character that uses an animation blueprint, can I somehow play an animation montage on top of it from my C++ code?

#

For example, my character is in the Idle animation state, and I want to play a weapon reload montage, can I do this?

iron raptor
#

yes

ornate forge
#

Epic seems to do this in their Shooter sample, but I can't reproduce it in my own project

iron raptor
#

animation blending with your anim bp is made for this

ornate forge
#

Montages refuse to play, and I can't figure out why

#

My animation BP seems to match Epic's, yet it's just not working

iron raptor
#

you want to use blend bone layered

#

then only blend bones above the spine

#

cache your locomotion (movement)

ornate forge
#

"Layered blend per bone"?

iron raptor
#

yes thats the node you want

#

cache your locomotion, then feed the cache in as your base into the layered anim node, and your aiming gun node into the 2nd later

#

layer*

#

then blend using whatever means you deem neccesary

#

perhaps a "aiming" bool

#

hope that helps

grim ore
#

@rich furnace it just depends on how you are trying to connect to it with your 2nd client

rich furnace
#

@grim ore "E:/UE_4.25/Engine/Binaries/Win64/UE4Editor.exe" "C:/Users/me/Documents/Unreal Projects/Lesson1/Lesson1.uproject" 192.168.1.1 -game -log -windowed -resx=1028 -resy=768 like that

#

I tried all combos of IP address

#

127.0.0.1, 0.0.0.0, ran ipconfig and tried the ipv4 addresses....

grim ore
#

what is your actual IP? that looks like your routers IP not your machine

#

if using an IP you would need to open it in your router yes

#

if using localhost and its on the same machine you should be fine

rich furnace
#

even though its on my own computer?

#

I am running both the listener and client on the same computer

grim ore
#

it doesnt know its your computer if you are using the IP

#

and you can do all of this testing from the editor, no real reason to run it from the command line

#

you also have -log so it should show you the command line log window and let you know if it was listening (when you run the listen server)

sterile tulip
#

why is making a car work in ue4 so hard

#

since days I try to make a drivable car

#

no sucess

rich furnace
#

@grim ore [2020.10.01-01.41.37:788][505]LogGameMode: ProcessServerTravel: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap [2020.10.01-01.41.37:792][505]LogEngine: Server switch level: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap?Name=Player [2020.10.01-01.41.37:793][505]LogNet: Browse: /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap?Name=Player There is no mention of server starting?

#

really stumped on this I even opened up 7777 on my router too

#
ornate forge
grim ore
#

I just tested and these are the commands I used and connected. Note I have this map set as the server default. "C:\Epic Games\UE_4.25/Engine/Binaries/Win64/UE4Editor.exe" "C:\Projects\tpp\tpp.uproject" ThirdPersonExampleMap?listen -game -log -windowed -resx=1028 -resy=768 this is for the server and "C:\Epic Games\UE_4.25/Engine/Binaries/Win64/UE4Editor.exe" "C:\Projects\tpp\tpp.uproject" 127.0.0.1 -game -log -windowed -resx=1028 -resy=768 this was for the client

#

and the log for the server shows it coming up and listening and the client connecting

#

I tested with the server default set to blank and it still worked, so the code above should work perhaps your loading up a bad map the way you are doing it

rich furnace
#

hmmmm

#

@grim ore Huzzah! so problem seems to be related to server travel

#

it works when I use ?listen in the url

#

but what I'm doing is following a C++ example so when you type Host in the console, server travels.

#

maybe the tutorial is outdated

#

thanks so much!

grim ore
#

ah

cedar jetty
#

im having a issue where when i reload and fire at the same time it completley disables my firing on my gun and i cant shoot again until i start a new game i have 2 conditions that pass through here for reloading again but im not sure what to be looking for any suggestions?

sterile tulip
#

bruv the collision and the wheel are not alligned with each other

grim ore
#

@cedar jetty debug it, find out why its stuck using print strings or F9 to breakpoint on the branches to see which bools are stuck. alternately dont allow firing if reloading?

#

@sterile tulip looks like your wheel colliders are not on the right axis

sterile tulip
#

but what do I have to do so its axis is right

grim ore
#

is your bone rotated on your skeletal mesh perhaps?

gloomy oasis
#

hello everyone

vernal dock
#

hello

gloomy oasis
#

I was wondering if any of you had this warning in the past

#

LogSkinnedMeshComp: Warning: GetSocketName(): No SkeletalMesh for Component()

rancid lynx
#

if i want to enable ocean sound while im close to ocean, but not while im further inland, what would be the easiest way to do that? other than spamming a few line traces every second

grim ore
#

@sterile tulip what does your physics asset look like for the vehicle?

sterile tulip
#

in the physics asset it works

#

but not ingame

hasty wharf
#

how much of a haul is it to convert a game, not a very complicated game, into vr

grim ore
#

yeah the physics looks fine, and i assume your wheel is set up correctly? the wheel asset

hasty wharf
#

its mainly picking up items and moving them around onto a scale

grim ore
cedar jetty
#

anyone know how to get rid of this ive contacted epic games and they seem to not be able to do a payment reset

#

ive tried paypal and my card and i still cant buy stuff from the marketplace

grim ore
#

@hasty wharf there is no real answer, it depends on the game and the target platform.

hasty wharf
#

how long have you been working with UE? you seem to know a ton

grim ore
#

a long long time