#ue4-general

1 messages ยท Page 851 of 1

dense gate
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I have a custom ability system, the Event Cast should be your own Event Shoot for example

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Depending on your weapon, you might want to add a specific recoil time

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And do it as you find suitable for your game

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A large sniper rifle will have a long recoil time and a bigger recoil rotation for example

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But an SMG will have short time and small rotation

weak cypress
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@dense gate theres the cursed option

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of just writing everything on paper

dense gate
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Well, if you're a designer, it's not so cursed

weak cypress
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i am a programmer @dense gate

plush yew
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@dense gate how does your cast node look like that?

dense gate
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@plush yew it's my own custom system for units (pawns) and abilities

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So there's some differences

chilly olive
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Wsit

dense gate
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Depends on your own implementation

chilly olive
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Wait

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No

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The 1660 ti

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It has raytracing

dense gate
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Ah

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Still might overflow the VRAM in some cases

chilly olive
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Yea prob

dense gate
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My map isn't even finished yet sometimes with RTX on I get an out of video memory crash

chilly olive
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Loll

dense gate
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And I have 2 more GB than the 1660Ti

clear coyote
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hello! I've got a little question about unreal and git. I've noticed that when using unreal 2 people should never change the same blueprint "at the same time", so doing some research I've seen that there is some kind of feature/program that let you "lock" a blueprint so that no one else can touch it on the meantime. could anyone show me how to enable this?

plush yew
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@dense gate made in C++? im guessing thats why it doesnt say custom event

dense gate
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It's almost entirely BP

plush yew
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oh so why doesnt it say custom event then

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or is that part C++

dense gate
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It's a renamed custom event

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And also it's a child BP

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It says custom event only in the parent BP

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Or at least for 4.23, I'm upgrading to 4.26 soon

plush yew
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oh I see I didnt know that interesting interesting uses didnt realized custom events could be called like that only thought functions could

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it is just an override for custom events?

dense gate
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When you create a custom event, you can click on the Custom Event text to rename it

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In child BPs you can override

plush yew
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I know I didnt mean renaming meant all the other part

dense gate
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And if you want to keep the old functionality, right click on the override event and "add call to parent function"

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If you've done networking, it's second nature at this point

plush yew
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yeah I learned about overrides awhile ago just only for functions didnt realize you could do that for custom events which is nice always been curious about what stuff I could do like this

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wonder if im missing some shortcuts

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/bp cleanliness

dense gate
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I think functions that return nothing are counted as events under the hood

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You've probably noticed it if you've tried creating an override for one

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BP is good tho

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Quite useful for quick prototyping

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Though performance wise it's not so bad either

plush yew
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nativizing ๐Ÿ™‚

dense gate
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The biggest issue I had with it is honestly enabling modding

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But maybe that's all my fault

plush yew
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player modding?

dense gate
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Complete modding

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The ability for a player to add custom maps, gamemodes, characters, etc

plush yew
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I think that is just a not so easy to do thing straight out of the box but the UGC plugin for creating would help

dense gate
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Though also changing the clientside animations, particle effects, HUD

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I did it without UGC

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Keep in mind I'm on 4.23

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UGC doesn't work for it

scenic fox
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ummm my output log keeps warning me that something the %APPDATA% unreal folder is corrupt what do i do

light thunder
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There's no way to send a command to open a file outside of unreal is there? I'm generating an excel file for example and it would be super handy to be able to open it automatically

crude rock
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Hey, Does anyone know why my FPS caps out at around 90, but CPU usage is 45% and GPU at 30%... Vsync is disabled and no fps cap in either

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(in editor)

light thunder
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I have a function containing a loop - if I have a DoOnce in that loop - it will only execute the Do Once item, once obviously - but if I call the function again, it will run the DoOnce again correct? Will I have to manually reset it or is it reset each time the function is run?

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Use Case is looping through an array of items on a spreadsheet and the entire array I want the same color but I want to change the color each time the function is run

restive yarrow
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I duplicated my game level, and its taking ages to unfreeze, any tips on hwat i should do?

chilly olive
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Wut is a decent graphics card beside rtx

covert hedge
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in 2020? pajaS

worldly gate
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hello! I've got a little question about unreal and git. I've noticed that when using unreal 2 people should never change the same blueprint "at the same time", so doing some research I've seen that there is some kind of feature/program that let you "lock" a blueprint so that no one else can touch it on the meantime. could anyone show me how to enable this?
@clear coyote

If it can it would be something called like check out. Last time I used GIT with Unreal I thought it had something like that already perhaps?

Perforce I guess does this lock file function, but as far as I know GIT cannot do that in the same manner...

blazing turtle
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How do we know from which part of the body the character is damaged with the least amount of resources in the game? for example being shot in the hip with a bullet
only physic assets come to my mind
is there any other way ?

autumn forge
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Seemingly horrible community for getting answers...

static bane
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@autumn forge I get good answers 80% of the time. Not bad for me ๐Ÿ‘

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for the cheap price of free and the speed I think it's ok.

autumn forge
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That's good. I'm not speaking on my behalf, just new to the community and scrolled scrolled scrolled to see what the interactions are like and it is, I'll use this word again, seemingly not much in the way of getting answers to most questions asked. ๐Ÿ˜‹

static bane
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Noticed that for some channels, this one here is quite general.
If you go into specifics, skilled people will tend to answer your question (assuming there will be people who know how to fix your problem).
I run a big(ish) discord server and it's a similar pattern to ours.

clear coyote
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@clear coyote

If it can it would be something called like check out. Last time I used GIT with Unreal I thought it had something like that already perhaps?

Perforce I guess does this lock file function, but as far as I know GIT cannot do that in the same manner...
@worldly gate just saw this. I think it might be a UE feature, where you can add a source control and then it might be able to lock it down

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I've heard perforce works nicely with UE4 compared to GIT. BUT it's a paid service, and it is not cheap :/

grim ore
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perforce is free for local use/personal server for a small # of users

clear coyote
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oh really? I'll check that out then

gleaming creek
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Anyone have a good workflow for working with Quixel Megascans / Bridge?
Specifically, I'm having a stupidly hard time getting the materials and textures to work properly automatically.
I wanted to use channel packing (AO/Rough/Metal in one map), but it refuses to automatically put that packed texture into the material, even if I match the map name to the parameter name. It just always leaves that slot blank.

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Also I'm a but puzzled at the fact that if you just use the default (non-packed), it doesn't include AO at all. It's as if they don't want you to use the AO maps, but many assets do include them

scenic fox
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PackagingResults: Warning: HierarchicalDerivedDataBackend: Put failed, keeping in memory copy TEXTURE_564290F8998644E39A2118D5C683187B_BC5_7F22F21E47DA2DD94BFA82B713AB2582___3A991B2EABDB2E9A9B213CDFC232EFDA4DD23242.
PackagingResults: Error: 0 (The operation completed successfully.)

what does this mean?

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anyone?

gleaming creek
scenic fox
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ooooh thanks

chilly olive
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in 2020? :pajaS:
@covert hedge yes

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Wut is a decent graphics card beside rtx

gleaming creek
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Decent for what? The one you can afford.

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UE4 generally needs no more GPU power than it takes to run the UE4 games, so get one that can run the kind of games you want to make at max settings

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You're probably better off looking at something like the Tom's Hardware Guide "best GPU for the money" lists

chilly olive
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Wut can you recommend

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??

lucid grove
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Heya

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can someone help me with GPU stats? Im trying to find what eating so much of my fps.

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Line by line its something about 8ms, but overall almost 20ms

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I have a feeling that im missing something

light thunder
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Use the other profiler

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They updated it to make it easier to use but in the past I think you hit Shortcut: Ctrl+Shift+

grim ore
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try stat scenerendering and look at the draw calls for example

light thunder
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I think if you type ProfileGPU in console it helps

bitter iris
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its pissing me off

timid pilot
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Hi, I get a lot of PCHCore.h has been modified since the precompiled header PCHMygame.h.gch was built. It happen only on Linux (Ubuntu 20.04). I can compile on Windows. What is wrong ?

mild agate
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Hey guys, I got the invite from Miroslav Filipovic from youtube, I asked bout how to do replays in UE4, and he said to ask for a gentleman called Marco

covert hedge
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when is the free for the month collection updated? it's the same as last month Sadge

grim ore
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first tuesday of the month

covert hedge
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thanks

full lodge
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HI! I am wondering how to properly clone a whole project in UE4. I cloned it from Epic Games Launcher but I got a lot of target build error. Any ideas? Grateful of help given

grim ore
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clone? if you mean a copy a UE4 project is self contained in a folder just copy the folder completely

plush yew
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hey

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does anyone have experience reversing UE4

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I have a question

full lodge
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Mathew, copying a whole project via copy past isint a proper way

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I found a solution. Pasted here for future

grim ore
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why not?

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what you are showing above is copy/pasting the project into a new folder which is what I said, its step #1

full lodge
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Ahh damn sorry. My way of thinking today is on slow mode

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I read it differently forgive me. Thanks for help!

silk sleet
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So if you don't have a camera on your pawn or player controller, the engine seems to make one for you w/ default settings
I'm going to be displaying everything with render targets and ui, is there a way to disable that camera entirely so it's not rendering the scene? Do I need to worry about that?

grim ore
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you still need a camera, it represents the viewport basically. IF you are laying UI over it then you don't really need to worry about what it displays

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I've never tried it but you could always get the camera manager, get the camera it is managing, and setting it to not active.. curious what that might do lol

autumn forge
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@static bane ๐Ÿ’ฏ

grim ore
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yep doesnt work, can't disable the camera at all lol

silk sleet
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so i might as well just point it at a brush w/ the render target mat and use that as the display then huh lmao

cosmic cove
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what are your fames @lucid grove

grim ore
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@silk sleet the solution most people seem to recommend is to move the default camera to somewhere far away but honestly if you aren't rendering anything in the scene anyways that the camera can see then you should be fine. others suggest pointing the camera at a box with a blank black material as well

mortal quarry
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Hey all, what's the best way to deselect an object in the viewport ?

grim ore
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escape key?

mortal quarry
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tried that, doesnt seem to do it ๐Ÿ˜ฆ

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using G for now, although that's not really a deselect ๐Ÿ˜„

grim ore
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select another item in the world outliner?

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escape should work unless its an item that is always selected for the mode you are in

mortal quarry
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dont think I set anything like that, just an object in the normal default viewport

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sorry, not too clued up with unreal terminology ๐Ÿ˜„

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seems escape is working, just didnt want to in the moment for some reason, perhaps I wasnt focused on the window

cosmic cove
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you were scared to hit the escape key ?

mortal quarry
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no?

grim ore
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what I meant is like if you are painting on something it would keep the something highlighted while painting on it, stuff like that

mortal quarry
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@cosmic cove when I tried escape, it didnt work, I tried it a second time and it still didnt work, that's when I came to ask if there was a way to do it (was pretty sure escape was it, but since it wasnt working, it confused me slightly as I only work in Unreal as a hobbyist and work in other applications during work hours.)

After doing a quick light build, I tested escape again and it worked.

This is why I said perhaps I was not focused on the window previously.

Thanks.

lucid grove
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what are your fames @lucid grove
@cosmic cove something about 54 fps on fullscreen (1920x1080) - Epic settings. And 80 on borderless.

light thunder
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I have no shaders compiling. I exit the editor. I restart the editor, no shaders compiling, then I run some code that crashes it (no level loading code that would create the need for compiling shaders) ...when I restart the level, it begins to compile shaders again

cosmic cove
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yea your scene appears to be working properly and not over loaded.

pallid crypt
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hi

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can i ask for help in this chat?

cosmic cove
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sure can.

pallid crypt
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thanks

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im following this youtube tutorial

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but ive selected first person template instead of third person template

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is that why i can't find the modes menu?

nocturne solstice
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Hello :3

pallid crypt
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i have a place actors menu instead

nocturne solstice
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Most likely!

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That or the video is using an old version of the engine

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and it's changed places since!

pallid crypt
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oh! yes i've found it

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so simple now, sorry for basic question

lucid grove
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@cosmic cove something about 54 fps on fullscreen (1920x1080) - Epic settings. And 80 on borderless.
@lucid grove little update -not borderless, but in-engine window.

pallid crypt
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ah no i still cant find it

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is there an easy "search" option in unreal?

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im very new to it

cosmic cove
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um @pallid crypt

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your modes is present on current screen shot.

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personally i would update to 25.3 mostly because of how settings and where they are have changed quite a bit

scenic fox
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my shading compiling is stuck somebody help please

pallid crypt
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oh sorry, thats a screenshot from the video

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my screen is this

grim ore
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the modes menu is introduced in the latest version of the engine

cosmic cove
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again your modes is present in the current screen shot lol

scenic fox
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my shading compiling is stuck what do i do

pallid crypt
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but i cant see "bsp" in the modes on my screen

scenic fox
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bruh

pallid crypt
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which is what he's clicking on ohno

grim ore
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that video you are watching is super old is why

scenic fox
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it's Brushing editing

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go click modes

pallid crypt
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sorry im very new

scenic fox
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and click brush editing

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simple

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then click a BSP

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can anybody help me? my shading compiling is stuck

grim ore
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it sounds like you are missing your place actors window, go to windows -> place actors to get it back @pallid crypt

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also in the latest versions BSP is now called Geometry

pallid crypt
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i still can't see bsp, but i will wait for your problem to be solved first ๐Ÿ˜„

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i didnt mean to interrupt sorry

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thanks mathew

scenic fox
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how do i fix my shading compiling being stuck/

grim ore
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you can also go back to default layout, for some reason the new templates in .25 dont open the default layout

scenic fox
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how do i fix shading compiling being stuck/no progress or very slow?

cosmic cove
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you will most likely need to upgrade your potato

scenic fox
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was that for me?

cosmic cove
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yes

scenic fox
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Well this is for packaging

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and i did get a bunch of warnings

cosmic cove
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yea thats fine.

scenic fox
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damn it was compiling before

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it's at 6

light thunder
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I have no shaders compiling. I exit the editor. I restart the editor, no shaders compiling, then I run some code that crashes it (no level loading code that would create the need for compiling shaders) ...when I restart the level, it begins to compile shaders again

grim ore
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define stuck or no progress? what does the log show? also what does task manager show

scenic fox
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the log shows nothing new

cosmic cove
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typically your only in trouble if ue4 says not responding

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and even a slow pc can jump in and out of that

scenic fox
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It's not saying that

grim ore
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what does task manager show for the editor and shader compiling? it could also take a while if its a complex material like a landscape

scenic fox
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well i can't find a task called shader compiling

plush yew
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in what channel i can ask for help?

grim ore
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does it still show packaging in the bottom right ?

scenic fox
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yes

grim ore
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guess you wait or cancel it and start it up again

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has it always been this slow or just recently?

scenic fox
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just recently

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it was compiling before it was slow but it compiled pretty well

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Btw a lot of my output log is giving warnings on corrupt .temp files

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is that a problem?

plush yew
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I would just wait awhile

grim ore
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i would close the project, delete the intermediate and binaries folder, and then start again

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at the worst its a clean start

scenic fox
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what does deleting them do?

grim ore
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gets rid of the temporary files uses when packaging or building

scenic fox
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man a lot of weird thing s happened when i uninstalled 4.25 and installed 4.25.3

plush yew
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well, thats the end of @cosmic matrix XD

cosmic matrix
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seams to be a bug XD i just close and reopen the window and the "asset" is shown

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๐Ÿ˜…

scenic fox
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ok i repackaged it and now its compiling

plush yew
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ok, does anyone know how to move a cubes face?
i can find a tutorial on AI and RAY-TRAICING, but cant find anything on BASIC MESH EDITTING

raven sand
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what's a good way to debug why my AI MoveTo is not working for one character but works for a different blueprint, yet they both have AIController set?

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I've even literally copy pasted the same random roam blueprint but the character is not moving

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it has to be something in the actor setup, but I'm checking them side by side and they seem identical ๐Ÿ˜•

alpine jolt
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Hey guys, how do people edit the same map in UE4 at the same time? Me and my friend both have multi-user editing enabled but we don't know how to actually edit the same time.

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Any help would be appreciated

grim ore
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@plush yew are you trying to edit a STATIC MESH or a GEOMETRY BRUSH inside the editor?

scenic fox
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what does this mean
LogDerivedDataCache: Warning: HierarchicalDerivedDataBackend: Put failed, keeping in memory copy TEXTURE_564290F8998644E39A2118D5C683187B_DXT1_00313D7F4767FEBCCC69659D7148A0EC__06C93EC0AD37F7687A3C6369575125176E076FFC.

plush yew
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i dont know the difference @grim ore i just added default cube from starter content

scenic fox
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anyone can help me?

sturdy trench
grim ore
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that is a static mesh then, you need to enable the geometry editing tools to edit it. Geometry editing is not normally something you do inside of the engine, its meants for stuff like blender or maya @plush yew

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@sturdy trench open up task manager and see what percent the ue4 editor and shader compilers are at

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cpu use

sturdy trench
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its %0 on ue4

grim ore
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do you have visual studio installed?

sturdy trench
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yeah, i also have rider

grim ore
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did you install incredibuild when you installed visual studio?

sturdy trench
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i made default install, so i guess no

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never heard of it

grim ore
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I would double check in the VS installer

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if its installed, uninstall it.

sturdy trench
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ok

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but i've used visaul studio with ue4 before a lot, is it normal that this is happening today?

grim ore
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it's not, maybe close the program and try re opening it

sturdy trench
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did it several times

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only my main project not opening

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others opening

grim ore
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then I would look at incredibuild personally. alternately delete the intermediate and build folders from the project and the DCC caches from Appdata and let it build them again

sturdy trench
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okay thanks

fleet cosmos
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someone can help? When I open my Project Settings in the editor it crashs the editor

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[2020.10.02-18.02.15:295][750]LogCompression: Error: FCompression::UncompressMemory - Failed to uncompress memory (1068/2340) from address 000001ECE454F200 using format LZ4, this may indicate the asset is corrupt!

silk sleet
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is there a way to find out where in 2d screen space an object is relative to a SceneCaptureComponent's view? Like, if the object is in the center of the render target get (0.5, 0.5)

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right now i'm just using a dummy camera w/ the same projection settings and doing ConvertWorldToScreen on that, but that's wasteful

worthy fox
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Can I create a Static Mesh from a Skeletal Meshfrom within the UE editor?

scenic fox
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@grim ore how do i delete the intermediate and the binaries folders u were talking bout

silk sleet
faint grotto
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Can somebody help me on how to export a Shot that has Animation of a "Character and Camera" from UE to Maya in a correct way that the location comes exactly the same as both ? ๐Ÿ˜„

grim ore
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@scenic fox close the project, open the folder where the project is, delete folders

worthy flint
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Anyone else got trouble getting UE4.25 started in debug mode? I get the project window up but upon creating a project, it loads to around 95% and just shuts off without any errors in debugger

scenic fox
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Will it corrupt my project?

worthy flint
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The only thing I do get while debugging is a break point at three stops: Shader type was loaded after engine init, use ELoadingPhase::PostConfigInit on your module to cause it to load earlier

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but it continues after that

grim ore
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all of the files in intermediate and binaries are temporary and can be removed

scenic fox
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But do I delete the folder or the files in the folder

grim ore
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either one

tight prawn
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I have an issue with lighting (indoors lighting to be specific)

sturdy trench
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Whats your lightmass settings?

tight prawn
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the elements in the background are lighted properly, however the truck is not much so

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both use the same material (texture atlas for everything) but the truck is spawned on runtime, while the rest of the map is setup as static meshes (and light is built in the level)

chilly olive
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Wut is a decent graphics card beside rtx

tight prawn
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Whats your lightmass settings?
@sturdy trench where do i find that ๐Ÿ˜…

sturdy trench
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World Settings on the right

grim ore
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if you build lighting, static lighting, that lighting will not change at runtime. when you spawn in an object all of the lighting will be dynamic on it. yes they will not look the same

chilly olive
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Wut is a decent graphics card beside rtx???

grim ore
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GTX 710 because why not

chilly olive
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??

grim ore
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no one can answer that question, find the best one you can afford.

tight prawn
grim ore
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there are 10s if not hundreds of websites out there with gpu rankings, find the highest one based on your budget

tight prawn
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I don't remember exactly if i set it up like this or not

chilly olive
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Well who is better 1660 ti or the 1050 ti

grim ore
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which one has higher numbers in the benchmarks?

chilly olive
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1660 ti

tight prawn
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just to be precise, the entire "warehouse" is totally closed, and there is no skylight or anything interfering, just the point lights used beneath the lightbars

grim ore
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@tight prawn you are mixing dynamic and static lighting, this is the result. You will have to adjust your realtime lights to look like what you want when you spawn in realtime actors.

tight prawn
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this is my lights' blueprint

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and it is set to stationary

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so the entire level only has stationary lights if that's what you are telling me i'm mixing

grim ore
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you are building lights, building lights makes a giant texture and slaps it on everything.

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then you are spawning in an item, it does not use that texture at all it just uses whatever lighting is in the level at that time in that location

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building of lights, using static lighting, does not look the same as dynamic lighting, or lighting that is calculated each frame

tight prawn
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understood

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is there a workaround or a trick? because using baked lighting is better performance wise (this is a mobile title)

grim ore
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you will have to drop the truck into the level and play with your lights to try and get the look you want, or adjust the lighting that is being built to be more like the dynamic lighting

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no real trick, maybe adjust your materials to make it "look" more like the built lighting. for the truck

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does that truck move at all? if not you could have it in the scene baked out and instead of spawning it in you have it hidden and then show it

tight prawn
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it doesn't really "move"

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it changes location from time to time

sturdy trench
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MathewW, this is my log, it stucks on "multicast", i've been developing for multiplayer. Do you have any ideas?

tight prawn
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preferably I'd have it move, as to animate it entering the warehouse and leaving

grim ore
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yeah if its going to move you wont be able to use static lighting really. You could try stationary lighting like you have, build it out with it in the scene, then hide/show it and move it like suggested above

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it might allow you to keep the baked lighting and still move it without it looking weird

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@sturdy trench is that when opening it?

sturdy trench
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yeah when its on %75 and stuck

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last log message was what happening on %75

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i was mixing cpp and blueprints i guess thats why this happened but still no idea

civic charm
grim ore
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for me opening a project after this I get plugin info and source control info as it keeps loading. without more logs ๐Ÿ˜ฆ

civic charm
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Anyone can help on this

grim ore
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did you try deleting the intermediate and binaries and ddc caches just to give it a good clean try?

sturdy trench
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yes

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i found its about consructerhelpers

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gonna try deleting them, i hope it works

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12th time my projects crashes lol

grim ore
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@civic charm your not giving us an actual problem

weak echo
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So I am looking at the shooter game example project, and I can see all the cpp files in the content browser. In my project I can't. Any idea why? I have the same view options

civic charm
#

I mean what this string Contains that product identifier

#

Contains*

quiet token
#

if i habe it ship dock and it show to regen all shield how to make it not spam ????

grim ore
#

its literally a produce identifier

#

the product identifier from iTunes Connect or the Google Play Developer console

#

from the page you are on

#

@weak echo C++ code is in the source folder in your project, are you looking in content?

weak echo
#

@grim ore I am. The content browser doesn't show the public/private folders

grim ore
#

or do you mean in your project you arent seeing your C++ files that you have in your project?

#

oh it wont

#

the content browser does not work that way

weak echo
#

Oh, why do I see it in the Shooter Game example?

civic charm
#

OK got that then if we made a purchase that you need to buy this how it get price and and name as you can see it brakes what if feeding does price or name

grim ore
#

what does your project look like on your drive?

weak echo
#

the content browser does not work that way
@grim ore I saw that in another post, but now it doesn't make sense

#

inside source is public & private folders

grim ore
#

@civic charm ? the page shows you the code. are you asking how to break the return from read in app purchas info? if so you right click and break it after you get the one you want

#

@weak echo is that screenshot the shooter game or yours? or are you saying you see a screnshot showing that somewhere but your local copy of shooter game doesnt show the folders?

crisp thicket
#

Hello can anyone help me with AdMob?

weak echo
#

@grim ore This is the example project from unreal. Not mine. I thought that public & private folders are hidden in the content browser. In this example game, they are not

#

In my project, they are hidden

plush yew
sturdy trench
#

yeah he is a legend lol

grim ore
#

@weak echo I just checked and i have a feelings its not really doing what you think. IF you are using private/public folders for class/headers then the .h(eaders) are what you are seeing. In my shooter game yes it shows a "privat" fodler but navigating down in it the only things I see in the actual content browser are .header files

#

which makes sense, its hiding the actual private .cpp parts

#

and in my project which has proper public/private setup without any .h in the private folder it shows just the public folder as expected

#

from what I can tell epic just included full classes inside the .h files in the private folder which is what you are seeing lol

#

and the content browser is designed to show the classes

#

I dunno its weird, i think you are just seeing an older example that is not perfect since its now 25 versions old and stuff has changed lol

weak echo
#

@grim ore Thanks for the info. And the more you know.gif

deep viper
#

Are the log files for UE4 editor crashes located inside my project directory or some other central directory?

dense gate
#

Project directory/Saved/CrashLogs

vague scaffold
#

Is there a way to remove the screen clutter from my CameraCut? This particular object does not seem to have a Render flag or Hide In Game check box.

plush yew
#

that looks so good :V

fleet cosmos
#

where I can find the engine config that are not in \Epic Games\UE_4.25

#

can't open Project Settings in any of my projects, even a clean one

vague scaffold
#

There is a Config fodler inside your project folder. There are some ini files that contain some settings.

fleet cosmos
#

a clean project is crashing too

dense gate
#

Huh

#

What are your PC specs?

fleet cosmos
#

It was opening before, but started to crash for some reason

dense gate
#

Did you enable some console commands?

#

Changed default RHI?

fleet cosmos
#

I did some console commands yes

dense gate
#

I personally get crash on move in viewport in 4.26 if r.HZBOcclusion is 1

#

I skipped 4.25 tho

fleet cosmos
#

ok

vague scaffold
#

I think I found it. Turn off Draw Spline Point Numbers!

silk sleet
#

i'm scaling a render target texture by multiplying the texcoord by a scalar (like 0.025, really far) and it's producing this blur. How do i get a nearest-neighbor style scaling with hard edges instead?

dense gate
#

What's the resolution in your RT asset?

silk sleet
#

2048x2048
i'm testing out a weird rendering system where basically the whole map is captured at once by one scene capture, and the players just zoom in super far to pan around (like in an rts)

#

it's fine that it's low-res i just would like it to be sharp

dense gate
#

Is the capture camera set to isometric?

silk sleet
#

it's set to perspective with a super low fov (because shadows don't work at all in orthogonal projection mode)

dense gate
#

I'm assuming that's causing the "blur" then

#

It's just the perspective

silk sleet
#

so it's actually in the texture, not because of scaling?

#

damn

dense gate
#

I'd assume the box from the screenshot is in the third quadrant (lower left part)

silk sleet
#

you're a really smart guy

dense gate
#

Weird why in isometric there's no shadows

#

I'll have to check out how I worked around it last time

silk sleet
#

it just tripped me out because sometimes the blur looks like it's happening sub-pixel-ly

dense gate
#

The pixels from the "blur" are just the walls of that box

#

If you color them in a different color, you should see a difference

silk sleet
#

the shadow seems smaller than the pixel width fsr though

pallid crypt
#

sorry to interrupt, but would somebody be able to point me on the direction of a video or something that can explain how unreal's file organisation works and what the difference between a map and a level is

dense gate
#

Also 2048x2048 RTs can be quite taxing

#

Generally in Unreal, it's all a level

silk sleet
#

the reason I'm doing it is to have just one huge RT instead of like 8, 1 for each player

dense gate
#

Map is just a generic name that has appeared

silk sleet
#

unless that wouldn't actually be faster

dense gate
#

Did you manage to get the Va Fog Of War from the marketplace when it was free?

silk sleet
#

actually yeah

dense gate
#

I think it applies a decal on spots you can't see

#

And that circumvents shadows in a way

#

Back when I was on my laptop with 2 GB VRAM, setting an RT to 2048x2048 caused an instant crash

silk sleet
#

it'd probably be worth it to switch to iso and then add some custom shadow thing later

dense gate
#

If your current VRAM is >2, consider testing at 2

silk sleet
#

could even do it in the material

dense gate
#

I'll see if I can reproduce this no shadow bug

#

Should take me a bit

#

Yeah, it seems like isometric doesn't have shadows

silk sleet
#

so this is in orthogonal, and it's still blurry. am I mistaken or shouldn't this be sharper?

#

like, what would be causing the rounding at the corners you think?

dense gate
#

Lemme see how I can replicate it

#

I can see the blur and I'm almost sure there was some way of fixing it

whole quarry
silk sleet
#

with a normal texture, usually you set the scaling mode to be nearest-neighbor or whatever

#

i'm thinking maybe UE has some scaling it introduces when you hook texcoord into the texture uv param
i'll see if I can do some floor rounding somewhere and get it to stop

plush yew
#

Hey I have a question

#

About UE4 UObject

#

People say there is a โ€œpropertyโ€ field of the UOBject class

#

What is it called in UObject class?

silk sleet
narrow mauve
#

Is there a channel I can put my discord up for my project or is that prohibited? Thanks

silk sleet
#

@plush yew you might be thinking of 'class settings' or 'class defaults'

plush yew
#

omg reflections look so good in ue4 with ray tracing x) i never tried it before

pallid crypt
#

@whole quarry yeah, sorry, good shout

worthy fox
#

Is there a way to change import settings on skeletal meshes "Added to project" from the Marketplace?

faint musk
#

making one without alpha is pretty straightforward but i'm wondering if there's some settings i can set to allow the desktop to show through

lucid grove
#

heya

#

Im stuck with stupid thing

#

I have a windbill and have rotator for it

#

windmill*

plush yew
#

@faint musk idk anything about unreal engine, but you could make a transparent launcher like that with c# and wpf, which would launch your game :V thats probably how they did it too ;/

lucid grove
#

My basic solution was use setworldrotation + getworldrotation and tick

#

But i guess i limited to 90* angle

#

So i made a check that if Yaw > 89 set it to zero and start rotation again

#

Why does it happen?

plush yew
#

XDDDDDDDDDD that looks so funny

lucid grove
#

gonna try it

#

thx

#

ah and something i want to share, i was so happy when i did it

#

I just made my first UI for RPG and was kinda upset that i cant add sparks effect on Widget screen without external plugins or materials deep learning.

And after all i did it!

plush yew
#

looks very good :V

lucid grove
#

So i took my background image (the black one) and added fire sparks green screen video over it ha

#

And background of widget is just a video. I know there is more proper ways to do it

plush yew
#

trying to make witcher 4? D:

lucid grove
#

More like Gothic Remake ha

stiff dome
#

Hey guys, if im experiencing an issue, where do I ask about it?

alpine jolt
#

paypaling 1$ to whoever can help me out in trying to solve the multi user editing thing work. dm me please

plush yew
#

@stiff dome here i think

#

@lucid grove what did u use to build your map? external program or ue4?

lucid grove
#

@lucid grove what did u use to build your map? external program or ue4?
@plush yew just UE4. There is a lot of cool components in market but since im leraning UE4 only for a 6 months at this moment - first i try vanilla and then something else.

plush yew
#

i see ;/ ty for replying.
cuz i never used such clumsy and just bad world editor in my life XD (first time using ue4)
and i cant get two cubes aligned xD i thought maybe everyone was using something else but nvm i guess ;/////

lucid grove
#

You might wanna see what marketplace have to offer you. There a lot of cool stuff

plush yew
#

hmmm, good idea, maybe there is a proper snap tool ;/

lucid grove
#

Once I bought a component that I couldn't use because of my low skill level. I still have it in my bins. So if you understand that you are uncomfortable - it really makes sense to look.

#

I swear i have seen lots of cool stuff regarding world editiong and morphing

plush yew
#

wait, buy? ;/

#

dammit

#

well, hmm, i guess i dont need to eat every day ;/

lucid grove
#

At least you can pin for yourself something interesting. Lots of sales in marketplace.

plush yew
#

i dont even know what to type in search xD

#

ever used blender/maya or 3d max? i want that in ue4 xD

cedar jetty
#

so like when i shoot my shotgun once it plays one wav and then goes to the next

plush yew
#

@cedar jetty idk anything about ue4, but shouldnt that be easily done with blueprints? maybe it could pick random sound ;/

cedar jetty
#

@plush yew blueprint in soundcue is diffrent then for example level blueprint

plush yew
#

i see ;/ after i finish aligning these cubes i will look into that D:

lucid grove
#

@plush yew blueprint in soundcue is diffrent then for example level blueprint
@cedar jetty you can use play cue with flip flop or select function

#

and cue you can use random

cedar jetty
lucid grove
#

yeah right

#

random minus is that you can get same sound twice in a row

#

in conc - row

cedar jetty
#

i want it to be random since they all sound almost the same just slight diffrences

lucid grove
#

you can add some random pitch it blueprint btw

#

And get even more variations ๐Ÿ™‚

cedar jetty
#

true but ill see how this works out for now

fossil trellis
#

sky atmosphere not working?

#

not for me

#

that why i needing help

#

nvm i get working it

#

how i create key in unreal engine cinematic?

latent sedge
#

Is there anyone I can help me with anim montage?

cold vortex
#

What about anim montages?

prisma marlin
#

Omg this is the worst day of my life

lucid grove
#

^there is a build in rotation component. dont remember what its called, but it might work if youre just trying to rotate that
@plush yew Thank you, worked like a charm

prisma marlin
#

My whole drive got corrupted and 3 of my projects are gone

lucid grove
#

Damn man...

#

Any luck restore data?

#

I was in the same situation. 1 terabyte of working data, but the service center restored the information from it to the donor.

azure coral
#

I am a newbie at UE4

prisma marlin
#

Like how

#

So I'm so depressed right now

#

I was literally about to finish one of my big project and this happen

#

It took me months and months to complete and it was supposed to be my portfolio โ˜น๏ธ

bright wharf
#

i tried importing animations from blender but then they won't show up, like the animation file will, but the animations wont play

#

i had to select the retarget base pose option to make the mesh show if that changes anything

dire sentinel
signal jetty
#

@dire sentinel need help

dire sentinel
#

?

#

yea

signal jetty
#

Make a auto collision

#

U know how to do that

dire sentinel
#

ha?

#

no i want to use a custom mesh

signal jetty
#

Doesnโ€™t matter

#

U can still use a auto collision

dire sentinel
#

ha?

signal jetty
#

Iโ€™m guess u donโ€™t know how to do it

dire sentinel
#

nope

signal jetty
#

Tao there then send me a Picture

dire sentinel
#

auto convex?

signal jetty
#

Yeah

dire sentinel
#

that wotn work

#

even the highest resolution is nowhere near high

signal jetty
#

Do it send me. Pic

dire sentinel
#

i just want to use a custom mesh

signal jetty
#

U can always use blender to make custom

dire sentinel
#

i did

signal jetty
#

Are they max out

dire sentinel
#

and i put it in the custom collision slot and it just magically wotn work

#

what

signal jetty
#

Did u got that 3D model from Megascans

dire sentinel
#

no

#

it just magically wont work

signal jetty
#

No ur probably doing something wrong

#

One second Iโ€™ll Open up my UE4

#

I need a 3090

#

@dire sentinel

#

Ok bye

dire sentinel
#

what

signal jetty
#

I thought u left

dire sentinel
#

why

#

you said to wait

#

youre weird

signal jetty
#

Dose any of the collision works

dire sentinel
#

....

signal jetty
#

From there

dire sentinel
#

do you not know how to screenshot?

#

i did

signal jetty
#

Iโ€™m on my phone

dire sentinel
#

that is not the problem

#

that works

#

the custom mesh made in blender doesnt

#

nvm

#

forget it

signal jetty
#

U know when ur exporting it u need to export it UCX_

dire sentinel
#

no

#

no you dont xD

signal jetty
#

Oh ok

dire sentinel
#

only if youre exporting it in same file

#

not when seperate

signal jetty
#

I duplicated it then one is mesh the other one Is collision

#

Donโ€™t know whatโ€™s up with urs

azure coral
#

So I'm trying to match a weapon with my character's hands during animation. I have it socketed to my character's right hand (if this is the best method, it made the most sense to me), but when I move the guns' location in the skeleton mesh, the gun in the viewport isn't in the same location. How can I fiix this?

plush yew
deep viper
#

What is the convention for setting variables to the nullptr/null value in [Blueprints] ?

rich furnace
#

how do I import a C++ source folder into the C++ classes folder in UE4 editor?

#

simply moving the files in explorer doesn't show up in editor

limber mesa
#

question, if you have a magic ability such as earth quake how would you go about applying damage

quiet finch
#

anyone got any good tutorials for a top down strategy game?

deep viper
#

@quiet finch I'm not familiar with specific tutorials. Just as a starting point, I'd recommend looking into how to move pawns around. (Lerp + Timelines so you can easily control how an Actor can move from point A to point B, and how fast)

quiet finch
#

yeah

#

plus i want to have like you fight to in a small area

#

so thats going to be a pain

sacred sun
#

@limber mesa get a bp add a collider, put the collider wherever you attack. Use the get all overlapping actors and loop through the array it returns looking for damagable targets, apply damage.

#

Could use an interface

lunar meadow
#

I am following a tutorial where I see this in the UI, but it is not present in the latest version. How can I show it?

autumn elbow
#

Suggestion for getting the shortest path between 2 points, through a obstacle course. I would like a spline component to go from point A to B, avoiding some objects.

plush yew
#

can you make a fully explorable planet in ue4? if so does anybody have a great tutorial to recomend me?

autumn elbow
fierce forge
#

is there a way to get from a array if the item struct contains just one thing from the struct ? , something like this but this is not working : https://imgur.com/a/AnEUf7W

plush yew
#

just found out that this node has been returning 0 the whole time, I assume it's because I need to plug something into Nav data or Filter Class?

scenic fox
#

If I delete my binaries and intermediate folder and reopen my project what will happen

#

@grim ore once I delete my binaries and my intermediate do I have to open the project

fierce forge
#

why are you deleting them ?

scenic fox
#

Because my shading compiling is stuck, and also cause some of my .temp files went corrupt in the output log

fierce forge
#

ok

cedar jetty
#

anyway to create a damage system? i already have one put in place but my issue is i want diffrent damages for a specific weapons any idea how to do that?

scenic fox
#

that crashed unreal engine why

#

somebody help?

plush yew
#

@cedar jetty look up how to make and use an enumerator that's how I do it

cedar jetty
#

i do have something in weponmaster_bp but i highly doubt its gonna do any damage if i remove this

#

as i thought removing it just makes them not die

#

i dont know where the actual damage values would be coming from but im still looking

plush yew
#

add a damage variable to your gun struct and then change the value of it for each gun thats what I do

scenic fox
#

/AppData/Local/UnrealEngine/Common/DerivedDataCache/2/5/4/temp.DE63B715479CD02D67796A85B41ED154! Error: 1392 (The file or directory is corrupted and unreadable.) what does this mean anybody? its from when i was packaging ?

cedar jetty
#

@plush yew so i would just plug that variable into event any damage r?

plush yew
#

I'd plug it in there

#

turn base damage into a variable

scenic fox
#

anyone going to help?

plush yew
#

its like after hours for most americans and that's a more technical question so the odds that someone will recognize that problem are pretty low right now. I'd try making a forum post or something

grim ore
#

@scenic fox did you clear out your cache directory as well like it says ?

scenic fox
#

No how do i do that?

plush yew
scenic fox
#

its saying that the .temp file in the dervied cache in the appdata is corrupted and unreadable @grim ore

grim ore
#

`/AppData/Local/Unrealengine/
@scenic fox

scenic fox
#

I may have to reinstall the engine again

grim ore
#

Delete that folder

scenic fox
#

umm

#

will it break unreal?

grim ore
#

No itโ€™s the cache folder

scenic fox
#

im going to close the project

grim ore
#

You should always do that yes

scenic fox
#

ok im deleting it

#

im guessing it will create new cache?

grim ore
#

Yep

scenic fox
#

ok im starting unreal ill tell you what happens

#

@grim ore it's still saying the same exact thing in the output log

#

im going to reinstall unreal? is that a good idea?

grim ore
#

So you deleted the folder completely, the project opened and remade the cache, and still the same error?

#

If so I guess reinstalling canโ€™t hurt but thatโ€™s super weird if so and reinstalling wonโ€™t touch the cache

scenic fox
#

@grim ore what the hell when i delete the folder it doesn't go away in the file explorer

#

its like creating the folder again and again and again

#

there's also a folder called UnrealEngineLauncher

grim ore
#

All that matters is the derived data cache folder but the entire unreal engine one is easier to make sure you get it all.

#

Make sure the launcher is closed as well.

scenic fox
#

it is

#

why is it doing this
?

#

im going to uninstall the engine and then try deleting it

grim ore
#

I have no idea itโ€™s your machine.

#

But itโ€™s probably related to you not being able to package

scenic fox
#

It doesn't even uninstall. What is going on? i hit uninstall and it just goes back to Launch

#

Might have to close the launcher

#

And then try

radiant sleet
#

Does anyone have any recources on how animations work in unreal

#

Like what is an animation in 3D software? Like what is the heirachy?

#

My understanding is the top armetrue would be a skelatal mesh

#

and it takes in the armature and mesh

#

but I have more questions like can I just import and armeture and apply it to mesh already in unreal

#

What is this subclass called pose?

#

Can I have multiple of these

#

What is this animation armeture aciton

#

Is there a scource any of you have that made this make sense?

#

Im new so your patients is very well appreciated

worn granite
#

#animation seems to be a decent spot to start.

So, blender armatures map to ue4 skeletons. This should be a fairly automatic process. You would export the mesh and armature into the same FBX - if a suitably identical armature has already been imported via another mesh you can select the already-imported skeleton.

radiant sleet
#

@worn granite Much thanks!

plush yew
#

does anyone know how i can make a minimap like this? i already got the ui for it and the round map but how would i do the inside

surreal laurel
#

@plush yew Do you mean how to get it working with routes, objectives, markers, and all that jazz? Cause that's pretty involved

#

At the very least you'd want to mask off the map in the circle, and feed your players position and forward vector into the map to get it aligned as you move around

scenic fox
#

@grim ore do I have to delete /AppData/Roaming/Unreal Engine ?

plush yew
#

i mean like i want the gta 4 map in the hud cause i have part of the gta 4 map and i want it like how it is in the game

vernal thicket
#

Anyone any ideas on how to move players location from current world to new over a period of time?

#

I've tried a few different things getting some weird af results

#

also trying to rotate but.. yeah that's interesting

rich furnace
#

anybody know how I can import C++ files into Unreal Engine? I've been asking this for the past 24 hours but I can't seem to find a solid answer

#

I can only "create C++" I can't import them

#

I moved the files to source folder, deleted binaries, intermediaries, .vs, .sln and clicked regenerate but now it wont run

restive yarrow
#

@rich furnace you should ask in the #cpp section maybe they got an answer ]

#

@plush yew where did you get niko from?

plush yew
#

a website

#

hes the beta version

#

also how come he seems so dark but in blender hes got better textures

restive yarrow
#

what website?

plush yew
#

i forgot

restive yarrow
#

Lol

plush yew
#

did u want him

tight prawn
#

is it possible to build the light with a specific static mesh in scene and then bake the "lighted" material ?

restive yarrow
#

@plush yew yeah and are there more like him?

plush yew
#

anyone awake familiar with this node and why I'm getting 0? I assume I need to plug some sort of nav data in there but where do I get that?

tight prawn
regal mulch
#

Do you need a Navigational Path or just the direct distance?

plush yew
#

have one, how would I access it in BPs?

#

Just the distanec

regal mulch
#

Then use the Distance Node

plush yew
#

though it would be nice to know how to get the path as well

regal mulch
#

I can't answer that atm. I never had to use that node

#

Not in reach of source code atm so can't look

plush yew
#

Distance doesn't work for my situation since they could get nodes through walls. I can't do a LOS check because they often won't be able to see any nodes though walls

#

no problem just thought I'd ask

#

yeh nash

regal mulch
#

Yeah then you need the a NavPath and the length of that

#

So that should be correct

#

Stupid question though: You made sure your Actor Locations are different, right? :D

plush yew
#

I should probably avoid this function tbh it's apparently pretty resource intensive and there's acceptable workarounds that will likely take up less resources. Still, it'd be nice to know how to get this to work

#

haha yeah at the moment I set it back to a flat distance node, the distances are accurate and it's measuring the right actors

#

well, actually no this will be pretty imprtant for me to learn. In my current scenario I can go without it but in the future I'm gonna need to figure out how to get path lengths and paths through blueprints

regal mulch
#
ENavigationQueryResult::Type UNavigationSystemV1::GetPathLength(const FVector& PathStart, const FVector& PathEnd, float& OutPathLength, const ANavigationData* NavData, FSharedConstNavQueryFilter QueryFilter) const
{
    SCOPE_CYCLE_COUNTER(STAT_Navigation_QueriesTimeSync);

    if (NavData == NULL)
    {
        NavData = GetDefaultNavDataInstance();
    }

    return NavData != NULL ? NavData->CalcPathLength(PathStart, PathEnd, OutPathLength, QueryFilter) : ENavigationQueryResult::Error;
}
#

It grabs the NavData so you shouldn't need to supply one.

#

Unless that Default one is invalid too, but then you should get error as a result on it

#

Did you check the return value?

plush yew
#

I'll check it out now, one sec. I've definitely got a navmesh down I can see it when I enable it on the display menu and the pawns navigate appropriately and all that

regal mulch
#

The RecastNavMesh should be the NavData they will try to grab

plush yew
#

It's returning "fail"

#

could it be that I need my start and end points to be on the ground? They're using actor location so they're a capsule'

#

s half height in the air

regal mulch
#

Could be, yes.

#

The NavData is fine then

#

It fails internally then

plush yew
#

fails even if it's totally on the ground, damn. What does an internal fail mean?

#

I think I might see what's happening here

regal mulch
#

That it fails somewhere in the query

plush yew
#

It's returning non-zero for two nodes, I think the issue might be that I'm discarding every value if it isn't lower than the newest path. So when it can't path to a node it returns a 0 which then replaces the node it should've been going for

regal mulch
#

Yeah it can report Fail but still a length if it was a Partial Path

plush yew
#

I can work around this by ignoring values of zero. I'd ignroe it based on the result but even the partial lengths are failing

regal mulch
#

But other then that I can't give much more info. It goes very quickly very far down the rabbit hole before you see another "FAIL" being returned

plush yew
#

Thanks for the help I should be able to work with this

regal mulch
#

Is it failing if both locations are very close to each other on the same nav poly?

plush yew
#

all of the locations are pretty spread out, the zombie is just trying to reach the window which is 2m away. There's several other windows that it should be passing over due to this one being the closest

regal mulch
#

Might want to play around with AgentSizes and NavLinks

#

But that goes beyond what I ever did with Navigation

#

Current project has an AI programmer on it, so I don't have to care :D

plush yew
#

haha that sounds nice. yeah I'm ignoring values of zero now which I thought would fix it but now the zombie (top right) is convinced that this window is the closest. Very bizarre I'll just try to use other nodes for now. I haven't even put in any navlinks yet

regal mulch
#

I wonder, isn't there a node to get a path instead of just the length?

#

That should allow you to loop over the path points and debug "print" them via spheres

#

And then you could just messure the distance yourself + you have a better understanding of what path the engine is trying to force on you

plush yew
#

good thinking I'll try that now

regal mulch
#

Saturday morning brain had the first coffee, hehe

plush yew
#

currently trying to display the path, I've never done it before and I'm trying to find a forum on it but if you happen to know how it'd be great to hear it

regal mulch
#

"FindPathToLocation"

#

Maybe?

#

There should be Sync and Async versions

plush yew
#

yeah I can get the sync version and get the length there but I'm still having difficulty with how I'd trace the path with debug objects

#

found it

#

"get path points"

#

haha yeah it's trying to path off the edge. I tried blocking this with a BSP cube but it doesn't solve the problem. I'm not using links or anything I'll look at my navigation data and see why this is happening. I think what's going on is that every single path is around the same length going one way, but it can path as close to that far window as possible by walking backwards. Which means that in terms of path lengths that window is the closest. So my issue is just that I allow incomplete paths to be options, which I need to do since every path is a failure. What I can do instead is redo the "location" value to be something obtainable and then hopefully that won't return a failure and I can use the successful one as the node. Thanks a lot you fully solved my issue I can absolutely move forward on my own from here

#

yep, all fixed now, thanks again!

surreal laurel
#

What's the easiest way to get a rotator of an actor in relation to the player character? Specifically, when an actor is sideways in relation to the players location Edit: figured it out

queen wasp
#

Having had issues for a while with loading a level and the baked lighting not getting loaded, now when I load that level/map in the editor it does show the baked lighting, but when I stream it in in a separate "persistentmap" with all maps as persistent levels loaded by blueprint, the baked lighting on additional mountains doesn't load (in game)... :S

#

I have only one light in each level, a dynamic directional light. It is the same in each landscape map, it is not world composition there is just one map at a time (think 1km x 1km RTS maps)

#

So each level has the same dynamic directional light, no other lights. I read somewhere you could make a separate level with one light and just keep it loaded at all times but.. is that needed to fix my issue? will it? I'd rather like to be able to load each level/map also separately in editor with the light.. hmm..

#

Basically when you enter the map you load to play on, loaded by blueprint with background level streaming, the extra mountains are dark (not baked-lit), while when loading that one level/map in editor it is fine.

#

I also have texturestreaming off

#

Any advice/help would be appreciated ๐Ÿ™‚

#

The MainMenu map has also got the same light, I can open both the map in question with the mountains, and the mainmenu map and view them in persistentmap, no dark mountains, I unload/hide mainmenu, only one light stays, still no dark mountains in editor, the lights have the same ID but it works. But when I play in separate window and stream in the map with the mountains, the mountains are dark .. OK I'll stop ranting about it, if anyone has any ideas cool, if not, I hope to figure it out..

scenic fox
#

uninstall unreal and reinstall it

#

ig

#

that's an idea?

queen wasp
#

It is, a general idea ๐Ÿ™‚ Have done it a few times before.. Not sure if that'd help this but who knows. before the mountains were dark (supposed to be light) when loading the level too, except if it was the default level. Now that seems fixed, but not in game...

scenic fox
#

try it but like.......im no expert mate

queen wasp
#

Weirder is that I have other static meshes with the same material that are correct lighted.. the difference is that the mountains are hollow displaced planes, the meshes that are correct are closed

#

I might as a last resort ๐Ÿ™‚ takes time.. but thanks

scenic fox
#

ok you're welcome

queen wasp
#

Well, not displaced planes but FBX made in 3dsmax from a while back. The working ones are FBX meshes coming from Blender.

#

And sort of planes, just a plane with extruded geometry anyways, hollow in that they're not closed..

#

Another time consuming thing I could try is to export all the mountain pieces, import them in blender, close them, remap UVs, and export and import in the game again... and render lighting again..

scenic fox
#

unreal has been weird in the 4.25.3 ngl

queen wasp
#

Yeah, most things have been stable for me, though sometimes there are some quirks, I had to try several times to get my project to 4.25, finally went OK, had to reinstall engine then too. I still can't cook my project f.ex. it crashes.. I have to figure that out too... But I got 1-2 years.. ๐Ÿ™‚

#

I think I'll just note down ideas and go on with the dark mountains, it is only on one map and might be suddenly fixed in a future version of UE, the in-editor same issue was fixed suddenly so..

#

A fun discovery when I went for dynamic lighting is that I got better performance, wasn't expecting that.. Went from stationary to fully dynamic and got a 20fps performance boost

scenic fox
#

๐Ÿ†—

faint maple
#

trying to create a portal that i can throw on walls, got it looking the way i like it, but i cant figure out how to get rid of the black edges, anyway to?

queen wasp
#

@south ridge thanks for the tip of using a better font, and outlines/dropshadows, major improvement.

potent bridge
#

What am I supposed to put in object types? I'm basically looking for any actor which has the "Level" tag

#

the goal of this is to detect the players current position and target position, and check if it collides with an object with an object with the Level tag or not.

restive eagle
#

drag from object types and type "make array"

#

then add the objects you want to check

potent bridge
#

And how would I add those objects?

restive eagle
#

when you make an array click +

#

and select your object ype

potent bridge
#

aight.

void barn
#

anyone know why my chara keep falling from ground

#

this is ue4 free asset

#

medieval dungeon

worthy fox
#

Anyone here using the Competitive Shooter HUD by Piontek (or what he calls himself)? ๐Ÿ˜ Iโ€™m having trouble spawning a crosshair in multiplayer; it generates an BP error and Iโ€™m using the Get Shooter Hud Manager from Controller node as explained in the docs, but it still doesnโ€™t work.

restive eagle
#

@potent bridge do a branch for "blocking hit" and only execute on true

worthy fox
#

@light condor Iโ€™ve sent a friend request so we can discuss in DM if thatโ€™s okay.

civic charm
#

how to fix this error i don't want ads on pc version how to remove that

gilded dove
#

cant start unreal engine

#

tried reinstalling but it stil happens

fervent sigil
#

hi guys, I'm reading a document about perlin noise and at the last part they mention:

The reference implementation uses six recursive lookups into the permutation table to generate the initial four hash values. The obvious way to implement this on the GPU is as six texture lookups into a 1D texture, but instead we can precalculate a 256x256-pixel RGBA 2D texture that contains four values in each texel, and use a single 2D lookup.
the six lookups are:

    float A = perm(P.x) + P.y;
    float B =  perm(P.x + 1) + P.y;
    float AA = perm(A) + P.z;            //
    float AB = perm(A + 1) + P.z;         //
    float BA = perm(B) + P.z;            //
    float BB = perm(B + 1) + P.z;        //

Any idea how can that be transformed into a single 2d lookup ? That is, what is the key? if you simply use P.X and P.Y for the coordinates - you're missing the P.z value.

lucid grove
#

Bloody hell, just noticed another height fog

jolly rivet
#

what object type is a box brush?

lucid grove
#

Can anyone give some basic advice about hiding edges of water surface? Fog did the trick but it also covers play area and i didnt like it. At the moment i have huge shader area that took almost 7 fps and i want just hide those edges with something.

Maybe some smoke? Any advices?

worthy fox
#

Mountains

lucid grove
#

Gonna try it now. Thank you. Any others?

plush yew
#

My project crash at startup at 95% due to acess violation at 0xFFFFF...

#

What could cause the crash?

light thunder
plush yew
civic charm
#

Hello Guys,
I Am Having Isssue With FMOD. I Package My Project Then I Found That Sound Is Not Working That Issue Is Only From FMOD Can Anyone Help Me To Fix This Issue. That Package For Android Please Help Me

drifting shale
#

Does UE5 have any changes in its API? Will it be hard to migrate from UE4 to UE5?

#

I'm new so I don't know if I should wait for UE5 to start learning or if I should start with UE4 itself

#

please ping me guys

misty owl
#

Just start.

#

If you keep looking for excuses not to start, you'll always find one.

#

Always. Just start. Versions change. You'll learn and adapt.

drifting shale
#

yeah thats true but i also want to try out other things.. will there be any breaking changes?

autumn grail
#

Hello , how to change socket of a child actor

misty owl
#

Probably.

autumn grail
#

i want to get my sword in the back of the character

fervent sigil
#

hi guys, I'm reading a document about perlin noise and at the last part they mention:

The reference implementation uses six recursive lookups into the permutation table to generate the initial four hash values. The obvious way to implement this on the GPU is as six texture lookups into a 1D texture, but instead we can precalculate a 256x256-pixel RGBA 2D texture that contains four values in each texel, and use a single 2D lookup.
the six lookups are:

    float A = perm(P.x) + P.y;
    float B =  perm(P.x + 1) + P.y;
    float AA = perm(A) + P.z;            //
    float AB = perm(A + 1) + P.z;         //
    float BA = perm(B) + P.z;            //
    float BB = perm(B + 1) + P.z;        //

Any idea how can that be transformed into a single 2d lookup ? That is, what is the key? if you simply use P.X and P.Y for the coordinates - you're missing the P.z value.

left arrow
#

Can someone please tell me what node this guy is makeing at 2:19 https://www.youtube.com/watch?v=UIycCZl4lYE&list=WL&index=15&t=57s

Previous Videos:
Hide Texture Repetition: https://www.youtube.com/watch?v=mP8eHwVEA0o
Auto Material: https://www.youtube.com/watch?v=mP8eHwVEA0o

Download the free final landscape auto material:
https://gumroad.com/unrealsensei#gubEb

The secret to creating realistic landscape...

โ–ถ Play video
somber crown
#

Is there a way to run a script before a packaged build is made? to make my level selection screen I use a DataTable which has multiple level names and then want to add those to the List of Maps to be included in Project Settings automatically.

fervent sigil
#

@left arrow It's a constant node. You can hold key '1' and left click the mouse button to create it

left arrow
#

@fervent sigil thank you!

autumn grail
#

someone know how to change the socket used in the event graph?

scenic fox
#

guys my pc is lagging when im packaging my project

#

and um unreal keeps crashing

#

so is that cause my pc is lagging?

autumn grail
#

found attach component to component node

scenic fox
#

can anyone answer me?

civic charm
#

@scenic fox

#

is any error or somthing?

#

something?

#

this will help you

scenic fox
#

no it crashed cause of some query thing

#

im not sure

#

hold on

#

my pc is lagging a lot when i use unreal wtf

#

it doesn't do this normally

wanton lotus
#

@scenic fox what has changed recently? Maybe a plugin was updated and that is causing the problems?

zinc shore
#

How can I change an actorโ€™s owner to be an actor from a streamed level so it will unload when that level unloads

vale bone
#

Hi, I've started getting an error when launching in Standalone: "... cannot be saved as the package is locked because you are in play on PC mode". It applies to any file I modify. The play window is definitely not open. I've tried restarting my pc but problem persists. I can fix it by running in PIE but that's just a workaround. Any thoughts?

potent bridge
#

Question, is it possible to ignore an integer in a value? So 1.5 becomes .5?

balmy basin
#

maybe just use floats

potent bridge
#

that wouldn't do much for me.

#

I want to make a health bar like Kingdom Hearts, I'm doing that by trying to ignore the integer, the integer just defines how many bars of health instead.

#

that works perfectly, thanks @plush yew

hearty walrus
thick herald
#

About 2 banana's and a brass monkey.

hearty walrus
#

thanks

thick herald
#

How are we meant to know what you are rig you are using and all that fun stuff, so my answer stands.

wispy raven
#

i'd like to keep the camera rotation lag

#

but if i enable "use pawn rotation" this happens

lone ridge
#

Heya, I'm trying to use light shafts, but they disappear at all angles apart from when you're looking directly into them. Yes, I've added ExponentialHeightFog and enabled Volumetric Fog.

vital jay
#

hello, I always get this error message when I want to delete an map:

#

World /Game/Maps/City_Map.City_Map is in use.


Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.

External referencers of World /Game/Maps/City_Map.City_Map:
GCObjectReferencer /Engine/Transient.GCObjectReferencer_0 (root) (2)
0) [[native reference]]
1) [[native reference]]

Does someone know how to fix. The argument tip doesnt work

civic charm
#

I Am Having Issue With FMOD. I Package My Project Then I Found That Sound Is Not Working That Issue Is Only From FMOD Can Anyone Help Me To Fix This Issue. That Package For Android Please Help Me

maiden kindle
#

How the hell did UE4 stay running with the same PID, same crashed state, and same damn file locks, after a hard windows reboot?

#

I shutdown specifically because I couldn't terminate this crashed UE4 instance, and it's still there, locking all the files which were open... tf?

fresh eagle
#

Lol thats weird

thick herald
#

looks to the left and wonders what all these different channels might be for? Hmmm.

woeful arrow
#

Not sure if this is the right place for this (Animation channel seems more about animation creation) but does anyone have a source for unarmed (specifically unarmed) prone crawling animations? Not necessarily looking for free, I just can't find any at all, strangely. Even placeholder ones would be fine for now.

cosmic cove
#

o.0 @thick herald

proven mauve
#

Hi! Trying to cap frame-rate

#

All I can find is dead links and some weird stuff about smoothed frame rate.

#

Any suggestions?

#

I can set FixedFramerate, but thats not really that helpful since then it can't go bellow, right?

zinc shore
#

How can I set a window to be borderless or bordered at runtime

vital jay
#

Does someone know how to fix assertion failed: world or World /Game/Maps/City_Map.City_Map is in use.

fresh bay
#

Do you guys have a guide to a good landscape material? I can do a regular one but it looks pretty lame and i want better results but most of the tutorials are "Do this" or "I did it like this" without explaining why and what are some alternatives

zinc shore
#

how can i spawn or move actors to a streamed level at runtime

south ridge
#

@queen wasp can you show a screenshot btw? I'm just curious

iron hinge
#

Can anyone help explain the process to creating a delegate? I need the same delegate for oncomponentbeginoverlap but with another INT as an argument. I've never made delegates, only used it for overlap functions.

#

Basically an int is passed by reference in the function that the overlap delegate calls

queen wasp
#

@south ridge I can, in a bit ๐Ÿ™‚ "rendering", that is, I've been troubled with some level streaming issues with baked lighting..

south ridge
#

With C++, you can make custom new nodes

vale bone
#

So when I run a standalone version of my multiplayer game and shut it down, I can no longer save as the editor thinks it's still running. This is in my task manager; is something not shutting down properly?

vital cosmos
#

why is my nav mesh so broken? I'm using dynamic nav mesh generation with nav invokers

civic charm
zinc shore
#

@vale bone play your game in PIE and then close it, that usually fixes it after playing standalone

vale bone
#

permanently? I've already tried rebooting twice

zinc shore
#

I think this is a bug with UE itโ€™s happened to me to

#

After closing standalone just open it again in pie and close to make UE think itโ€™s closed for now

vale bone
#

do you have to do that every time?

lethal bison
#

@vital cosmos check collsion debug which shows all colliders verify if any misplacwd collider is messing it up

zinc shore
#

I havenโ€™t had it happen every time but it sometimes happens if itโ€™s running as a separate process

vale bone
#

@zinc shore I just tried that and issue still persists. If I open task manager I can see a window still open, I have to close that to be able to save again. This is a really bad issue

zinc shore
#

Itโ€™s happened to me since UE 2.25

#

So when you quit your game is it still running in task manager

vale bone
#

yeah

zinc shore
#

Are you closing it through game or title bar or through editor

vale bone
#

the windows exit button

zinc shore
#

If you use any code to close it do you still get the same results

vale bone
#

yeah

maiden kindle
#

Why does UE4 KEEP BECOMING UNKILLABLE ffs

#

It's repeatedly freezing, and then surviving anything short of a hard motherboard reset

zinc shore
#

Hmm Iโ€™m not sure what could be caused great this Iโ€™ve had this happen sun times but usually after playing in pie it fixes it for me although Iโ€™ve had problems in the past with standalone working weirdly

maiden kindle
#

Anomaly if you try to end process does it work?

zinc shore
#

For UE editor or standalone

maiden kindle
#

Either

zinc shore
#

Usually it kills it but sometimes when it freezes I have to restart to kill it

maiden kindle
#

Right now UE4 editor for me won't let me kill it in any way (taskkill, taskmgr, wmic, pskill) and it's surviving windows restarts

zinc shore
#

Iโ€™ve had that same issue recently to it might be a bug

maiden kindle
#

I didn't even know it was possible for an entire process to survive a reboot

zinc shore
#

Same I have only had this happen on windows but not yet on Linux so maybe a windows issue but idk

maiden kindle
#

Apparently, this issue is related to a driver Cough NVIDIA not letting go of a process

#

I say nvidia it's actually equally possible that it's my mouse driver ๐Ÿค”

barren flume
mental apex
#

In BlendSpace both Key and Apply are grayed out,I am new to unreal and I would appreciate some help

barren flume
exotic thicket
#

Not sure but have you turned off eye adaptation in post process settings?

left arrow
civic charm
#

LogFMOD: Error: Failed to load plugin 'C:\Users\ankit\OneDrive\Documents\FMOD Studio\Car1', sounds may not play

#

I Am Having Issue With FMOD. I Package My Project Then I Found That Sound Is Not Working That Issue Is Only From FMOD Can Anyone Help Me To Fix This Issue. That Package For Android Please Help Me

rotund yew
#

i need help

#

wait let me see if i fixed my problem first

#

i have a open level node

civic charm
#

what you need to

rotund yew
#

but when i package my game, instead of oppening the level it just restarts teh game

civic charm
#

TEll

#

?

rotund yew
#

but in editor it opens the game correctly

#

please help, i dont know how to fix this

civic charm
#

can you show blueprint work

rotund yew
#

in editor it changes level perfectly

#

when i package it doesent

civic charm
#

this not enough to tell you answer

rotund yew
#

What else can i sned?

civic charm
#

hm........

#

so when you export game and play it that level didn't open right?

rotund yew
#

Yes

#

it restarts my game

#

where as when i play the game in editor it switched the level perfectly fine

civic charm
#

wait where you put the custom event event

rotund yew
#

in the sequence

#

a cutscene changes the level

civic charm
#

it that sequence is closing on level load?

rotund yew
#

what?

civic charm
#

i mean it destroyed after command exucute

#

execute*

lime gull
#

Anyone know how to make sprites not look so bright

#

Wanna make them look like that in game

civic charm
#

@rotund yew sorry i didn't get it properly you will find another guy who will help you

#

better than me

warm hornet
#

Browsing various Unreal github repos came across https://github.com/nxrighthere/UnrealCLR
As an experienced Unity C# dev this caught my attention. Has anyone reading this used this plugin-framework? Will it allow me to leverage any of my C# code or skillsets directly in UE4? Is there a performance penalty?
Thanks for any replies!

GitHub

Unreal Engine 4 .NET 5 integration. Contribute to nxrighthere/UnrealCLR development by creating an account on GitHub.

plush yew
#

I would avoid unless maybeit gets something like an epic megagrant

#

great developer and from their own benchmarks it looks good. But you will be better off picking up C++ in the long run

sacred sun
#

@lime gull add a post process volume set it to unbound and play around with the saturation and other color values.

lime gull
#

Alright sounds good

tardy depot
#

does anyone know how to create perlin noise onto spheres

viscid plinth
#

thoughts on surface texture?

#

its the sun

#

define broken

#

right is the real sun's surface, left is mine made with substance

#

I couldn

#

couldn't get the shapes i wanted from a reference of pictures of the sun as a whole, so I am doing layers and hopefully get more control

fierce forge
#

is there a command like the render distance in minecraft ?

viscid plinth
#

i hope it is

#

took about 2 hours

worldly stump
#

anyone has a guide to separate dedi server files with client files?
I don't want client to have database login info and some server side stuff

weak harness
#

Does anyone launch on another machine? For example my VR rig is where I test and I have to go and pull from our scm to test. UE4 has the tool to test on other devices, but I'm curious if anyone has got it working for Windows?

dawn bloom
#

uh my wall has no collision boxes, yet objects still don't go past it

#

not sure how that is happening

fierce forge
#

can somebody help me ?

rich furnace
#

when should you use anim montage vs FSM ?

#

seems like it is easier to just use anim montage sometimes

#

rather than setting up FSM

cedar jetty
#

im having a werid issue where when i add a SpiderAI to my game they are smaller than the zombies obviously but for whatever reason because of that size diffrence the speed is way faster than the zombies and i have no idea what speed to set the value too

hard quarry
#

Hey guys, I have a little problem.
I have an actor which spawns another Child Actor Component inside the construction script.
Now in the world outline I want to select the ChildActorComponent, but everytime I select it it gives me the parent actor.
Is there a way to select the ChildActor in the editor and not get the parent?

solid gazelle
#

Any reason you're using a ChildActorComponent and not just a separate Actor?

#

or the created actor as a member variable?

#

just curious why it needs to be a ChildActorComponent

hard quarry
#

@solid gazelle The Problem is I cannot spawn another actor inside an actor

#

UE does not allow that

solid gazelle
#

Does the Component have to be an Actor?

#

Ah construction script, I see.

#

Does it have to be an Actor?

hard quarry
#

Maybe I can explain it better with a picture, 1 sec

dawn bloom
#

not sure what I'm doing wrong
the chair goes through my platform here
I tried adding a new box collider to the platform, but it doesn't seem to do anything
I put the collider way above where the ground should be to test if its doing anything at all, but the chair goes ignores it as it falls to the ground

solid gazelle
#

Right on, I think I understand what you're trying to do. Depending on what your exact use case is, you might be better off using a Component rather than an Actor

hard quarry
#

@solid gazelle So the goal is, that the wire gets automatically created if I select the object inside another actor.

In the front you can see, that everything works.
But the problem is , that this object is part of another object (the thing in the back), there I cannot select this object because it gives me the parent, but the object needs to implement a specific interface which returns the object of the clamps so the wire can get created.

solid gazelle
#

My question is - Can the wire be a Component or must it be an Actor and attached to the parent via a ChildActorComponent

hard quarry
#

If there is a Component which can implement an interface or some functions, I could use a component as well.
Idk, can a normal Scene implement something like an interface?

#

Just checked, a scene cannot hold things like meshes, so I cannot use a scene

solid gazelle
#

Yeah I'm not entirely sure the best way to approach what you're trying to do given I don't know all the use cases, but I do know that ChildActorComponents do come with some caveats like what you're encountering in in the editor viewport, so seeing if a Component would handle it instead as they're generally easier to work with.

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Right on,