#ue4-general

1 messages ยท Page 850 of 1

grim ore
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but not enough lol

sterile tulip
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alright I will just make my own mesh then and see if it works

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thanks mathew

cedar jetty
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@grim ore im still having trouble with this so let me see if i can explain how its getting triggered so basically if you spam R enough times while shooting it completley disables your firing ability im having trouble understanding why as i have pring strings on reload and fire and still no sign of anything off

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R = reload btw

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and its so werid too cause after multiple tests sometimes it happens often and sometimes it dosent happen at all

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sometimes my firing gets completley disabled just by one unlucky push of the R key too

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i seem to have found a temporary fix by setting is reload bool to untrue when firing montage is completed

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anyway to fix my zombies getting stuck at that spot that is outlined? this is for the stairs that apperently i can go up but AIs cant

cosmic cove
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hit p and your nav mesh will show you where AI can traverse. and any blocking volumes or obstructions will also prevent them from moving in those areas.

cedar jetty
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ok

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@cosmic cove fixed thanks ๐Ÿ™‚

cosmic cove
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no problem bud

cedar jetty
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@cosmic cove anyway to update the nav mesh during gameplay?

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cause that taxi u see in the image is a buyable debree and once bought it goes away or up rather but the AI thinks its still there

exotic thicket
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project settings has an option for runtime navmesh generation

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you turn that on and it should just work.. I forget what it was called specificly tho

cedar jetty
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thanks

hallow radish
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anyone like trailer park boys here?

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im making a demo game to try and pitch to the creators

spark turret
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Nice! Is that why you needed aliens?

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lmao jkjk

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I'm interested, good show, love to give input, if you need to hear it.

exotic thicket
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you could make a lot of games based on that

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like.. a business game, a shooter, a survival game..

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maybe an educational game where you learn to read with Ricky...

cedar jetty
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any idea why my built game is displaying a plain white screen for other users when testing?

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for me it obv dosent but for people on other Windows PCs it does

spark turret
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Dude, a ragdoll game with Lahey!!! HAHAHAHAHAHHAHHA

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Bouncing off Randy's belly

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Alcohol spilling everywhere!

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No blood splats, just booze marks

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'Lahey Learns To Fly'

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Start
|
|
|
V _ -----> Fly
' - . .'
belly)

exotic thicket
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A karting game ๐Ÿค”

onyx rivet
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Hey everyone I'm having this issues with UE4.24 and up where unreal just crashes after about 20 min of working. the scene could be blank and the engine just crashes. I've updated my drivers checked my firewall and re installed unreal / looked to google and followed tutorials but nothing is fixing it.
my PC is a 2080 super
Intel I5
16 gigs of ram
MSI motherboard.
can anyone help me out I'm out of ideas on this one.

grim ore
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d3d device being lost is driver or hardware related most of the time. IF you reinstalled drivers then ๐Ÿ˜ฆ

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recent updates to the engine started to cause it more, people seem to say going back to .23 stops it for them. personally I never had it

onyx rivet
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๐Ÿ˜ญ

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4.23 works for me I just wish I could use a more updated version.

honest vale
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could be anything tbh

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anything from GPU overheating or being broken to driver issues to OS issues

cosmic cove
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Looking for a very bored talented individual who can create body parts from the UE4 Manikin. I need the head, chest, legs, and each arm.

restive yarrow
rugged elbow
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Hey i get this weird dark edges on my terrain, any1 knows how to disable that?

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Like a straight line drawn between two pictures it seems

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so overall it looks boxes of textures in general

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I am a newbie plz help

restive yarrow
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@rugged elbow show an image

rugged elbow
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U see that black line

restive yarrow
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oh these lines

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you need to click build lighting

rugged elbow
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Ohh

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And can the textures look zoomed in

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out*

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it looks very zoomed in

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im using megascans

restive yarrow
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Yeah you can go in the material of the landscape , and place a node called "tex coordinates" you can hook it up to the UV of the texture

scenic fox
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guys what does this mean

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please help

restive yarrow
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@scenic fox Some of the engine files have been corrupted

scenic fox
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oh no

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why

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what happened

rugged elbow
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@restive yarrow Thank you soo much bro, for answering my basic questions

restive yarrow
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you may wanna consider a re install

scenic fox
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ummmmmm

restive yarrow
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@rugged elbow haha np ๐Ÿ™‚

scenic fox
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will i loose my project files @restive yarrow ?

restive yarrow
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@scenic fox Create a new blank project with starter content and see if it says the same message

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and no you will not loose your project

scenic fox
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it happened when i started up unreal engine

restive yarrow
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I also suggest you to make a copy of the project and store it somewhere

scenic fox
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it also happened when i started up my project

restive yarrow
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Yeah so its an engine issue

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just reinstall

scenic fox
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but why did it happen

restive yarrow
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it can happen if your PC shuts down while the engine is running

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power outtage etc

scenic fox
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ohhhh that did happen

restive yarrow
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yes

scenic fox
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can i still use my project?

restive yarrow
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Yes ofc

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but make a copy first

scenic fox
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okay

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i clicked the ok button

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im going to make a copy of my project

restive yarrow
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Yup do that

scenic fox
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should i copy and paste it into Unreal Projects folder

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or just duplicate it?

restive yarrow
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copy paste

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copy paste it somewhere in your external HDD or pendrive

scenic fox
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i don't have a pendrive or a external HDD

restive yarrow
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Upload to google drive

scenic fox
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ah ok

exotic thicket
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you could.. just copy it to another dir on your PC ๐Ÿค”

scenic fox
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ye true but i can access this from another PC which is useful

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Should i reinstall unreal though?

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@restive yarrow so umm if i reinstall unreal engine will i loose my projects

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will i?

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guys how do i reinstall ue4

restive yarrow
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Yes re install @scenic fox

scenic fox
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will i loose my project files

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but how do i reinstall?

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@restive yarrow

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uhhh

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hello

glass wren
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Bro i am using unreal engine 4.25.3 and i build for Android cardboard my app is crashing when i try to open i research and found that something is wong in google vr plugin
Do you have any fix for it try to build for cardboard
What version you are using
If you have 4.20 please can you give me an specific file ,4.20 google vr plugin folder
If you can talk to me personally let me know

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Help me

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it been 1 week I am try to get it work

scenic fox
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somebody help me lease

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please

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im uninstalling ue4

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and installing it again

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will i loose my project files

glass wren
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No just back up them

scenic fox
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@glass wren i won;t loose my project files?

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will they be gone

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?

glass wren
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No if back up them

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U*

scenic fox
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so they will be gone?

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so they will be gone?

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damn it

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somebody help

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it doesn;t make sense will they still be there or will they not?

restive yarrow
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your project will still be there

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only the engine will be deleted

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once you reinstall the engine, you can open your project again

scenic fox
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umm its now saying "Repair" on epic games

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help

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somebody

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help

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pls

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somebody?

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help

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please

glass wren
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your project will still be there
@restive yarrow Bro i am using unreal engine 4.25.3 and i build for Android cardboard my app is crashing when i try to open i research and found that something is wong in google vr plugin
Do you have any fix for it try to build for cardboard
What version you are using
If you have 4.20 please can you give me an specific file ,4.20 google vr plugin folder

scenic fox
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somebody please help

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me

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somebody

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please

restive yarrow
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@glass wren im using 4.25.3, ive never touched any android parts of the engine

cosmic cove
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Uninstall the plugin

glass wren
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@glass wren im using 4.25.3, ive never touched any android parts of the engine
@restive yarrow ohk thanks i think they broke google vr plugin again

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Uninstall the plugin
@cosmic cove how and how to install it again

cosmic cove
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Just delete it in th folder

glass wren
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Uninstall the plugin
@cosmic cove i tried to update plugin but epic shut down the git hub and Google vr plugin git hub

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Just delete it in th folder
@cosmic cove how i will install it

cosmic cove
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Why would you install a plug in that breaks your project ?

quick kelp
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@scenic fox project is just the set of files in the project folder location. It has nothing to do on with the engine

glass wren
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Why would you install a plug in that breaks your project ?bro i want it its very imp i need it to run google vr cardboard
@cosmic cove

quick kelp
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In the top project folder there is an application with unreal icon, if you click it , it will ask you select the engine version for it.

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Or it will launch your current default engine version

glass wren
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@cosmic cove problem is that app is crashing in Android
Because of broken Libs of google vr plugin

scenic fox
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@quick kelp did i have to click repair?

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cause i cliked that

scenic fox
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somebody please help me

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anybody

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pls

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help

rich furnace
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is there a better C++ UE4 documentation? What happened to the old one?

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where are all the C++ documentations? I wish I had one place where I can just search for c++ stuffs

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I am forced to google and click on different pages and it is adding to the learning curve

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I've resorted to searching github source code....this is insane

rugged elbow
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Hey ive this water asset and i was wondering should i spread it across the map and create landscape on top of it ? or just put it on some places.

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I feel that it is causing performance issues

rich furnace
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this is such bullshit excuse

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you absolutely need a C++ documentation not just at teh API level

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this is completely a no starter for noobs like me. without a fully searcheable C++ documentation ow can we figure stuff out on our own?

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"just look at the source code and figure it out because UE moves fast" is ridiculous

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damn I actually think I have to reconsider UE4 now....I don't think I can continue.... do I really want to continue chasing people and watching vieos for every little thing because proper documentations dont exist? do I really wanna double the pain by using C++? Nobody bothers answering on answers.unrealengine.com or forums which is why I'm here but it clearly isn't a good alternative. Unity is looking really good right about now :/

rich reef
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The docs are kinda mere but its not like its impossible to find what you're looking for, the search feature on the first link I sent is kinda good, you can also just type what youre looking for into google and you will typically find some kind of answer. Tho ofc Unity has a larger communityhttps://u.teknik.io/E1SIO.mp4

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@rich furnace Also if you literally just add "C++" after what you said you searched for you will get C++ answers ๐Ÿ˜… Quite obvious but, still

scenic fox
sterile tulip
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I will start developing in january

scenic fox
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@sterile tulip can you help please literally no one is responding on the server

sterile tulip
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Im a beginner myself

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I dont know

scenic fox
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ahhhhhh

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somebody help me

sterile tulip
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Type the error code in google

scenic fox
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i don't get any good results man\

noble barn
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@sterile tulip Is that the epic games launcher?

scenic fox
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are you trying to tag me

noble barn
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oh

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yeah

scenic fox
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yes it's the epic games launcher

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i am so frustated over this garbage

noble barn
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stupid question, but did you try just restarting your machine?

scenic fox
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no actually yeah i haven;t

noble barn
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well there you go

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try that

scenic fox
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so um
weird thing is the 4.25 directory still exists

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i uninstalled 4.24

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4.25

noble barn
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what I would do is restart the machine, delete the folder(s), and reinstall

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assuming you are trying to install a new engine version

scenic fox
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yes

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wait do i have to delete the 4.25 folder?

noble barn
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What version are you trying to install?

scenic fox
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4.25.3

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i have the old 4.25.0

noble barn
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yeah, maybe just try a restart, if the same error occurs again, delete the folder entirely and just redownload it

scenic fox
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kk

sterile tulip
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So

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Does BeamNg use soft body simulations for the mesh collision? Or is it pre calculated?

rich reef
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@scenic fox I had some crashing issue with UE4 a while back when using the market place version, no one could really figure out what was going on and it affected all engine versions.

For me, I solved it by trying the github version instead (Which didnt give my error).

So as a last resort, you could always do that

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But first I would try running the launcher as an administrator, running UE4 as an administrator, and if neither of that works, try reinstalling the Epic Games launcher

scenic fox
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I think deleting the folder and restarting my pc will work

rich reef
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Might also be some corrupted config file, so if reinstalling stuff doesnt help, keep in mind that such files might not get uninstalled automatically (So googling around about where UE4s and Epic games launchers config files are located could also be worth a try)

regal anchor
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Can you get the Crypto key through C++?

rich reef
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At least you got an error code, I didnt get any info about what the issue was with my issue ๐Ÿ˜›

scenic fox
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I clicked the error code thing and epic gave me nothing

rich reef
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You could try sending a bug report to Epic as well

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If you send a message to there Fortnite support, you will actually get in touch with Epics developers, so they should be able to help you through there

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Ive seen forum mods on Epics official forums tell ppl to do just that lol

scenic fox
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By the way just so you know some of the files in ue4 got corrupted in the engine. So I wanted to reinstall the engine with a new version

rich reef
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But you said you tried that already no?

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reinstalling

scenic fox
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Yeah I did

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But if kept giving that error

rich reef
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Yeah, thats why I suspect some config file or something alike being corrupted, which might not get erased when uninstalling using the launcher

scenic fox
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I'm gonna delete the folder

rich reef
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Make a backup first

scenic fox
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What

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Oh

rich reef
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(Just drag it to your desktop or something)

scenic fox
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I'm gonna delete it not permanently delete it

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Or I could do that

rich reef
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Theres also some Unreal Engine folder in %APPDATA% (Just went searching in finder now myself), tho honestly I dont think its related, its something you could try removing as well

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Stuff in %APPDATA% typically never gets removed when uninstalling any apps

scenic fox
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Okay

rich reef
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(Tho put it back if it doesnt turn out to fix anything) ๐Ÿ˜› I have no idea of its importance

scenic fox
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So um I'm gonna take the old folder and just drag it to the desktop right?

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I don't have to copy it or anything?

lusty carbon
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To flip everything in the post process. But now my controls are inverted too. How can I fix this issue?

rich reef
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@lusty carbon You wanna have a look in the blueprint event graph, find the movement input and multiply the vector values by -1 (if its using vectors)

light thunder
rich reef
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Seems like it

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You could use the mesh viewer to display stats of each lod as well to confirm thats the case

light thunder
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although, if it has combined 10 meshes into 1 LOD actor, regardless of triangel count, won't that reduce the drawcall from 10 to 1 in that case?

lusty carbon
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@rich reef I am trying to access a volume in LVL BP that on overlap my archvizcharacter flips X axis but I cant do it

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Can't get access to its input events

rustic magnet
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anyone seen this? I've been getting them a lot and I'm spending more time rebuilding the project than doing actual development:

harsh tiger
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or should i avoid both?

olive depot
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From my experience, there is almost always a way to avoid doing a "Get All X" at runtime, for performances' sake.

graceful sky
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Usually there are better ways to get references, but if you stay aware of its cost and dont use it recklessly (on things like tick) it's not superbad..

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As Metox confirms tho, there's almost always a better way

olive depot
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If you need to do it, you can do it during some kind of loading screen, if you want to, say, subscribe all your objects of a class to a particular event that only happens in that gamemode/map/whatever

graceful sky
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Personally I've never had to use it once in any of my projects.

olive depot
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Mhm, there's often another way. I only use it to bind events during a loading, and that's because I'm too lazy to explore another solution dogeKek

harsh tiger
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awesome! thank you for the info

static bane
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The surfaces I import from Quixel Bridge never save! After each restart of my computer the Megascans folders are empty... What can I do about this?

lucid grove
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heya

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Is it possible to reduce shadow quality only for foliage like grass and stuff?

covert hedge
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uuh whats the shortcut to show grid or not in the 2D views? it disappeared and idk how to toggle it back on LULW

hasty wharf
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when i load into my game main menu, it shows my HUD for a split second before showing the actual menu, is this regular bahavior in the editor?

west stream
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Hi everyone, apologies if this is the wrong place the ask this! I'm having trouble with importing my textures. What happens is I import them into Unreal and then apply and save, but when I close ue4 and re-open the project a while later, only a handful of the textures are there, and the others have disappeared. It's usually the normal maps but sometimes the albedo as well. Any suggestions?

lusty carbon
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How can I assign a new material to all objects that share the same other material?

west stream
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Also what's weird is if I close the project and re-open Unreal straight away, they are still there?

cosmic cove
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someone spoon feed meh !

sterile tulip
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when I sculpt and make it higher, its like a stairway

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how do I make it evenly go up and not jagged like this

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can the triangles only be tilted at 45 degree angles or why does it make a stairway like that?

left elk
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Currently trying to set up a multi-user session over a network. Trying to add a new user, but during his overall setup, his UDP Messaging info (specifically Unicast Endpoint) keeps reverting to 0.0.0.0:0. Anyone know why that might be happening?

plush yew
light thunder
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Other than the epic livestream and the basic docs, does ANYONE have ANY additional information regarding HLOD's? Best practices, good HLOD asset settings, etc?

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You can search this server's log and I ask this damn question every year or so

cosmic cove
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Someone spoon feed meh !

dense gate
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Yes pls

spiral flint
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does anyone know how to get the base ue4 skeleton into blender

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so i can weight paint my model to it

mighty cobalt
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Project Settings -> Game - Loading Screen -> Startup Screen
Is there a way to set up foreground/background images to stretch, to support different screen aspect ratios?

left zephyr
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Hi, Does anyone know if Material Layering is indeed moving into Production in 4.26? I see it on the Trello board but I've read some conflicting comments about it in forums.

real mist
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noob here, so i apologize for such a basic question. Is there a way i can copy the thirdperson template and skeleton to my own thirdperson template/skeleton so if i make changes to the skeleton, like adding in sockets it does not effect all other templates/skeletons?

grim ore
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well you can't really do that unless you edit the full template which I doubt you are doing. IF you are making a new project using that template, or adding it later, then you are editing local copies only

plush yew
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so are there technical difficulties that make video gameplay have to animate on a much lesser fluent and vibrant quality compared to rendered CGI like videos

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im only asking because ive noticed games never move and have motion as good as cgi stuff in gaming

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and i was thinking if thats because of spec issues or impossible for tech reasons atm

grim ore
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gaming is normally not pre rendered is why, so it has to account for everything possible

plush yew
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oh

grim ore
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also pre rendered might takes minutes for frame and you kinda want to be playing your game faster than 0.01fps

real mist
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@grim ore thank you for your response it is appreciated!

plush yew
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so specs get in the performance with high quality animations

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and

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i guess you'd have to have an infinite ammount of animations to be as fluent as pre-rendered

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which also hits performance even if culled

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right?

grim ore
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pre rendered is usually motion capture, so your animation is designed around an exact goal at that exact time at that exact setting.

plush yew
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hmm

grim ore
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so to do that in game you would either need every permutation of animation and be able to know what to play and when and smoothy move it or you use some kinematics to drive it based on targets like "my hand goes here" which leads to things looking "odd"

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its like going into a bookstore and saying "give me 10 books" and hoping they get what you want or actually taking the time to tell them what you like and what you want and getting personalized results.

plush yew
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so theoretically you could get gameplay to be as fluent as pre-rendered

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it just means a infinite mass of work and foresight

grim ore
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yep and even then it's not going to be as good as a pre defined setup

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you might get close, but you can't get to 100%

plush yew
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well i know i wont hit pre-rendered quality

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but i feel animation could be really better i put the elbow grease into it x3

grim ore
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its not x3

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its x*

wary wave
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you won't ever get close in a real time renderer, just on the basis that your normal CGI frame for a blockbuster film can take 24+ hours to render

plush yew
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hmm

wary wave
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it's just a question of time spent rendering the image and all the work that goes into that behind the scenes

grim ore
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at some point your product has to ship, its why production CGI has HUUUUUNDREDS if not THOUSANDS of people working on stuff

plush yew
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well im in early retirement due to alot of finessing in life so i have forever to work on it though id like it to not be forever xD

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another random but related question i cant find the answer to

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does the performance of animations, weigh heavier on pc or console specs if their hyper realism like last of us 2 or destiny 2 in comparsion to something like um

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shinobi striker

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^ shinobi striker

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this game being cel shaded low poly anime like in design

grim ore
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animations are moving stuff, the more stuff you move the more it costs in theory

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the "rendering" part of it is not really an issue

plush yew
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so though even if barely at all it does weigh heavier

grim ore
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you could have a low poly model with a high quality texture and have it look better than a high poly model with a low quality texture

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of things being animated has more of an impact then the "quality" of it with recent hardware

plush yew
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well true but i mean like high poly model would be more of a burden on specs i would assume than low poly due to more polys to move right?

grim ore
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but # of animated doesnt mean animating 20 bones vs 40 bones, more like 100 animated meshes compared to 40 animated meshes

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polys are not really an issue with current hardware

plush yew
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oh

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wow

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nice

grim ore
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I mean sure 1000000000000 polys are going to be an issue but realistic models are way less than that

plush yew
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XD

raven sand
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guys I have a super nub question ... I haven't used particle systems in unreal yet, and noticed there's cascade and niagara ... should I just learn niagara, or both, or start with cascade?

grim ore
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@raven sand Niagara is replacing/replaced Cascade

plush yew
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to be clear meshes are like the whole entire model right like a table would be a full mesh or would each leg and flat top of the table be a mesh each

grim ore
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yes to both, either one

raven sand
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hmm ๐Ÿ˜…

grim ore
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that last answer was to $ , you should use Niagara @raven sand

raven sand
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ah, alright, thanks!

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I guess I should just read the official docs, right?

grim ore
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yep and there are some official videos on the YT channel, some from unrealfest and inside unreal, and I watched a few personally on YT from some general devs

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and there are of course niagara example maps in the learn content

raven sand
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sweet

spiral flint
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can someone retarget my mesh for me

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i dont know what im doing wrong

grim ore
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did you follow the retarget docs?

spiral flint
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yep

grim ore
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what breaks for you?

spiral flint
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it gets super big and deforms

grim ore
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the deforms are more than likely due to your bones not matching, how off is your skeleton compared to the base skeleton?

spiral flint
grim ore
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like the base skeleton for upper arm you have mapped to your wrist IK which seems wrong

spiral flint
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i think having the hand ik wrong isnt the issue here lol

grim ore
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your telling the engine that the upper arm bone position on the original skeleton should map to the wrist IK bone on your skeleton

spiral flint
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does the same when it's on the hand

native shuttle
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Hi Iโ€™m new to unreal engine I hope to learn something from this server

grim ore
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@native shuttle check out the pinned message in here for docs and tutorials and stuff, and welcome

spiral flint
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it does exactly the same when i change it

native shuttle
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Thank you

grim ore
spiral flint
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it does exactly the same when i change it
@spiral flint

grim ore
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all of them need to match as close as possible, ignoring missing bones if the base skeleton does not have it

spiral flint
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they are

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are you reading i type or...?

grim ore
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the screenshot you showed is NOT matching, what does it look like now?

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you keep saying it is but the picture you showed says it is not

spiral flint
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it does exactly the same when i change it
@spiral flint

#

it does exactly the same when i change it
@spiral flint

#

it does exactly the same when i change it
@spiral flint

grim ore
spiral flint
#

Good fuckin lord

#

@plush yew thats clearly the only way i could get it into his head mate

#

it did.

warped silo
#

Has anyone here been able to build Unreal Engine and Projects using a rack-mounted build solution running Windows Server? My main confusion is around video cards -- if I'm running on Windows Server and can manage to get drivers for desktop cards, shouldn't something like an RTX 2080 work? If not would I need to use a server GPU like a Quadro RTX or Tesla? Would these work for building Unreal and its projects through UBT?

plush yew
#

How can I attach an actor to a character in its blueprint components?

open wadi
#

We have a series of remotely-hosted videos we want to allow the user to play (with full playback controls) within UMG widgets.

It is not practical that we package all these videos (which we update regularly) in the UE4 project itself, so we would prefer the videos remain remotely-hosted.

When developing a website, we simply embed the video files in a web page, which works fine with any number of video hosting services.

However, with this Unreal project, the experimental UE4 "Web Browser" widget component uses Chromium 59 on desktop and WebKit on mobile; WebKit is fine, but even the latest version of Chromium does not support the h.264 video codec, and as such is not compatible with the platform we currently use to host our video files (Wistia) and likely many other video hosting platforms.

The UE4 "video stream" widget provides no playback controls by default.

Given the available options, what is the recommended course of action to achieve this result?

green coral
#

is there a way to get it back?

thick herald
#

check your autosaves in your project folder, in windows.

green coral
#

in windows?

cedar jetty
green coral
#

you mean landscape?

cedar jetty
#

yes

green coral
#

it is by default, you need to create layer infos

cedar jetty
#

ive created those and still nothing @green coral

green coral
#

show screen of layers

cedar jetty
west stream
#

Does anyone know why some of my textures are not imported after I re open Unreal? It's usually the normal maps that are missing but I'm saving everything so I'm not sure why they aren't loading in...

green coral
#

@cedar jetty well if you don't have automaterial now you have to paint

grim ore
#

are you using 4.26 by chance?

cedar jetty
#

no im using 4.25.3

grim ore
#

do you have no lighting in the level ?

cedar jetty
#

bruh it was that the entire time

plush yew
#

it was what

cedar jetty
#

omg i wish marketplace sellers would make sure there intensity scale for skylight not 0.0

#

lol

green coral
#

xd

plush yew
#

bruh

#

ignore the object outline spaghetti

crimson vapor
#

Any one knows how to edit the highlighted text, i have a plugin and the source files but i cannot find these strings in the plugin source files

grim ore
#

if its part o the plugin it would be in the source files

crimson vapor
#

i searched the exact string in the source files but did not get any hits

#

Any idea which classes should i search for, which are used to build this

#

or if there an option in unreal to edit the strings directly somehow and then export the plugin

grim ore
#

which plugin is this?

#

and no if this is a plugin you would edit it and compile it, you cant edit it in the engine

crimson vapor
#

its a custom plugin i have the source code

#

its not in the market place

grim ore
#

ah, then yeah you need to find where in the source that is at

#

those are properties so they should be in one of the .h files

grand prairie
#

Does anyone know how to fix this? I closed Unreal earlier and now when I tried restarting, it throws this error in the crash manager...

[File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp]
[Line: 204] Renaming an object
(StaticMeshComponent /Game/Blueprints/Inventory/Items/Actors/BP_WorldItem_BuildHammer.BP_WorldItem_BuildHammer_C:StaticMesh_REMOVED_747BB9B84E7A9931DC288A92F63EF80F)
on top of an existing object
(StaticMeshComponent /Game/Blueprints/Inventory/Items/Actors/BP_WorldItem_BuildHammer.BP_WorldItem_BuildHammer_C:StaticMesh_GEN_VARIABLE)
is not allowed```

Edit: NVM I decided to just delete the file and recreate it, it seemed to be an easier way than fixing an error even google did not find the same way (and the file was quite small yet)
scenic fox
#

so guys i just updated unreal and this weird error popped up can anybody help? this is from the third person anim bp

#

help please guys

pliant rose
#

masters
when i hit play, lets say i have a bp, with 4 parameters. I want to assign it as spell and be able to cast it in game, during simulation.
i assume i can create UI within bp area and there, tweak settings
when exit simulation, spawned child blueptint will be saved on location and its parameters too
this all is done live..
during play, if any1 can reference how to search this ability or material, or tips, would be great.grinning

scenic fox
#

can somebody help me please

#

please somebody

#

This is when i updated unreal engine

thick herald
#

I see those in project folder, how do I load it?
@green coral If you copy the one you want to use and paste it into where you have your levels saved in the project - again this is all done in Windows, delete everything between 1 and .umap so it looks like TOP_1.umap. Load your project and you should have it back in whatever state it was in when that autosave was created.

scenic fox
#

@thick herald can you help me?

grand prairie
#

@scenic fox please be patient

scenic fox
#

I am very sorry. my apologies

thick herald
#

No I can't. Don't ping random people, if people can answer they will.

#

In addition since your question is to do with #animation you should try there. There are channels for most areas of UE4

crimson vapor
#

those are properties so they should be in one of the .h files
@grim ore Thanks found it, and yes its the U property. The reason i could not find it was because theres no string in Uproperty it converts the variable name to string(pretty interesting huh!)

scenic fox
#

Quick question: If i update unreal does it break a lot of things?

ornate forge
#

Depends on how many features you are using

scenic fox
#

well my AI controller broke

#

it failed to load when i double click

ornate forge
#

That never happened to me because of an Unreal update

scenic fox
#

it happened to me :(

#

i updated from 4.25.0 to 4.25.3

ornate forge
#

It could be something else

#

Minor version updates shouldn't break anything usually

grand prairie
#

Such a minor update should actually not break anything (at least from a general perspective, not 100% sure about Unreal)

ornate forge
#

I only get broken things when I update from 4.24 to 4.25

scenic fox
#

it did though

ornate forge
#

Can you prove it's the update?

#

It's very convenient to blame the engine for your own mistakes but it doesn't really help you finish the game

scenic fox
#

well.......im not entirely sure but i know for a fact i didn't break the animation or my AI

ornate forge
#

Did you use C++ hot reload?

#

That can break things randomly sometimes

scenic fox
#

no i dont even know hat that is

zenith venture
#

Hey I'm an architect very new to unreal engine - what components am I supposed to use with SunSky to create clouds? Volumetric plugin?

scenic fox
#

What bout Ai

plush yew
#

@grim ore I forgot to tell you earlier; but thanks again for your keen insight it's really really appreciated; and i apologize if i'm sort of a hassle at times โค๏ธ

open wadi
#

There's a difficult name to reply to right there.

plush yew
#

There we go ^^;

#

much easier

cosmic cove
#

Someone spoon feed meh !

cosmic cove
#

๐Ÿคฃ

plush yew
#

โค๏ธ

cosmic cove
#

when i spoon feed someone

fossil ore
#

Is It possible to override the rules about run-time such as , spawn block in level and save it?

#

If you play/simulate, any new object added to the level will not be stored once you finish simulation/play.

karmic basalt
#

Is there a way to tell the launcher I already have the engine installed somewhere?

hearty walrus
#

How do I replace the gun in the first person template?

inland leaf
#

i am in a blueprint class ... and i cant invalidate my timerhandle. Or rather i can invalidate it, but i cant clear it because it works with an event.

#

Can i only work with function name in this instance?

narrow mauve
#

Has it been talked about if nanite will work on landscapes and what that might mean for large worlds

thick herald
#

Is It possible to override the rules about run-time such as , spawn block in level and save it?
@fossil ore Yes. Simulate your scene and press something + K can't remember alt/ctrl/shift one of those probably, if I find out I'll up date this.

fossil ore
#

@thick herald It works with the objects ALREADY on level.
If you want to duplicate object, ALT + mouse movement will be ignored (preview yes, after no).
Duplicating object with intended shortcut/option will make new object appear & old object disappear (preview no, after yes)

This last thing really bothers me.

#

It there a way to have Crysis map editor in Unreal Engine (not game, editor) ?

thick herald
#

Sounds like you are wanting to use a savefile to store actors positions?

cosmic veldt
#

Hey I'm trying to register player character to CrowdManager but calling this function from bp does not work. Any idea what should I do?

fossil ore
#

@thick herald I want to be able to create level with gameplay feedback.

#

Let me show you what I mean

somber veldt
#

Man, the new CityParkEnvironment takes a long time to load!

rotund jacinth
#

Earlier versions of our game have been in a single room. Dynamic shadows have been a single high resolution map with a short distance (length of room corner to corner). I am building these huge dynamically lit race tracks with time of day change and wanted to add either far shadows or more cascades. It appears only the 1st cascade is rendering- other cascades are cutting off the shadow distance. I have r.Shadow.CSM.MaxCascades turned up and that isn't helping.

zinc shore
#

can i set which screen a windows spawns on when the game starts

raven sand
#

guys I have the stupidest problem but I really can't figure it out

I have a camera in the scene not connected to the player character (it's just parented on top of a custom actor blueprint), and no matter what I do the game just doesn't display its view ...

i tried unchecking "auto activate" on the one on player and checking it on the second camera, but when I start the game the view switches from inside the player's head

I also tried writing a script that literally sets active=false on the player's camera and active=true on the second camera, but that does the same ... even though if I pause and eject I can clearly see that the second camera is now showing a preview and the original one isn't

#

same thing happens even if I set the second one to activate ... it shows a preview when the game is paused, but for some reason when playing the game I still see things through the head of the player

#

does it need to be a camera actor? I'm only using a camera component

#

basically what I'm trying to do is have an RTS camera which moves independently from the player

cosmic cove
#

its about that time fellas. someone spoon feed meh !

grim ore
#

@raven sand there is a node called "Set View Target with Blend" that is used to change the current player camera to a new one

raven sand
#

oh sweet that actually works, thanks! tho isn't it a bit weird that I do this in Event BeginPlay?

grim ore
#

no, why would it be?

raven sand
#

I dunno, feels like it should be a config on the player controller or something, instead of having it spawn its own camera and then instantly switch to my other one

grim ore
#

its due to there not being a default pawn that you are using, thats the config

#

nothing stopping you from using a default pawn that is just a camera

#

but since you want the default pawn to not use its default camera.....

raven sand
#

uhm, it's not really about what I want, I don't have enough experience to be able to tell what is the right way

rich furnace
#

the button seems squished, anybody know how to make the horizontal box stretch vertically to allow the buttons from being squished?

raven sand
#

does it even make sense for the camera to be the default player pawn?

rich furnace
#

also I keep hearing discord beeps but no mentions....is this a bug?

grim ore
#

@raven sand it does in the sense that UE4 does it yep. You have a pawn that is your viewport to your world basically so it would have a physical location in the world and a camera by default.

rich furnace
#

@rich reef yeah I finally found the appropriate docs for that. I might have overreacted as I was getting frustrated yesterday but managed to figure it out. Also I understand that its only this year that Unreal really has had lots of noobs like me make the jump because of the $1 mil cap. I will keep going with C++ and blueprints, I won't give up on UE yet

grim ore
#

@rich furnace if you want them to be larger set the size boxes they are in to be larger

ornate forge
#

Is there a console command to toggle temporal anti-aliasing?

rich furnace
#

besides "Fill" when I use a large value it seems to stretch horizontally....is the horizontal box causing this?

grim ore
#

if your using a size box you are suposed to use the child layout options

#

you arent, so your not getting any use for the size box at all

#

if you want it taller set your height override to a size you want it to be

hard quarry
#

Can I use a Instanced Static Mesh all the time, or is there any drawback if I overuse it?

cosmic veldt
#

Hey I'm trying to register player character to CrowdManager but calling this function from bp does not work. Any idea what should I do?

.h

public:
UFUNCTION(BlueprintCallable)
virtual void RegisterAsAgent();

.cpp

void ACoreAgentCharacter::RegisterAsAgent()
{
UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(this);
if (CrowdManager)
{
CrowdManager->RegisterAgent(this);
}
}

tall wraith
#

Hello, I am having a problem with my Microsoft Visual Studio Code. I am making a static mesh actor, but the code isn't highlighting or giving me suggestions to what it is i might be typing. Its like it isn't connected to Unreal? It was working yesterday.

#

Any ideas. Thank you.

zenith venture
#

Can anyone point me in the right direction why my light material isn't bright but black? The preview material shows like it would be working.

deep viper
#

I used a custom trace channel so I could use it for detecting tiles and use a separate channel for detecting my landscape.. Turns out that disabling collision on my custom tile channel on my landscape causes my landscape to not collide with world static either.

rich furnace
#

when I'm compiling C++ in UE4 it crashes sometimes with the message like "pure virtual function called while application was running ue4"

#

any idea what could be causing this?

#

@cosmic cove I can't. stop. watching the fish.

grim ore
#

are you compiling with the editor open?

rich furnace
#

yes

#

Visual studio 2019 is open, UE4 editor is open

grim ore
#

then stop doing that. Its normally not a good thing to compile with the editor running

rich furnace
#

but I have to shut down visual studios 2019 everytime I wanna see a change?

grim ore
#

you can but you can run into issues. Its safer to shut down the editor, do your work, compile, and open it again.

#

you run the editor thru VS when you compile

rich furnace
#

so I can't have UE4 editor open at all when I'm compiling? damn

grim ore
#

you should not, you can, but you should not

#

you can use hot reload inside the editor, and there are times when its fine (like just changing whats inside a function)

#

but stuff like changing headers can cause weird stuff to happen

rich furnace
#

I see....I wonder if plugins could be causing this? I think I read some thread on that

grim ore
#

depends on the plugin but sure, lots of stuff could lol

rich furnace
#

I gotta upgrade computer immediately....starting UE4 takes a while each time

#

hence I am relying on hot reload but even this compilation takes a while

grim ore
#

unfortunately C++ is a pain to work with unless you know exactly what you can and cannot do and have a machine to back it up

#

@zenith venture what does the UV map look like on that cylinder? are you using built lighting (static) or dynamic (movable) ?

rich furnace
#

yeah I am going through the c++ tutorials and the hill is steep lol

#

but I need this in order to integrate Steam and Network Replication (down the road)

#

Gamelift too

scarlet birch
#

You don't need to use C++ to use steam.

rich furnace
#

I really dont wanna pay hundreds of dollars for the Blueprint stuff

scarlet birch
#

Advanced sessions is free

rich furnace
#

I'm talkin about the Gamelift AWS blueprint....it is $300 CAD

scarlet birch
#

ah

grim ore
#

yep if you want to get into the trenches you have to learn the basics to integrate the external SDKs

rich furnace
#

yeah so right now I wanna get this C++ fundamental stuff on unreal out of the way before following the Gamelift C++ tutorials

grim ore
#

but we get access to EOS soon sooooo maybe

rich furnace
#

But the Replication Graphs....thats where the gold is

#

obviously my goal is to have high concurrent users per server....

#

(I am not building MMORPG)

deep viper
#

I made a Custom Object Channel called [GridTile]. I made two separate LineTrace functions, one checks the custom channel, the other one checks an existing channel (Either WorldStatic or WorldDynamic). Both traces work correctly on other Tiles or Landscape correspondingly. But wheh I disable [GridTile] Collision (custom channel_) on my landscape, the "WorldStatic" line trace no longer works.

#

It seems like setting my custom channel to [ignore] causes existing line trace channels to also ignore line traces. (I can't narrow down the problem, no leads, I already tried running 2 completely separate data structures for each line trace function but the problem persists).

EDIT: I bizarrely fixed it by changing an unrelated instruction. Not much I can learn from this, I need to be more conscious of my decisions from now on.

dawn bloom
#

the chair sinks into the collision box

#

so does the ball (to the point where it isn't visible if it falls)

#

any fixes to this?

grim ore
#

@deep viper well it had to be related in some way doesnt it? what was it

deep viper
#

I replaced a statement that changed the 3D location of a mesh with a statement that set a "tile referencing" variable to a nullptr. After that, My Landscape linetrace was able to detect the landscape.

grim ore
#

maybe something needed to be compiled and it was stuck in a non trace state

deep viper
#

That sounds like the most likely explanation. Gotta make my changes at a more modular pace. I have a bad habit of tweaking multiple things at a time. (thankfully my functions are short)

grim ore
#

wait, change it back and see if it breaks again lol

zenith venture
#

@zenith venture what does the UV map look like on that cylinder? are you using built lighting (static) or dynamic (movable) ?
@grim ore Hey Mat - thanks for taking the time to help. I'm a little new but I was planning on adding seperate lights if needed for static or dynamic - for now I was just hoping it would aesthetically look like a light and not be used as a baked emissive material. Is this the wrong path and what is causing problems? I have the emissive for static lighting unchecked / false.

grim ore
#

well I ask mainly because if the mesh goes black when you build lighting but its fine before, or you move it, then its the light map. move the mesh in a direction and see if the material starts working

zenith venture
grim ore
#

ooof yep. does that material have a base color at all or just emissive?

zenith venture
#

just emissive

#

I was watching a tutorial lol and it had a base constant coloring mulltiplied by a emissive parameter into the emissive

tired lynx
#

hey all! how can i view the array containing my device id's inside this? i'm trying to create a vive virtual camera but have reached a bit of a roadblock in terms of how much google can help me

zenith venture
grim ore
#

yep should work... need to debug if its the material or mesh, I doubt its the level. Just make a new material with 1 for the base color and drop it on it

zenith venture
#

hmm okay I'll keep messing with it

#

I checked the normals they appear correct

#

Thanks for the help Mat

grim ore
#

well if the 1 constant into base color (so just a white base color material) doesnt show up we knows its the mesh some how

zenith venture
#

I'll remodel a cylinder from scratch and try redoing the mesh

#

good idea

grim ore
#

@tired lynx you would need to get the items out of it, use a GET node and get them out based on the index, or use a for each loop and loop thru them all

tired lynx
#

hmm, any idea which get node to use? there's quite a lot of them when just searching 'get'

#

i'll say this is literally my first blueprint from scratch too

grim ore
#

its literally called get, when you pull out and type get you get it

#

get a ref or copy would be fine depending on what you want to do

tired lynx
#

(did copy and ref as i'm not sure which would be more suited)

grim ore
#

copy means the item returned from it is a copy of the item, any changes you make to it will be made to that copy and not the original item in the array. ref is a reference, you can make changes to the item you get directly

#

arrays are lists of stuff, so the get node says hey get me the first item, or the 2nd, or the whatever # you tell it

tired lynx
#

understood! so if i have a single controller connected to steamvr, and leave the get on zero, then it should hopefully be selecting that controller?

grim ore
#

correct, if you have 1 controller and that array has 1 in it's list you would get 1 result in the array which would be index 0

#

and with what you are doing getting a reference is fine, you want to talk to the original and dont need a copy to work with

tired lynx
#

oh my god

#

it works, you're actually my hero

#

your channel seems like an excellent resource by the way. subscribed and saved a few videos to binge when i have the time

grim ore
#

๐Ÿ™‚

zenith venture
#

@grim ore Hey Mat - I was just wondering does my post processing volume with bloom off causing the emissive not to function? Changing the mesh didnt work - I also tested throwing the material on multiple different static mesh and they all go black

tired lynx
#

out of interest, is there any way i can use the tracked camera just in the viewport without having to initialise 'play'

grim ore
#

oh yes, I beleive you need bloom for emissive which is why I was suggesting the plain base color material

#

@tired lynx all you can do is click on a camera and have it show the preview, or you can pilot it if you need to move it.

#

I dont think you can get valid tracking data for the camera unless you simulate or play

tired lynx
#

ah that seems fair

grim ore
#

mmm.. I take that back, there is a way but I dont know how it works lol. The multi user editing does just that

tired lynx
#

hahaha, it's not an essential feature. more of a curiosity really

#

well, you've definitely unlocked the next stage of tutorials for me. time to learn how to actually record tracking data and piece together some cinematics! ๐Ÿ˜Œ

grim ore
#

look into sequencer recording, it should do it out of the box. you would set up the actor to track and then tell it to record while you are playing and it will record to a sequencer track

#

@zenith venture i just tested and even with bloom off I still get the base white emissive color on mine, not black

rich furnace
#

c1xx: error C3859: Failed to create virtual memory for PCH c1xx: note: the system returned code 1455: The paging file is too small for this operation to complete. Does this mean I need to buy more ram?

grim ore
#

or try and increase your virtual memory/page file

spark turret
#

keep getting this err when firing, but when I check sim it's not ticked...

Invalid Simulate Options: Body (FirstPersonProjectile_C_13.Sphere FirstPersonProjectileMesh) is set to simulate physics but Collision Enabled is incompatible

zenith venture
#

@grim ore For whatever reason in my file - I have to crank up the value x1000. I think it might have to do with the sunsky blueprint I'm using to light the space.

robust prism
#

How do I count the number of times a particular looping animation is played

spare kernel
#

oof

#

custom SpawnActor now

#

node*

#

:>

grim ore
#

nice

#

@zenith venture oh that is super weird... yeah even a value of 1 should work

grim ore
#

@robust prism if you are using a montage you could have an anim notify and increase the count in the notify event.

silk lintel
spare kernel
#

that spam was real..

pseudo star
#

anyone know how to get discord rich presence working

silk lintel
#

Okay, I figured out that the lag of the cable component has to do with frame rate. I set a fixed frame rate of 240 and it follows perfectly, but everything is also in super slow motion. Any idea what I can do?

plush yew
pseudo star
#

u can combine the hidden nodes

#

by plugging both variables into the one node

plush yew
#

into a function?

#

or colaspe?

pseudo star
#

neither

#

by plugging both variables into the one node

grim ore
#

@silk lintel are you updating the cable component at all? maybe check the tick of the component or actor and the tick phase and set it to after physics

alpine laurel
#

i am trying to make a gun "jamming" system for my weapons, but i am unsure of the best way to go about that. So far all i have is a delay after firing the gun for30 seconds

#

is there a more efficient way to go about this?

grim ore
#

figure out when and how you want it to jam, when it does flip a boolean for jammed and set a timer. the timer should just unjam the boolean after X time. You can check for jammed wen firing or reloading or whatever and branch off instead of firing or whatever you play the jammed sound or whatever

alpine laurel
#

thanks. i was currently using a random in with a connect <= int on a true false

grim ore
#

you can use that for the actual determine if it should break, but do the rest for keeping track of if its jammed and for letting it unjam over time

thorn dew
#

How can I change the default position of the skeleton rig?

grim ore
#

? can you show a screenshot

thorn dew
#

Let's say I want to lift the leg of the skeleton and want that to be the new default pose. If I hit save it doesn't save and if I hit Create Pose Asset > Current Pose it does not save the current pose to a pose asset. The only way to save a pose asset if from an animation. How can I change the default position of the skeleton though?

autumn elbow
#

What terms would I use to google: add item to widget, and it modifies the character's weapon or ability, or clothing. Basically modifications based on what slots I have in my widget.

thorn dew
#

@autumn elbow widgets in general are made to be easy to use if made right. You drag and drop them on the BP and it work to give that thing those abilities. Something like what you are saying I'd probably program right in the BP. Each modification or ability could have a bool in the BP. If that bool is true have it turn on that part of the code.

autumn elbow
thorn dew
#

@autumn elbow It looks like it is working. Are you saying you want a special property to be added to the whole as the different parts are stuck together?

autumn elbow
#

the parts combined would add some functionality

thorn dew
#

to the whole?

autumn elbow
thorn dew
#

what would be an example of what you want a part to do after being attached?

autumn elbow
#

Have you seen Kerbal Space Program?

plush yew
autumn elbow
#

so they player can add 2 triggers

rich furnace
#

I don't know wth happened I was running into compile issue. So I closed everything. Removed Intermediaries and Binaries folder. Regnerated visual studio

#

then I clicked the .uproject and it wouldn't open saying (build was done in another versino or something)

#

so I followed one of the naswers their to remove the "Module" section in the .uproject

#

now all my source is gone lol

#

my source files are there

#

but the project no longer shows any of the blueprints, interfaces, c++ classes

#

thank GOD I backed up my files

thorn dew
#

@autumn elbow if you want to do something like Kerbal where the different components kind of seem to work together in some way you are going to have to do some special sauce. The possibilities are also not endless. They never are. A computer cannot do endless or infinite ever.
Getting to how I would do it though is I would make a BP and decide on all the modules I wanted and everything every module would do. I import the visual representation of each. Next I put in the BP a way to build stuff physically together. Put in the BP an array to keep track of everything made during game play. Have everything placed in as an instance. Next you have to from the array data figure out how you want it to effect the whole. For example you have a truster at position x,y you need to have the BP add thrust in location x,y. If it is a fuel module have a fuel variable that gets a plus x depending on the size of the fuel. If you want that fuel to add weight in that area you need to also program in the center of gravity being off by x or whatever is calculated.

rich furnace
#

Project could not be compiled. Try building from source manually. "Visual studio builds everything fine"

#

I cannot load the project anymore it seems

grim ore
#

@thorn dew the reference pose of the skeleton is going to be in the A or T pose, you can't really change that.

#

the module section of your .uproject is the source code parts of it, if you removed the module then the project will assume there is no C++ code to load @rich furnace

#

you can alter animations and you can set up new poses to use for animations but your base skeleton is your base skeleton and all animations basically adjust from that

thorn dew
#

@grim ore Thank you. No wonder I couldn't figure it out after working on it for days.

autumn elbow
#

@thorn dew I built all that already. I'm stuck on the logic part of the build

#

I'm trying to think of a user friendly way, to get the logic hooked up

#

I was thinking skill tree type UI, but that's too complicated for users.

rich furnace
#

@grim ore yes I've added it back however I am back to square one. "Lesson1 could not be compiled. Try rebuilding from source manually"

#

where can I view the logs?

grim ore
#

saved/logs normally

#

or in that popup window when it says it could not be built

thorn dew
#

@autumn elbow You need to have set variables for each part. After that you need to figure out how each will effect the whole in some equation that is calculated. Maybe one makes it go forward, but slower if there are lots of modules. Then have calculation done to figure out how much slower based on # of modules. Forward movement = thrust/modules for example.

rich furnace
#

@grim ore LogInit: Warning: Incompatible or missing module: Lesson1
Running E:/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/me/Documents/Unreal Projects/Lesson1/Lesson1.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for Lesson1Editor (no existing makefile)

#

No other explanation

#

Visual Studio 2019 builds successfully

grim ore
#

deletete intermediate, delete the .sln, delete the binaries folder. make sure the .uproject has the module correct. then right click and regenerate the .sln file and se if it runs into any issues

autumn elbow
#

@thorn dew yea yea.. the math stuff I got. The UI interaction is what I'm after

grim ore
#

if no issues up to that point open the .uproject and let it rebuild without going into vs.

scenic fox
#

guys ummm my packaged failed can somebody check the output log and see if i can fix this?

#

anyone/

#

?

thorn dew
#

@autumn elbow the ui is just show for the user. It should have nothing to do with what it actually does.

scenic fox
#

By the way i did also update unreal so

rich furnace
#

@grim ore no dice, same message

scenic fox
#

uh..still no one? i can wait a few minutes

autumn elbow
#

@thorn dew unfortunately in my case the UI will have to do stuff. As the player will have to drag the icons to groups to make associations.

#

this is my current thought. I'm looking for alternatives

rich furnace
#

@grim ore It keeps saying Lesson1 (Project Name) module is missing

#

stil same message "Lesson1 could not be compiled. Try building from source manually"

grim ore
#

check to see if its actually missing from the binaries folder

thorn dew
#

@autumn elbow if the user drags something get the new position. The position goes into the equation. The equation says what happens. I don't see the problem.

scenic fox
#

._. man i wished i could fix packaged failed things

rich furnace
#

@grim ore binaries folder is empty

#

I don't understand how it could be working an hour ago and then now refuse to open

autumn elbow
#

@thorn dew that's basically where I'm stuck. connecting the drag thing, to update the equations.

#

The communication part.

grim ore
#

thats weird that is the only thing in the log @rich furnace

thorn dew
#

@rich furnace it could be corrupted if it is on a file sharing folder, virus, hard drive going bad, solar radiation. What about your backup?

scenic fox
#

i guess im going to redo the packaging

rich furnace
#

@thorn dew that doesn't explain what is happening

#

hard drive is brand new

#

it is NOT on a file sharing folder

#

I even changed it back to the original

autumn elbow
#

@rich furnace did you upgrade from a previous version?

rich furnace
#

@rich furnace upgrade what

autumn elbow
#

Your lesson 1 project

rich furnace
#

I don't follow

autumn elbow
#

Did you start it in 4.25

azure coral
#

Heyo

rich furnace
#

yes I've always had 4.25

#

I did not upgrade the engine

autumn elbow
#

and it's a C++ project?

rich furnace
#

yes

autumn elbow
#

make a backup, delete all the extra folders, and regenerate ?

thorn dew
#

@autumn elbow if it is all part of a single BP the BP spawns the objects and when spawned they should be kept in a array. You can then get from array and find out all attributes of that object. After getting object say get x like location or whatever. Enter that into equations.

#

@rich furnace I don't get why you deleted stuff outside of the engine. That sounds like a bad idea on any day.

rich furnace
#

@thorn dew where di I say I deleted stuff outside the engine?

thorn dew
#

" I close everything, delete, binaries, intermediaries, regenerate visual studio."

rich furnace
#

I only removed the binaries, intermediareis in order to regenerate the visual studio files

#

which is normal and have never produced problems

#

this was before I had trouble opening the project

autumn elbow
#

you don't get any errors when you did the regen?

rich furnace
#

no only when I attempt to open it in UE

#

I am trying to understand wtf happened

thorn dew
#

@rich furnace I don't do C++ coding in Unreal. I can't say what is what. I was saying in unreal engine it doesn't like things being renamed or things deleted.

autumn elbow
#

When you say open, you're clicking the .uproject file ya? Not from the epic launcher UI

rich furnace
#

yes

#

I had a back up from before. Copied over the binaries folder. It opens now but its missing stuff

#

@thorn dew I really can't recommend C++ right now. I am trying to just complete the fundamentals and I am struggling. I've worked with Python, Java, C#, PHP, Javascript, you name it. I've never had this much of an uphill

autumn elbow
#

I had similar issues, but it was because I upgraded engine versions. Not sure what happened to you.

thorn dew
#

@rich furnace I've heard that. C++ is such a root level code it makes it really hard to code for. More control, but so much harder to use.

autumn elbow
#

@thorn dew hey, Thanks for the help! I appreciate it.

thorn dew
#

@autumn elbow your welcome

scenic fox
#

bruh when i updated from 4.25.0 to 4.25.3 it broke a lot of my game, what the hell is unreal doing?

rich furnace
#

yeah I'm having a lot of doubts now about UE

scenic fox
#

Literally i updated because some of my engine files went corrupt

#

so i installed the new version and it broke

rich furnace
#

I also think how hard it would be to find developers for this and how expensive they would be

#

compared to Unity

scenic fox
#

Why doesn't unreal try to have good competion, epic games is a pretty big company

rich furnace
#

I think they only care about large companies because of royalty business model

#

it is an impressive tool....but man I don't know I think I've finally hit a point where I have to question

scenic fox
#

I hope epic games fixes the issues people are having in their projects in the next update

rich furnace
#

LOL

#

I've never even updated too thats the thing

thorn dew
#

I find if I use any custom code from anywhere when i update it all goes to crap

#

it is better to stick with all in unreal stuff if you don't want it to break between versions

scenic fox
#

Bruh legit my AI controller went corrupt when i updated to 4.25.3 and it literally did not work

thorn dew
#

with no custom c++

#

use BP, or anything, but not c++

scenic fox
#

Even [packaging my game is a problem now

rich furnace
#

but the thing with BP is that you can get only so far

scenic fox
#

Yeah

#

i hope epic games does something to fix them bugs

rich furnace
#

you need C++ ....but its ...you know the lack of documentation aside, its problems like this at teh engine level that really ruins the dev experience

#

I don't think many people approaching UE can put up with this

scenic fox
#

C++ i've actually never ever tried

rich furnace
#

like with what I'm doing right? literally just trying to create a way to bind some action to a button and I am having this much trouble

#

and I question is this really necessary

#

does it need to be this painful

scenic fox
#

Epic games made fortnite, they can fix their fucking engine

#

They have money and people to do it

#

so why......are they not?

thorn dew
#

the communication between BP does seem way more painful than it should be.

rich furnace
#

Tim Sweeney basically

#

he has a lot of of cash and thinks he can just throw money at the screen and hope it fixes things

#

like the Epic store for instance...the exclusives

scenic fox
#

im so fed up with unreal, i now question why it feels exactly the same 3 years ago

rich furnace
#

I'm 2 months in to UE and feel like maybe I should've used Unity instead

thorn dew
#

I'm sure Unity has some bad things too. For one not friendly if you don't know C#

scenic fox
#

i tried learning c# but eventually failed on some parts

rich furnace
#

oh they have a ton of documentation and tutorials, also C# is way way more easy than C++

scenic fox
#

yeah dragon is right

exotic thicket
#

Unity is probably more beginner friendly tbh

rich furnace
#

but all this complaining from little guys like us won't be heard

scenic fox
#

Yeah agreed.

exotic thicket
#

But it's kind of a mess in some places moreso than UE imo

rich furnace
#

we dont make any money for UE lmao

#

studios, companies do

#

@exotic thicket yes Unity has issues too

#

and I want to like UE badly too...I want to invest my time into this

thorn dew
#

this might help you know C++ in unreal better

#

I don't understand a thing they say, but it is probably because I don't know c++

rich furnace
#

I guess my biggest complaint is not that C++ is hard....I knew that and I expected it....its just these unpredictability of the UE itself

#

like I shouldn't have corrupted projects like this

#

your shit should work regardless of engine updates

#

documentation needs to be better with examples

#

etc

#

well thats enough rant from me.....I' gonna take a break lol

thorn dew
#

I hear one good way to do C++ in unreal is to make it all in bp then only if the bp gets too big do you remake it in c++

rich furnace
#

this is getting to me

thorn dew
#

this way it stays fast

rich furnace
#

you know what BP is good. I love it

#

but stuff like Networking , Creating optimized servers you need C++ here

#

like I am learning these fundamentals so I can work with Replication Graphs

#

what's frustrating is that they have all these excellent tools and polished ways of doing things

#

its getting there that is the major major pain point

#

if they can address this...they could kill Unity (well maybe have some C# support or something like that)

grim ore
#

just realize that if you have problems, imagine what problems the 100s of devs working on AAA games like fortnite and such end up with

rich furnace
#

omg I can't imagine

scenic fox
#

prob like 3202130293210123210 bugs

thorn dew
#

The reason so much of unreal is modular is because it is made to be in a huge studio. You got one hundred people working on different parts at the same time and it is thrown together at the end. Then a small group figures out why it is not working before it is thrown out the door last second.

grim ore
#

there will always be pain points, and there can never be enough documentation or learning material to cover every subject or permutation of subjects ๐Ÿ˜ฆ

rich furnace
#

I am beginning to understand why that AWS Gamelift blueprint plugin is $300

#

whew boy i need to take a break. thats the last rant you gonna read from me lol

thorn dew
#

doesn't epic have their own servers that can be used for free?

scenic fox
#

i think

#

not sure tho

autumn elbow
#

use BP, or anything, but not c++
@thorn dew You have to do the opposite. Always have Cpp based project. It's easier to fix. A full bp project is very very difficult to debug as all the files are encrypted.

thorn dew
#

but you update to a new version of unreal with a C++ project and it all stops working. Worst I've had with a BP is a node got outdated and worked in legacy mode or I had to replace it.

autumn elbow
#

and I was able to fix it easily.

#

if your bp only project losses link to the module... then you are basically screwed.

#

Hopefully it was source controlled. ๐Ÿ˜‚

#

the only way I found to fix a missing module in a only bp project is to make a new project and copy over the assets one by one.

#

there is a webinar with epic... I think it's "Advance Blueprints" or something like that... and they say for every bp class you make, be sure to have a Cpp class that it inherits from.

#

Also...I've learned NOT to remove the old engine version, before you upgrade your project to the new. After it is running in the new, then remove the old

#

Also... 100 tips and tricks by epic is a good vid to watch

restive yarrow
#

what does validate data assets do?

rich furnace
#

very similar to what happened to me

#

project just went corrupt. code compiles and nothing wrong with it

halcyon prawn
#

Quick question, is anyone here familiar with quixel mixer?

queen wasp
#

"Out Of Videomemory" or "GPU Crashed or D3D device removed" has been regular offenders in me trying to load cloned projects now and then when adding new things, now I am trying to go back to DirectX11 since some Fortnite reddit post said a couple ppl had no issues with DirectX11, hmm.. Seems like a bug though?

rich furnace
#

hey guys I added some C++ files into Sources folder but they are not showing up.

#

okay I think I was able to reproduce the issue

#

deleting binaries folder in order to regenerate visual project seems to be the culprit...not sure why this is suggested often

#

so I created a new project

#

moved over the Sources and Content folder from my old project to this new one

#

c++ classes folder does not reflect this

#

(well at least I know what happened and how to avoid so I'm happy with that. )

#

guess I'm going to have to manually add them omg

dire fjord
#

Several months ago..maybe a year ago I was looking at procedural animation and found this example project that had some stuff with like a a big character and a small character and it showed how to set it up to use ccdik and stuff to have their arm push the button properly. I've got a need for such a thing now, but with all the example projects I've got laying around, I can't for the life of me find it. Anyone know which one I'm talking about?

#

Is it possibly a learning tab project?

rich furnace
#

NEVER EVER DELETE THE BINARIES FOLDER

#

thank god I didn't empty the recycle bin

scenic fox
#

guys what does this mean

#

im packaging my rpoject

#

can anyone see what happened

#

and tell me

stiff hawk
#

got a question... dont know where to put it in xD
Do you guys have a example for something like a fully free camera with roll support... or any guiding how to implement it?

violet portal
#

Hey guys and gals,
Could I get some help, please?
I'm trying to set-up a video to play in unreal, but I'm getting this error in the Media Player:

scenic fox
#

can anyone help me?

violet portal
#

File type is webm, also I have tried with .mp4, same

scenic fox
#

please

#

what does my error mean

#

anyone please?

#

anyone ?

#

hello/

#

i did loose my internet so that could be why, but i have it back

#

UMM

#

the chat is ded

honest vale
#

we're busy

#

it's just a warning

#

you don't need to worry

scenic fox
#

umm but what does it mean?

weak cypress
#

will UE4 run on 4gb of ram?

lost ember
#

i guess

#

not well though

weak cypress
#

will it run out of memory?

lost ember
#

likely

weak cypress
#

will it crash

#

or just be slow?

prisma marlin
#

Definitely

#

4gb is not enough because first of all u won't even have access to total 4gb ram on the first place

#

Second windows will occupy some

weak cypress
#

i am so screwed

prisma marlin
#

What kind of work u want to do in ue

weak cypress
#

make a 3d game

dense gate
#

Abandon hope

#

Get more RAM

prisma marlin
#

Definitely not enough

dense gate
#

You need at least 8

#

And depending on the scale, even that might be insufficient

weak cypress
#

ok so what about 8

dense gate
#

Manageable depending on your scale

prisma marlin
#

I'm doing Hogwarts project and 16 is barely enough lol

#

8 is decent

dense gate
#

BUT

weak cypress
#

cpu-gpu doesnt matter right?

dense gate
#

And this is a big but

#

You should have an SSD

prisma marlin
#

It definitely does

#

Lol

dense gate
#

I'd recommend having a 32 GB page file

weak cypress
#

it does have an ssd

prisma marlin
#

How u gonna bake and render without good cpu or gpu

#

What cpu and GPU do u have

weak cypress
#

i am looking to buy something rn

dense gate
#

I'd assume it's one of those cheap laptops

weak cypress
#

so thats why i am asking

dense gate
#

I'd guess an i3 at best if it's 4 GB RAM, unless you're looking at second hand tech from 10 years ago

weak cypress
#

its a ryzen 5 4500u

dense gate
#

An APU with 4 GB RAM is a no-go for UE4

weak cypress
#

8gb of ram

dense gate
#

6 core, 6 thread, 2.3~4 GHz

#

Back when I was on my laptop with an i7 (4c/8t @ 3 ghz) it was aight, but it also had a dedicated GPU

weak cypress
#

it does have a gpu

dense gate
#

If it's something like AMD Vega 8/10/11 then it's integrated

#

And that means it'll suck up the RAM

weak cypress
#

are there any better options?

dense gate
#

1 GB GPU might work, 2 GB is aight, the rest is a bonus

#

From a laptop standpoint, I'm not well versed

hearty walrus
#

how would I go adding recoil to a gun system?

dense gate
#

I myself found good deals on stationary PCs this year so I'm skipping over looking for laptops

weak cypress
#

do i choose this?

hearty walrus
#

I use a GT710 with 2GB VRAM

dense gate
#

Depends on how you wanna do recoil

hearty walrus
#

there was a function for it, but it's in the now defunct UDK

dense gate
#

Mostly you'd force the player controller to add some pitch and/or yaw

hearty walrus
#

would this happen every time the player shoots?

#

since it's a SMG

dense gate
#

I'm thinking about a way to properly yet easily do it

#

It's a first person game right

hearty walrus
#

yes

dense gate
#

Does your camera have a relative rotation that isn't 0,0,0?

hearty walrus
#

?

#

at the moment, this is what it's doing

#

it works, but there's 2 problems:

  • The movement is really jagged, and not smooth
  • The camera doesn't automatically reset back down after the recoil stops
dense gate
#

One way I'd do it is actually force the camera rotation for the pawn

#

Come to think of it

hearty walrus
#

that sounds like it'll run into the same problems

dense gate
#

Depends

hearty walrus
#

since this is essentially forcing the camera rotation up by adding Pitch

dense gate
#

So, here's the idea

#

There's a node you can use to smoothen out movement

weak cypress
#

so conclusion?

dense gate
#

RInterpTo

#

@weak cypress it'll work, but for small projects, or medium if you optimize well

hearty walrus
weak cypress
#

i am kinda worried about storage

#

and the cpu performance

dense gate
#

6 core Ryzen is decent

hearty walrus
#

I've got a pretty low-end pc, unreal runs fine

dense gate
#

Should do you the job

hearty walrus
#

8GB DDR3(?), 2TB HDD, GT710, Intel i5 4th gen @ 3.00GHz

weak cypress
#

gpu?

#

because

#

idk my last laptop was horror

dense gate
#

Integrated Ryzen GPUs are p good

#

Comparable to GT 1030

weak cypress
#

i5 2410M

#

8gb of ram

#

and a HD 6470M

dense gate
#

My laptop was similar to that but this year I got an upgrade

#

Was i7-3632QM, HD 7650M

#

It ran decent

#

But with the scale of my project, it had issues

weak cypress
#

nah mine was horrible

dense gate
#

Yeah, yours is only 2 cores, lower frequency and a worse GPU

#

Anyway

#

The R5 4500U should work

#

At least a lot better than your old one

#

Make sure there's an option to upgrade RAM down the line

weak cypress
#

i dont think its upgradable

#

no its not upgradable @dense gate

dense gate
chilly olive
#

Hi

dense gate
weak cypress
#

ok what about a laptop with a 4500u, 8gb of ram (upgradable) , 128gb ssd @dense gate

hearty walrus
#

@dense gate will this fire on every tick?

#

or how do you modify it to only run after a bullet's been fired?

dense gate
#

Timelines but it might be a bastard

hearty walrus
#

yeah I was trying to avoid timelines

dense gate
#

There's no way to make it smoother otherwise

#

This essentially replaces a timeline but is more customizable on the curve

chilly olive
#

Is the gtx 1660 ti gud for ue4

dense gate
#

P good

chilly olive
#

@dense gate wut

#

Nani dio i giorno govana

dense gate
#

It's pretty solid

#

Though don't expect raytracing to really work

weak cypress
#

raytracing?

#

does it work on laptops too?

dense gate
#

For a laptop, nah

#

I know some recent Nvidias support it, my 1070Ti does, not sure about 1060 or the likes

#

But it sucks up a ton of memory