#ue4-general

1 messages · Page 852 of 1

hard quarry
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ChildActorComponents really have many drawbacks. I dont know if intentially or not, for example you cannot rerun their construction script, idk. why.

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So basically if you have an actor, which changes its appearance based on some public variables inside the construction script, you can never change it an will stick forever with the default appearance

autumn grail
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how to override input key with the same key with modifier?

dire sentinel
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anyone know why this happens

autumn grail
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i have input mouse wheel and mouseWheel+ctrl

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i want it to generate only one event

dire sentinel
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anyone? :/

lone ridge
coarse turtle
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So I have a small town. My fps drops by half when I am in the town. I know about drawcalls and SM tris. How could It be optimized?

long thicket
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can somebody help me ?
Yes, I believe there is, but this is probably not the right server to ask about other games' settings/options @fierce forge

hard quarry
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@fierce forge Well, I think you mean the culling distance

lone ridge
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Please, can anyone help me with my issue?

hard quarry
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@lone ridge Do you have eye adaptation enabled

lone ridge
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Eye adaptation?

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@hard quarry

hard quarry
lone ridge
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Yes @hard quarry

hard quarry
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Can you disable it and look if the problem is still there?

lone ridge
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That worked, thanks

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It makes it visible from more angles but it still disappears

hard quarry
cedar jetty
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So i have a problem with modifying my AI speed

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the spiders that are super small go at the speed of light and i dont know why

hard quarry
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did you programm it yourself, or is it from the marketplace?

cedar jetty
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@hard quarry i programmed it myself i bought the spider assets from the marketplace

hard quarry
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did you use the scale property?

cedar jetty
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does size effect speed?

hard quarry
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can, dependent on the implementation

cedar jetty
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ok ill try making the spiders bigger

hard quarry
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try using the default scale, and look if it works as expected

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does size effect speed?
@cedar jetty
Size itself not, scale does

cedar jetty
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hmmm @hard quarry i tried default scale and it still moves pretty fast

hard quarry
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but did it change at all?

cedar jetty
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not really more or less closer to the same speed

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the animations and movement work fine its the speed in general that causes the animation to glitch out since its going so fast

hard quarry
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I am not really familiar with animations, but I am sure there are many ppl here who can help you

cedar jetty
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its just the speed thats causing it i just need to figure out how to make the speed much slower

queen wasp
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So here's a scenario for thought: I have a static instanced mesh that contains a shoreline, I want a material that has the exact same texturing and material result as the landscape material, so it is rendered seamless in connection with the landscape.

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I try exporting all layerinfos from the 8 layers in the landscape, then I copy the landscape material layers, use these imported layerinfos as textures to multiply with, then add together.

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I also have added the layerinfo textures together to divide on per pixel (my guess in how weighted blending works) it is not a perfect match, I have to tweak a bit but it is close.. I use worldposition instead of landscape coords for UVs

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I have two issues: 1. in streaming the level it differs from in editor, 2. it is not a perfect match without awkward tweaking of contrast/saturation ++

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So, how does the actual landscapelayerblend node work internally? Am I missing something obvious?

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Wishful thinking: have the landscapelayerblend node available in other materials but with a UV input since landscapecoordinates only works in landscape material.. To be able to extend the landscape with more detailed parts (like a higher res shoreline or mountains) but getting the same hand-painted landscape surface/textures/blending..

fallen sierra
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i have no programs/background programs running but unreal and discord and im using a nvidia 1060..what are the possible reasons im still getting this error????

queen wasp
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@fallen sierra I have that same issue from time to time. I found a post on reddit that referred it to being a DirectX12 issue and it said to switch to DirectX11, I am trying this.. Other things I have tried is increasing the harddrive swapfile size in windows and clearing up more space on the C drive. I am just hoping it isn't my project that is getting too big. I have 8GB gfx mem. Sometimes a reboot fixes it too, but you're not alone.

thorn condor
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Hi there, I've created a pawn blueprint for a quadruped character out of PhysicsConstraints + Sphere Colliders and it moves just how i want it, and now the artist has just sent me a 3d model, I want to hide the spheres colliders and bind bones on the model to the spheres so it moves like the prototype, is there a way i can bind bones to physics simulated components?

fallen sierra
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@queen wasp how often does UE crash this way for you?

thorn condor
plush yew
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hi guys can i have more explanations if i buy character creator 3, can i create any character? how does it work? Are there other fees ? thank you

queen wasp
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@fallen sierra Seems to be periodical, sometimes all the time loading a project, I then clone an older project copy and copy/paste the newest assets into it and it sometimes works, I am not sure what it is but seems buggy.. It happens a lot in one day, but then the problem goes away for a while. I also wondered if I had a faulty harddrive or something, still not sure what it is.

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It seems gfx memory gets filled when opening a project for me, it shouldn't load everything in the project at startup. It helps having a small startup map/level f.ex. but I also have had the issue when over time changing materials and compiling shaders again and again for tweaking..

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All I know is that the error doesn't necessarily have to do with your amount of video memory, which confuses me more but that is what I read here and there..

quiet token
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i try to make it ship dock and it dont ? please help me to find problemed.

thorn condor
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hmm anyone know how to move a skeletal mesh's bone from a blueprint?

hollow ridge
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Did the export size of 4.25 get even bigger? JUST THE ENGINE FILES ARE 120 MB... I started with a blank project about 30 minutes ago and wanted to send it to a friend

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or is something wrong with my engine

barren flume
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I'm trying to change the emissive color of an emissive texture in the material with these switch param's but when I turn it on, it makes the entire model that color instead of just the part of that texture

ebon spade
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Any idea when 4.26 is releasing?

barren flume
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nevermind I fixed it

plush yew
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help. How do i make a bullet damage me with a sphere or box collider?

hollow ridge
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@plush yew use an on component begin overlap with the collider and cast it to the bullet, then decrement your health

ornate bobcat
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Guys, i have a quick question

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what is the difference between maximum quality and scalable 3D/2D ?

hollow ridge
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no clue I always just leave my projects on maximum quality

ornate bobcat
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I want to make a PS1-like game in UE and i really don't need quality haha

hollow ridge
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look in the docs

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ue4 docs have so much info

steel patio
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Kinda dumb... just turns off motionblur, exposure and AA

ornate bobcat
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^yeah i saw it.
It's a great option actually 😳

vernal ginkgo
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I'm planning to re-use assets for a building I'm working in, I was looking for a way to dynamically erode the assets (rather the materials, erode the static meshes) that are outdoor (at compile time if possible, to avoid extra load at the runtime). I'm unsure what to look for exactly, can someone point me in the right direction?

open wadi
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I have a media player with a progress bar slider. This is the simple"seek" functionality that executes when you drag the slider placed above the seek bar.

Every time I drag the slider, instead of seeking to the new time, it resets the progress bar to zero (the beginning of the video, instead of seeking to the specified location).

This code came from a plugin and should work - what am I missing?

fading pond
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Where should I go to learn online multiplayer for my game? Trying to make a casual party game for steam and cannot find any good tutorials on youtube.

dawn bloom
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why is the metallic option greyed out?

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trying to make glass

lusty carbon
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Looking for a way to replace all material references of objects

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Like replace a certain material that is on multiple objects without doing one by one

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how???

fierce forge
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@long thicket I mean a command in ue4 for like the render distance from minecraft

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hello , i have a big world in my game and over 100 NPCs, how i can optimize the AI to get more fps ?

autumn yew
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Hey there :}

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Hope everyone is doing well!

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I am very very new to game design but have some coding background and just installed unreal engine today. Im curious, can I use blueprints and C++ both in one project?

fierce forge
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yes @autumn yew

autumn yew
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Ah thank you.

lusty carbon
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How can I replace a material that is instances on multiple objects??

rich spoke
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hoy guys

thorn condor
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hmm every time i close a UE4 tab the editor hangs for maybe 30 seconds to 1 minute, any idea what would cause that?

scenic fox
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bro why is my compiling shaders stuck on 6?

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im packaging my project

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help

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anyone

white heart
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Hey has anyone here had any experience with Steam Audio? I am getting an editor crash everytime I try to export my scene

scenic fox
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can anyone help me? i've been waiting an hour and my shading compiling hasn't gone down

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anybody please?

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anyone?

rich spoke
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ANYONE

scenic fox
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what

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@rich spoke why don't you try the object wild card as Get player character

rich spoke
scenic fox
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omg do you even know what a wild card is?

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the fuck dude

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bruh do the cast

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and the connect the player character return value to the object

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"object" being in the cast

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ot it?

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got it?

rich spoke
scenic fox
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YES

rich spoke
scenic fox
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hmmmmmm

dusky inlet
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Just check the class of the output of try get pawn owner or get player character

fresh yarrow
scenic fox
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can anybody help me though?

rich spoke
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i can't sorry

scenic fox
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my shader compiling is always at 6

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i need this to work

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how can i check if its still compiling

dusky inlet
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Check in task manager if a shadercompilerworker is active

scenic fox
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im packaging my project btwe

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i don't see that

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what the hell

dusky inlet
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It could be collapsed

scenic fox
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but its showing that in the editor

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but where is it?

dusky inlet
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Under ue4editor most likely

scenic fox
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umm

dusky inlet
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What's your cpu usage? Usually it would demand a lot

fresh yarrow
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can you spam even more? @scenic fox look up optimizing packaging and reducing compiling shader time. it might help your build issue too.

scenic fox
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what im spamming?

rich spoke
fresh yarrow
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@scenic fox also maybe you wanna ask in #packaging ? since it is a packaging issue apparently?

scenic fox
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i don't see the shader compiler thing

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also uh okay

dusky inlet
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Ikdfa, what's the output of try get pawn owner?

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Just use a breakpoint on the is valid check and hover the output pin

fresh yarrow
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@rich spoke literally in the comments "The isValid check essentially lets no signal pass unless you have a legitimate Parent Pawn. That stops the AnimBP preview instance from triggering anything."

rich spoke
fresh yarrow
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is anim instance null maybe?

scenic fox
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@dusky inlet I'm seeing the shadercompilingworker

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oh it went from 6 to 50

rich spoke
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Anim instance? Where can I edit it?

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It's my first work with animations, sorry if I look dumb.

fresh yarrow
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@rich spoke maybe try a different tutorial or go back in the tutorial and see what you did wrong. it won't help you much patching this up somehow and then getting stuck a bit later because you didn't understood what you did

dusky inlet
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Then just wait a while if the compiler worker is still doing work

fresh yarrow
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understanding proper procedure with casting will help you later on. maybe look up ue4 bp casting tutorials?

rich spoke
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My BP_Player has Character parent class. Does it affect somehow?

fresh yarrow
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@rich spoke put the "return value" in the print string and see what it writes

scenic fox
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yes

rich spoke
fresh yarrow
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yeah

rich spoke
fresh yarrow
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in the console

rich spoke
fresh yarrow
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but if it is nothing. then it is probably null. it doesn't exist. so you probably never instantiated it.
it is always a nice thing to check if something doesn't cast properly.
like I wrote. start in the tutorial new or find a different one

scenic fox
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^

plush yew
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why not just do it like that?

rich spoke
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OH BRUH

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lemme try it

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oh wait how can it cast to the player and then check isvalid

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if i can't even cast to player

plush yew
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why cant you cast?

rich spoke
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i don't know. cast just fails

plush yew
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and you are using the get player character node?

fresh yarrow
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this is bypassing the casting by just getting the player. you are trying to cast from the anim instance, which probably doesn't exist.

rich spoke
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tried to

summer edge
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In a top down multiplayer game like Ludo, how can I assign same camera to multiple players? Currently I have added two cameras in my level and have assigned them to Player0 and Player1 but it shows the level from a random location.

plush yew
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thats odd

rich spoke
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OH WAIT

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IT'S WORKING

scenic fox
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my man just figured it out

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:)

rich spoke
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@fresh yarrow @scenic fox @plush yew THANK YOUUUUUU

scenic fox
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you are very welcome

plush yew
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btw its best to not cast to the player constantly but instead promote the character to a variable like so

scenic fox
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Yes in fact that is a good idea just drag out from the As third person character and click promote to variable

fresh yarrow
scenic fox
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got it/

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?

fresh yarrow
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@summer edge like just searching for "ue4" + your "how can I assign same camera to multiple players" brings up sooo many examples since apparently google understands your question better than me.

summer edge
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@fresh yarrow in my case my camera is static and shared. Let me try what you suggested. Thanks.

autumn yew
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I'm pretty proficient with c++ but have never made a game. I have an idea for a pretty simple Fps that I want to make but am not sure where to start in general.

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I have been looking at some demo projects and various blueprints and assets I could get my hands on and have experience with cad, cinema 4d, blender, Maya and all of the Adobe stuffs for texturing.

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Trying to decide if I should buy one of these prebaked 'fps' blueprints in the market place or if I should implement all my own code? Or if I should start with the template and edit / replace as I go.

scenic fox
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bruh moment

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you know where you should start

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there

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best series imo

autumn yew
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Awesome! Thank you for this!

scenic fox
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you're welcome

just note this is not multiplayer this is like a zombie sort of survival game i think

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not entirely sure but i def suggest it

autumn yew
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I'm sure I can adapt it to multi-player though no?

vernal ginkgo
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I'm planning to re-use assets for a building I'm working in, I was looking for a way to dynamically erode the assets (rather the materials, erode the static meshes) that are outdoor (at compile time if possible, to avoid extra load at the runtime). I'm unsure what to look for exactly, can someone point me in the right direction?

ornate bobcat
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Guys.. I'm here for some time but never been active...
if i want help on something what chat can i use?

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nvm my problem was that my actor was hidden in game ¬¬

knotty citrus
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hello peoples

stable ore
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A random question, will UE5 have blueprints or something similar?

knotty citrus
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i mean if it doesn't have blkueprints i wouldn't even consider it as unreal engine anymore lol

stable ore
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Did UE3 have something like Blueprints?

fresh yarrow
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@autumn yew if you use a lot of the systems that come with ue4 it isn't a monumental tasks adapting it to multiplayer, though you will need to adjust things. If you looking for mp. tom looman survival game c++(just google him, he has his own blog) has quite a few resources regarding that. that specific project is third person though but all other stuff also applies to fps and he goes over the replication stuff.

plush yew
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cam anyone help

stable ore
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yes?\

plush yew
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when i try to launch UE4.25

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I don't get anything happen

autumn yew
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@jukejuke thank you very much!

stable ore
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Did the installation finish properly? @plush yew

plush yew
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Can CDO costructor errors cause engine and/or game crash?

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No inital splash screen thing, or anything on task manager which in cludes a process which shows cpu usage each time at the moment the process is there but no CPU usage being show at all

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yeah I have been using it yesterday with VR development and eventhingwas fine

fresh yarrow
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@stable ore ue5 probably will have blueprints since a lot of their other systems like shader, niagara and so on also use some kind of blueprint system, they put so much work in it they will probably keep it. ue3 had "kismet" and "unrealscript", they ditched unrealscript and expanded on kismet.

stable ore
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like UE4 just stopped working?

fresh yarrow
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@plush yew ue4.25 or your project specifically? have you tried a blank project? else maybe try installing the preview 4.26?

plush yew
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at the moment it's UE4.25 which refuses to open which then means my projects won't open

fresh yarrow
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@plush yew even if you start from the launcher a different project? if you don't have one there should be some free in the marketplace from which you can make a new one. also on that note, I did have issues with oculus and steamvr fudging with my engine.

plush yew
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just tried a different project that was using 4.24 and still nothing opens or anything happens

fresh yarrow
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best bet, try installing a different engine or reinstalling 4.25 and see if it helps. the engine does love to break.

plush yew
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okay I do have my oculus connect up via oculus link beta I'll stop that see if thats causing issues

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i'm verify files at the moment just see if somehow some files have gone walkies that shouldn't have

fresh yarrow
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@plush yew yeah I had issues with my rift s. there was some kind of error between oculus and steamvr, which probably froze one of the plugins maybe? not sure. I think I even reinstalled steamvr and several repluggings to clear it up

fierce forge
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hello , do you think ue5 will have bp node generation like the visual scripting from unity ?

fresh yarrow
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@fierce forge I answered that like 10 comments up

stable ore
plush yew
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it's varifying something as it's taking it's time to do it. Also on my oculus it seems it have had issues when going into oculus link as when j just put it on i have just black so theres every chance the oculus link broke which could have messed with UE4 not sure how though that would interfere with the opening of UE$

fierce forge
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no you didn't

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@fresh yarrow i said node generation

knotty citrus
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Hey guys, I know how to do the basics of creating a server then the other players can search for a server and join it. However, how would you do the design shown in fortnite (or LOL or something similar) where you just have to search for a game to join and not make one yourself (so not give the users the option to create a server)? Is there a asset on marketplace that already does this by any chance?

fresh yarrow
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@fierce forge okay sorry then I think I misunderstood you

fierce forge
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that mean if there is a new library in c++ it will generate nodes for bp

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in the project

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unity already have it so i hope ue5 will have it too

fresh yarrow
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@fierce forge you can make custom bp nodes? I am unfamiliar with how unity does things, maybe the wrong discord for that either?

fierce forge
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no

stable ore
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UE4 has blueprints which is probably the best visual scripting solution out there. @fierce forge

fierce forge
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i know but you know what i wanna say ?

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unity have node generation like for a new library , if i make a library unity will detect it and it will make nodes for it

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i hope ue5 will have this too

knotty citrus
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hmmmm

fresh yarrow
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not really sure how that is different to custom bp nodes though? have you looked up how the process of custom bp nodes looks like?

fierce forge
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but the custom bp are made automatically by ue4 ?

fresh yarrow
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@knotty citrus you wanna look into matchmaking through steam or epics own service "epic online serivces"

knotty citrus
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i was going to use EOS but it's a bit too out of my range, I am hoping to use steam already though

fierce forge
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like if there is something in c++ and there is no node in ue4 i can't use it

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but in unity it will generate a node , and you will can use it

knotty citrus
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so you mean to say, using steam to create the servers and therefore players will only need to join the server (created by steam)

fresh yarrow
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@knotty citrus there are several tutorials I think for using the steam matchmaking. I think even some on yt by epic

knotty citrus
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true, there would be

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just been up working on this, brain is a bit slow atm 😅

fresh yarrow
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@knotty citrus no, steam or eos will do the matchmaking. if you want to offer servers, and not let players auto create them for themselves by letting one host and others join. you will have to host them

knotty citrus
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yes, i (being steam or EOS) would host them

fresh yarrow
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probably using stuff like amazon gamelift, azure or even unity is offering such a service. pretty sure every single one of those services will have a tutorial for that.

knotty citrus
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still crazy that epic is doing it for free

fresh yarrow
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@knotty citrus the matchmaking part. steam matchmaking is also free. you need to pay yourself for a server or several.
except you let players host for themselves

knotty citrus
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i was under the impression that that wouuld be free provided by epic

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then again, haven't looked to deep into it

cosmic cove
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did someone say free ?

fresh yarrow
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@knotty citrus nah, better read up. they have a very clear overview of that

knotty citrus
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all i kept hearing was, free free free when they were releasing all that stuff

fresh yarrow
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@knotty citrus read the details. server hosting will always cost you something. cloud is where the money is at currently

knotty citrus
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yea, its safer

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and i def will read on it

cosmic cove
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create your own server. look up statistics , building on the steam platform is almost a waste of time. unless you created something truly special.

fresh yarrow
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for prototyping. you can still use the matchmaking but use it to let players host for themselves. when you got a working product look into expanding it

knotty citrus
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hmmm

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but that costs a lot of money innit @cosmic cove

cosmic cove
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your server is free when you create one

knotty citrus
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hence why everyone rents a server

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but how many servers would i be outputting

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one for each game

cosmic cove
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these people try following trends or some type of easy way out. The key is your own server. now hosting ? much cheaper when the server is yours

knotty citrus
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i was thinking of uploading the game to steam for the exposure adn also having it as a stadnalone that could be downloaded and isntalled on the computer

lucid jetty
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I see no problem on renting a server if you are getting money. I don't think it's an easy way out.

crystal acorn
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your own server isn't a cheap option either though....

lucid jetty
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Also that. ^

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Those server providers are also doing things like meintance.

crystal acorn
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There really isn't a cheap option when it comes to servers, either you pay a big amount up front or you pay a lot over time.

lucid jetty
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Also they are not THAT expensive if you are doing a smol business.

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Some server providers are charging per connection etc.

cosmic cove
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i host my own server for free. so i wouldnt know anything about any of that.

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i can only tell you the better way

knotty citrus
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following on your last piece of advise @fresh yarrow so you mean make it slient server model and then when it's ready to be released switch it to dedicated server

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yea but how much can your server take? @cosmic cove

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i'm guessing if you were running games like fortnite or league or warzone or something of the sort, and each game running requires its own server

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it would be crazy

cosmic cove
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i can push 80+ players. and if and when you need more then that. you pay for hosting. not server and hosting.

knotty citrus
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mmmm

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where are your servers at?

fresh yarrow
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@knotty citrus depending on what kind of game you make. you need to consider a lot of things regarding replication. but for prototyping and first testing, it should be more than enough if you set it up that you can test it with a few friends or people interested in that. the part if it is hosted by players or dedicated or in the cloud, is solved and won't change your game much anyway. except you run into lags and such.

knotty citrus
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yea i get you

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the game my team and i are working on is basically kinda like a MOBA or battle royale (not exactly one)

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so theres a lot being replicated in that sense

cosmic cove
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i encourage you to create a dedicated server. which can be hosted anywhere by anyone.

fierce forge
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hello , when will epic give the monthly things ?

knotty citrus
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but then the trick would be hooking it up to the game? @cosmic cove

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because for e.g. with steam it's simple

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no sure my friend @fierce forge

cosmic cove
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simple cost money. They use that against game developers.

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your dedicated server is free created using ue4 source code

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required space 200+ gigs

knotty citrus
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i see where you're coming from

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ill do some more research into it

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thanks guys, i appreciate it @fresh yarrow @cosmic cove

cosmic cove
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if you need help just holler

knotty citrus
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thanks 🙂

plush yew
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it seems either verify files or disconnecting oculus from link beta seems to have solved my issue

gilded dove
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@knotty citrus there are several tutorials I think for using the steam matchmaking. I think even some on yt by epic
@fresh yarrow i would use steam matchmaking but gotta pay $100 to get a game on steam smh

prisma marlin
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does anybody know why some of my buildings are black after importing in unreal?

plush yew
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Missing materials?

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Or textures

fresh yarrow
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@plush yew yeah I think oculus fudges with stuff. The thing is I have the oculus and steamvr plugin on, maybe because both are on they sometimes clash?

knotty citrus
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ahhh thanks for the info @gilded dove

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i mean... if all goes well, I might probably pay that 100.

prisma marlin
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@plush yew might be but why other objects are not black or maybe is it bug? i will apply the textures and bake it and will see whats wrong

gilded dove
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Also EOS doesnt give you game servers only math

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matchmaking

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So essentially you need your own servers and eos only puts the players into ur servers

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i think

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someone told me that idk if correct tho

plush yew
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does someone know how to create a LandscapeCoords Node in python?

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@prisma marlin idk, maybe is just light

gilded dove
#

how do i get good multiplayer in my game? eos includes everything you need for multiplayer right?

long thicket
#

@fierce forge Ah alright, apologies then. I misunderstood

vale bone
#

It only happens when i Run as Client; in Offline mode it shuts down fine

#

maybe the server isn't closing properly?

plush yew
#

Someone knows how i set e.g. "Mapping Scale" of a LandscapeCoords in a Blueprint via Python?

hard quarry
#

@plush yew what are you trying to achieve?

#

Do oyu have a special Landscape import?

plush yew
#

yes

#

i have many tiles and want to assign a texture to them

#

everything works so far, except setting the "Mapping Scale"

hard quarry
#

you maybe have a picture?

#

quickly grabbing something to drink 1 sec

plush yew
#

I created the landscapeCoords in python like this: landscapeCoords = unreal.MaterialEditingLibrary.create_material_expression(material,
unreal.MaterialExpressionLandscapeLayerCoords,
-584, -200)
but setting landscapeCoords.set_editor_property("Mapping Scale", 2017) does not work

#

I get Exception: MaterialExpressionLandscapeLayerCoords: Failed to find property 'Mapping Scale' for attribute 'Mapping Scale' on 'MaterialExpressionLandscapeLayerCoords'

lucid grove
#

Heya

#

Anyone had this problem with global lightning?

#

Rest of the time everything is ok

#

Day, night, evening

#

Only some morning sun position i see this

plush yew
#

Can anyone help with a flipbook issue I am having? the dead animation flipbook I have plays higher than my normal sprite flipbooks.

plush yew
#

@hard quarry I solved it.. i needed to put mapping_scale. this is not so developer friendly

hard quarry
#

@plush yew ah ok, well I would not use python for that but Cpp, but it doesnt matter if you already have a working solution

burnt crescent
#

Helppppppp

#

Guys I am trying to make a simple game for Android

#

But the floor is not visible on m device , it can be seen on unreal but not on android PLZZ help

frosty lichen
#

hey there, having troubles with UE not launching and failing to create projects, any specific channel for that?

covert hedge
#

@prisma marlin indie harry potter game? PeepoPog

civic charm
#

hi @west oak

tired lynx
#

hmm

#

how do i temporarily hide assets placed by the foliage tool?

#

am working on a non-realtime scene but having the foliage active tanks my system to the degree that working in the project is harder

cosmic cove
#

show/foliage types/ hide all

#

@tired lynx

potent bridge
rough knoll
#

the outlines

rotund jacinth
#

I have a player on a 1060 getting frequent crashing in our game. Unreal 4.25.3 with this error: LowLevelFatalError [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') I see variations of this error on google. Suggestions?

rough knoll
#

nvm found it

#

had to disable composite primitives

ornate hamlet
#

I remember seeing a presentation by epic on optimizing the AI in Fortnites Horde mode. I can't find it anymore, anyone remember where to find it?

rare steppe
#

i made some basic enemies that walk around and follow the player but how do i make enemies that perform actiones within a range of the player

marsh swallow
#

I have been researching and I think i am looking up the wrong terms. lol. I need to have a PP volume on a cave entrace to make it appear dark inside. I already have the post process for the cave itself and it works great but when looking inside its bright.

light thunder
#

How do I really analyze input events in unreal? where do I begin - my controller works but not in the game ---I can't step through execution if nothing executes

rare steppe
#

im ok at making controllers what exactley is wrong

light thunder
#

Don't say check "VR" because those guys are slow to respond lol

#

I'm checking to see if my pawn has input, that's the right start right? it's been forever since I"ve messed with input in unreal and I hate the way unreal manages it

scarlet birch
#

First make sure you're actually using the pawn and controller you want.

light thunder
#

done

#

but I can't see if they have input or not

#

I thought there was an "has input" function to check that

#

I was just literally going to tick through it

viscid plinth
#

spit out my fucking coffee

scarlet birch
#

Are there input events in both the controller and pawn? It's hard to just guess without more info but input could be consumed elsewhere

light thunder
#

What happened to "Set Input is Enabled?"

#

something like that

scarlet birch
#

I really haven't messed with VR at all but there are several motion controller inputs. Is the right one tied to the event in the Input setup?

#

You might try manually adding the actual input events and see if those work

light thunder
#

yeah those didn't work either

#

I think it has something to do with regenerating steam vr stuff

#

Where the heck is this Steam VR input dropdown...ugh

scarlet birch
#

What UE version are you using?

light thunder
#

4.25

#

it says it's fixed

scarlet birch
#

Yeah, it was a simple change too.

#

I'd like to help but I've not worked with VR. My process is usually start with an input viewer and make sure the OS is getting input then check it down the line until I get to the event I'm trying to trigger.

light thunder
#

I really, really hate perforce - i get that certain files shouldn't be added to a depot but if you a new user that is likely to happen...but perforce's refusal to acknowledge oblitarated folders from depots and refusal to allow me to remove folders from workspaces, makes me want to choke something

raven island
#

any1 know a good tutorial/series about cars and how to make them work

lucid grove
trim silo
#

Does anyone have a good link to project upgrade guide? I wanna move 4.22 project to 4.25 version without breaking a lot of stuff

marsh swallow
#

Here is our Post Process for cave lighting (we are using DFAO, skylight dynamic moveable light, so we have lighting issues in caves), how can that be made to be a gradual transition and how can you turn around and look at the Post process to see it fade light inside

hollow ridge
#

I need some help I think my package size is way to big

marsh swallow
#

#packaging might turn up something, but make sure your only cooking your used maps and not everything in project settings

hollow ridge
#

well I only have like 2 maps

#

its a game for ld

nimble moat
#

what happened to the ue4 blackjack template? can i still get it somewhere?

sacred sun
raven island
#

thx ill have a look at those

tired lynx
#

hmm

#

would anybody be able to help me out with an issue i'm having with fog cards?

hasty wharf
#

trying to merge these two Static mesh actors. the clear bag and the money. whats the easiest method to do this for a noob?

#

i tried merge actors in unreal and it gives me this texture as a result?!

#

i dont wanta texture i want another SM. thoughts ideas help?!

slow scarab
#

Hey guys, does anyone have any idea why my GameMode's default pawn does not spawn? It apparently does not spawn anything other than a CameraActor.

cosmic cove
#

when you have the tools and documentation but be doing this

shell compass
#

Anyone here working with VR managed to get haptics to work with Oculus Tocuh Controllers?

#

Neither Play Haptic Effect nor Set Haptics by Value does anything at all for me.

slow scarab
#

@cosmic cove Dude, if you don't want to help, just leave others be. No need for that, at all.

sacred sun
#

@slow scarab you could double check that all your bp's are saved/compiled.

slow scarab
#

Just did that, and everything's saved/compiled

sacred sun
#

@tired lynx open the fog material and change the speed parameter on the panner.

prisma marlin
#

does anybody knows why my mesh goes completely dark after the bake?

sacred sun
#

when your using baked lighting you have to unwrap the uv's of the model in such a way that unreal can make lightmaps for you, or you can make them yourself. looks like some of the normals of your model are inverted as well.

prisma marlin
#

i did check the normals and they r completely fine

cedar jetty
#

Having a issue where when i play a certain anim montage that i want it not only disables my input but it does not do the animation and the printstrings do not go off

#

it gets stuck somewhere and i cant figure out where

#

i use a diffrent animation however and it works perfectly fine

fresh yarrow
#

anyone got some recommendations for good open source projects in ue4? mostly to just have references for implementations? besides the one by epic

vivid stratus
#

can I enable, in the editor

  1. camera collision with terrain/object?
  2. to show the damn x/y/z position of the camera right now? I keep loosing myself due to it BrookShrug
hollow nacelle
#

anyone having an issue with quexel bridge? i've never used it before. but and i'm trying to export a surface. however. after installing the plugin to where i have the engine located it produces me an error. saying the following

Plugin 'MegascansPlugin' failed to load because module 'MegaScansPlugin' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugins for this project.

I follows online instructions. the only thing that's possibly different in my setup over these examples given is that i built the engine from source. so is there something extra i'm missing here or what?!?!

cedar jetty
#

ok so i found my issue its because its not in the animation blueprint

dim swan
#

Henlo
Do someone know how to make a stand , from jojo bizarre adventure in unreal engine X) ?

exotic thicket
#

Wouldn't that just be an AI character that follows you around?

dim swan
#

Oh Thanks GWnekomakiWaveBOYE

#

But how to make when the player press a key it like go forward him ?

exotic thicket
#

You could call a function on the stand pawn or ai controller to trigger it from a keypress

dim swan
#

Thanks a lot GWjiangoPepeFedora

modest jetty
#

Hello! Im having an issue with my character not doing damage unless my blueprint window is open.. am i missing something? (to go further into detail, i can click play and run up to enemy and hit him 3 times to do enough damage to kill him, but that only works if i hit play when a character blueprint is open. If i hit play from the level screen with no blueprint open, it does not do damage to the enemy but the enemy will still play the 'hurt' animation. ) please help, im very confused by this one.. here is a video link to my issue to help better explain https://drive.google.com/file/d/1l74APldSS8o6k-9V7mcGkpAdADESFpZ1/view?usp=sharing Thanks!

midnight bolt
#

does anyone know how do i export/use double UV layers, one for diffuse material, and the other for normal?

sacred sun
#

You add a second uv in whatever modeling program and export normally. The only difference in unreal is the texcoord node you have to select it and set it to use uv1 instead of the default uv0.

plush yew
#

Does anyone here have any experience with drop shadows? I've seen people recommend decals but they have some flaws and I haven't been able to find solutions for them.

sacred sun
#

That said using a different uv map for normals is kinda odd.

potent bridge
#

I'm not quite sure what to put in to the Object slot here, I'm trying to get variables from my Actor BP called "Button"

edgy gulch
#

HI there

#

I am new to unreal engine

#

and I ran into a problem

#

I change view mode to unlit

#

and then back to lit

#

and everything went black

#

any idea on how to resolve it?

deep viper
#

Do you have a light in the current scene?

edgy gulch
#

No

#

But initially I was able to everything

#

in lit

#

I started with empty level

deep viper
#

Good point. For the time being I'd recommend dropping a light for now. (I am unsure how a scene is visible without lights in it, not that experienced)

#

A [directional light] is the least bothersome I'd say. It's just an angle and intensity.

edgy gulch
#

Thank you so much!@deep viper , it worked.

deep viper
#

No problem. As long as you keep 1 of those in your level, it should keep the daqrkness away.

edgy gulch
#

ok

#

And one more thing, I am working on a laptop with a 1660ti, will there be any performance issues?

deep viper
#

A GPU (graphics) will bottleneck when you add more and more geometry and materials (just think of these as "surfaces"). It will take a llarge amount of models for you to see any performance drops. I'm using a 1050 Ti and am doing dandy.

edgy gulch
#

Thank you!

deep viper
#

I also recommend you "Zip up" your project whenever you add anything that takes you effort to avoid untangling any messes you make (its easy to break functionality when you're new) [File->Package Project ->Zip up File]. They are basically "save points" for development.

potent bridge
#

And the Button blueprint is an Actor which changes a value by 1 when touched by the player.

deep viper
#

That is a cast node. Just going to need a little context. This fucntion is returning a button?

#

Looking at the return node it seems like you want to return a "text" value

potent bridge
#

the general idea is I want to get my values from my Button blueprint (one you step on in-game)

#

Which are ButtonsPressed and TotalButtons

deep viper
#

So this function is in your Button's BP graph. (the blueprints inside the button)

potent bridge
hollow nacelle
#

man i'm seriously losing it man... i can't get this quixel bridge thing to work.... when i install the plugin it stops my engine from even launching... saying that that megascans couldn't be found or whatever.

potent bridge
#

Button BP

deep viper
#

Try adding a "self" node. If you succeed, connect this "self" to your [cast node]'s input.

potent bridge
harsh tiger
#

i have a question about a VR project. i opened my project, but didn't have my oculus plugged in. i've now plugged in the headset, but i cant play in VR mode.

My question is, is it possible to refresh the editor to recognise a VR headset is connected without having to restart the editor?

potent bridge
#

@midnight bolt Button does not inherit from UI.

#

OOPS

deep viper
#

Alright. First lets try to define what "casting" is.

potent bridge
#

wrong tag

midnight bolt
#

i wasnt asking

#

but thanks anyway

deep viper
#

My alter ego. (not rlly)

potent bridge
#

I mistagged you, sorry.

deep viper
#

Classes (or blueprints) can inherit or be derived from another class/blueprint.

potent bridge
#

Normally I use casting to get values from another BP, usually its fine if its a player since I can just use "Get Player Character" in Object.

deep viper
#

In this case, the reason why you can't cast is because your "button" is inheriting from "UI" (it is not inheriting from the primitive [button] blueprint/class. )

#

Classes must inherit from the class they want to be cast to. (A [Car] or [bike] can be cast into a [vehicle] class for example)

potent bridge
#

wut

fallen sierra
#

unreal just bluescreened my computer on top of other issues ive had with the program 😦

deep viper
#

Casting is hard to get your mind around. (it takes some time for it to sink in)

potent bridge
#

But I didn't put my Button BP as part of UI

#

what?

deep viper
#

One sec.

#

Check your "class settings" Then you'll see a "parent class" in the upper-right of your screen.

potent bridge
#

oh

#

I see

#

@deep viper Or more I would understand if the Class Options division came up in my details panel.

deep viper
#

That's a good hint.

potent bridge
#

actually

#

never

#

mind

#

I'm

deep viper
#

Does it say anything about it being a "data only blueprint"?

potent bridge
#

an

#

idiot

#

it says its parent class is an actor, hm

deep viper
#

UE4 is bizarre in that it lets you change the parent of a blueprint (super powerful)

potent bridge
#

this still makes no sense to me though, so its parent class is an Actor, right.

deep viper
#

If you NEED to cast it to a "button" I'd recommend making "button" the parent of your blueprint.

#

If its parent class is an actor, it means your blueprint is ALSO an "actor" (Your blueprint is an actor, but tis also whatever you blueprint's class is) And in order for your "actor" blueprint to do things actors can do, you would just need to "cast" it as an actor.

potent bridge
deep viper
#

Btw, just clarifying, who is an "actor" in your example? (I'm blindfolded atm)

potent bridge
#

sneaky, I'm just trying to reference the Button BP, thats all.

deep viper
#

Have you tried adding a "Button" variable? (Just shooting in the dark)

modest jetty
summer turret
#

do the new volumetric clouds cast shadows? like on the landscape?

deep viper
#

I'll be afk for a while, going to church. Good luck @potent bridge

exotic thicket
#

That bp window open thing is really strange 🤔

#

I've never even heard of any options that could possible cause something like that

scarlet birch
#

nah, it makes sense sort of. how are you getting the reference to what you're hitting?

hollow nacelle
queen mirage
#

@hollow nacelle did you put it in the project folder

hollow nacelle
#

@queen mirage I have it in the engine/plugins folder of where i have the engine located.

#

it happens just from launching the engine

queen mirage
#

try putting it in the project

hollow nacelle
#

not even getting to lauch the project

#

i'll try

queen mirage
#

k

hollow nacelle
#

@queen mirage do you recommend i just place it in the root directory of the project?

queen mirage
hollow nacelle
#

okay

#

i'll try that

queen mirage
#

hopes this helps

#

do you have bridge

hollow nacelle
#

@queen mirage So now unreal opens. but i don't get the Green Megascans icon at the top center of my editor as demonstrated on so many examples before.

queen mirage
#

hmm

hollow nacelle
#

yeah that's what i'm trying to install

queen mirage
#

are u using bridge

hollow nacelle
#

i have bridge installed. but when i installed bridge it doesn't let me launch unreal anymore.

queen mirage
#

did u have unreal open when you first opened bridge and put the file locations in

hollow nacelle
#

no i didn't

#

I had unreal closed as per instructions that i followed in a few other videos i saw.

sacred sun
#

@potent bridge work it from the button side. Have the button get a reference to the widget and have the button call the function to update the text passing through a reference to itself

queen mirage
#

yeah. so can u use bridge at all

hollow nacelle
#

i can launch bridge. i can download the content

#

but i can't launch ue4 when i have the plugin installed.

#

when i remove the plugin i can launch ue4

queen mirage
#

can u put it in the project the mats and etc

#

oook

hollow nacelle
#

@queen mirage at first i thought it was because i built the engine from source. but nothing online that i can find indicates that i need to do more than a person who downloads the engine off of the launcher.

#

even tried running as administrator.

queen mirage
#

except with your user and project

hollow nacelle
#

that's what i have therefor export settings.

bitter iris
#

you have no export location

hollow nacelle
#

it said Project Location was optional

queen mirage
#

u need to change install folder

hollow nacelle
#

What install folder?

#

i mean change it to what folder?

queen mirage
#

to whaerever your project is

bitter iris
#

maybe project plugin folder? instead of engine plugin folder?

hollow nacelle
#

okay i'll give that a try.

queen mirage
#

k

#

u should be able to keep your project open while doing this

hollow nacelle
#

okay so i changed the directory to be the root folder of my project

#

engine starts now. but then quixel bridge doesn't show up.

queen mirage
#

hmmm

hollow nacelle
#

damn how frustrating.

#

2 days stuck on this.

queen mirage
#

last thing i know

#

is to try the project loco spot

scarlet birch
#

How did you install the plugin to the engine?@hollow nacelle

modest jetty
#

@scarlet birch im very new to unreal, this was the video I followed for it.. his seems to work fine. https://youtu.be/whrSf-N53XE - I appreciate any help!

In this part we will allow our player to do battle with the AI enemy! Leave anything you'd like to see in the comments below so I can work them in as I go!
UE4 Download: https://www.unrealengine.com/en-US/what-is-unreal-engine-4
Assets used: https://www.gameart2d.com/free-pla...

▶ Play video
#

Sorry for delayed response!

scarlet birch
#

I'm not watching that.

queen mirage
#

here read this it might help

scarlet birch
#

I'm asking how he did it

hollow nacelle
#

@scarlet birch I used the Bridge application the first time. then the second time i did it manually. but I've tried all sorts of things from having the plugin in the "Engine/plugins" folder. to having it in UE4 root directory. and in the project root directory. If i have it in the "Engine/plugins" folder UE4 stops launching. gives me an error.

In all the other directories, UE4 will launch but it wont have the Quixel plugin loaded.

scarlet birch
#

It's in the directory of the source build ?

hollow nacelle
#

yes

queen mirage
#

i gtg go good luck and i would read that forum

scarlet birch
#

did you rerun generate project files and then build the engine?

hollow nacelle
#

@queen mirage thanks man for the help i'll keep looking

#

@scarlet birch No. i built the engine and then installed the plugin later after i heard about it.

scarlet birch
#

Normally when I install a plugin to a source build I rerun generate project files and then build again. It will usually just compile the plugin.

hollow nacelle
#

@scarlet birch ohh okay. i'll give that a try.

deep viper
#

Anyone know if it is possible to "convert" a landscape [edit layer] into heightmap/sculpt information for the landscape? (UE4 will eventually lose performance if I just keep adding more and more landmass brushes)

hollow nacelle
#

@scarlet birch Installed the plugin as per the instructions. location is in "Engine/plugins/" i then proceeded to generate the files of the engine using the "GenerateProjectFiles.bat" launched the engine and still get the same error.

scarlet birch
#

you have to build

hollow nacelle
#

damn really? it shouldn't take that long right? I mean i should still have the intermediates to build quickly right haha!??!!? idk about waiting 4 hours just to see if a plugin worked haha

scarlet birch
#

it should only build the plugin and update a few files

hollow nacelle
#

alright cool. i'm building now then.

#

@scarlet birch I bow down to you good sir!!

#

@scarlet birch It works!

scarlet birch
#

cool

queen mirage
#

lol

#

👏🏿

final dawn
#

Can anyone help me with an issue? I am trying to make a spline based pillar where the spline mesh fills in the body peice. Right now I cant seem to properly get the spline to take in the positions and rotations of both cap pieces at the end properly so the tangents make the end part of the body not flush with the cap peice.

zinc shore
#

how do i adda custem movment mode to my charater movment component

thorn condor
#

why would HUD object reference not be compatible with its own type?

humble yacht
#

Whats the difference between player state and player controller ? How should and shouldnt they be used ?

sacred sun
#

Did you name your hud widget 'hud'? Maybe there's already a class called hud in the engine?

thorn condor
#

@sacred sun ahh yeah

rough knoll
thorn condor
rough knoll
#

you want the one with the UI icon

thorn condor
#

the one with the Heart?

rough knoll
#

yeah

sacred sun
#

Or you can drag out a line from the return value of the create widget node. When you release it, you will be given the option to promote to variable. So it just automatically gives you the right type.

rough knoll
#

why does my suppressor (static mesh) rotate when i look around? (code related to it shown at the beginning)
@rough knoll or can i just lock it in place?

#

i can't set it to static cause it won't attach to the gun properly

#

but stationary or moveable cause the weird rotation issue

#

it's attached to the socket as it should be

grand scarab
#

Anyone have know a method for adding an engine to the launcher post 4.20? I looked for the manifest methods and all that, tried the register stuff

ashen coral
#

[2020.10.05-02.46.46:340][ 0]LogInit: Warning: Could not initialize SDL: XRandR support is required but not available
[2020.10.05-02.46.46:340][ 0]LogInit: Warning: FLinuxSplashState::InitSplashResources() : InitSDL() failed, there will be no splash.
[2020.10.05-02.46.46:340][ 0]LogInit: Initializing SDL.
[2020.10.05-02.46.46:345][ 0]LogInit: Warning: Could not initialize SDL: XRandR support is required but not available
[2020.10.05-02.46.46:345][ 0]LogInit: Error: FLinuxApplication::CreateLinuxApplication() : InitSDL() failed, cannot create application instance.
[2020.10.05-02.46.46:345][ 0]LogCore: FUnixPlatformMisc::RequestExit(bForce=true, ReturnCode=1)
[2020.10.05-02.46.46:345][ 0]LogCore: FUnixPlatformMisc::RequestExit(1)

#

Has anyone dealt with this error?

kind dew
#

Unreal is crashing everytime i open any file. how do i fixxx 😦 this is for my ludum dare project that's due tomorrow ahhh

#

first line:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 0 from an array of size 0

misty siren
#

Did you look at this @kind dew

kind dew
#

hmmm yea but i'm not trying to launch yet

#

this is happening when i open any blueprint or map!

queen mirage
#

I'm sorry mods but I couldn't find a channel for links. Everyone pls join this minecraft server and say whatever u want

https://discord.gg/7RWXAM

thorn condor
#

should GameMode's Event BeginPlay finish before Actor's Begin Play is fired?

#

hmm adding a delay to the Actor's Begin Play works so I'm guessing the order is undefined

#

is there any event that is fired on Actors after GameMode finishes BeginPlay?

tired lynx
#

hey! could somebody tell me how i can make 'cameratracker' my primary view port when i press play?

#

i'm also encountering an issue where my vive wand-controlled camera is only updating for like the first split second that i click on it, and immediately freezes. how can i fix this?

ionic gyro
#

does anyone else have the problem where the emitters tab in the particle editor is too small to view all the emitters and there's no scrolling thing to click on?

exotic thicket
#

I've noticed that sometimes happens in random panels for me, if there's a thing you can expand/hide like a property group, that tends to fix the scrollbar

gilded dove
#

cant use unreal

scenic fox
#

wtf why>/

#

?

gilded dove
#

everytime i launch it i get this tried veritfying it and reinstalling many times, still get this

scenic fox
#

@gilded dove go to
Program files
Epic games
and check if there is a folder called related to ue4

#

if there is

#

then close epic games

#

and launch it again

#

if not then uninstall unreal and reinstall it

gilded dove
#

tried those things many times

scenic fox
#

Hm 🤔

#

it probably didn't uninstall the engine properly

#

the launcher does that a lott

#

@gilded dove did u google search this?

gilded dove
#

yes

#

done everything still happens

scenic fox
#

what are your specs?

#

maybe it won't launch cause you have a not so good computer

gilded dove
#

might be that but was 100% fine before

#

it works if i launch it from the desktop shortcut i think

scenic fox
#

then try that

#

epic games is really really really broke ngl

gilded dove
scenic fox
#

what

#

oh

gilded dove
#

like im buying a liscence to use that song in my trailer of it im making soon

scenic fox
#

i wish you luck

#

i hope your game gets popular

gilded dove
#

only 4gb space on drive left

scenic fox
#

@gilded dove upgrade your storage

gilded dove
#

cant

scenic fox
#

why

#

what's the problem

gilded dove
#

blown money on investing in my game by hiring a few people etc

scenic fox
#

damn........im pretty sure you can buy a really cheap one though

#

i feel really bad for you

gilded dove
#

and bc of it lost my project fles

scenic fox
#

oof

gilded dove
#

I HAD IT ON A USB YAY

#

but still need more storage lol

scenic fox
#

good good

tired lynx
#

i've managed to fix the vive tracking but am still not sure how to actually make that camera my main view inside the viewport when running simulation

#

could anybody help?

tawny fractal
#

hi

#

what is the best tutorial for beginners ?

#

im a newbie

fierce forge
#

hello , is better to make the AI in event graph or in a behaviour tree ?

exotic thicket
#

It probably depends on the kind of things you're doing with it

crude rock
hollow nacelle
#

subtractive BSP still have collision? anyway to turn collision offf?

#

trying to make a prototype doorway. but the subtractive BSP i think is blocking me?

#

nvm. had a collision on the door frame :/ xD

lusty carbon
#

click dragging multiple assets in the content browser makes ue4 freeze WTFFFF

winged crypt
#

Why are the re-import options greyed out for this static mesh? I want to re-import it "with new file"

fierce forge
#

in bp

winged crypt
#

@fierce forge Yes, using a BlueprintFunctionLibrary

#

Create the functions inside it, and you can call them everywhere else

fierce forge
#

@winged crypt like this but global , functions made in bp not in c++

winged crypt
#

Yeah, a BlueprintFunctionLibrary will let you do that, and the function can be accessed by any BP by default

tired lynx
#

for some reason when i export a sequence it does not export the sequenced camera, but instead the original camera that is simply still. anybody know why this might be?

fierce forge
#

i said functions made in bp not c++

winged crypt
#

Yeah, in BP

#

If you create a BP with this parent class

#

You can create functions, like usual

#

In BP

#

And then, in another BP, you can call those functions without referencing the function library or any other class

#

Those functions will be global and accessible by all other BPs, in BP

fierce forge
winged crypt
#

hmm

#

you should be able to create it as long as its selected 🤔

tired lynx
#

can anybody please help me with this? i have this project due imminently and google is providing no answers

exotic thicket
#

you have to go through this menu for the current version of UE I think

#

I wasn't able to select it as a parent either on 4.25.3

fierce forge
#

@exotic thicket yep

tired lynx
#

i am genuinely so lost. i have a camera cut track that is referencing the correct camera:

#

yet when i go to render movie, this is all i see:

#

and my viewport in the background jumps to god knows what view

#

what am i doing wrong?

timber minnow
#

Does anyone knows why the landscape grass type won't show but only when i build my game . In the editor if i press play , i can see all the grasstype but not in build

#

i use world compo, it might be the cause ?

lusty carbon
#

How can I make a UI widget that its background is a camera in the scene looking from above?

merry gazelle
#

I'm getting a lot of machine / processing noise from my speakers when I run Unreal. I realise a DAC will help, I'm just curious if there's anything I can change in the editor to help?

timber minnow
#

Does anyone knows why the landscape grass type won't show when i build my game . In the editor if i press play , i can see all the grasstype but not in build. i use world compo, it might be the cause ?

mental apex
#

Is there a way to make someone see the whole body instead of just 2 hands with a gun in FPS mode?

exotic thicket
#

Yes, use a mesh that has more than just the hands

hearty walrus
#

compiling fixed, for some reason

elder haven
#

Is it possible to use vr headset with ray tracing enabled ?

rapid ridge
#

Hey guys, do you know a way to detect Input device change? For example I want to have an event that fires either when I was playing with keyboard and mouse and then I switch to controller and vice versa.

timber minnow
#

Does anyone knows why the landscape grass type won't show when i build my game . In the editor if i press play , i can see all the grasstype but not in build. i use world compo, it might be the cause ?

lusty mural
#

guys is there a way to see code behind blueprints?

covert hedge
#

you can nativize blue print so probably, but the code will be barely understandble

rough knoll
#

How do i make rotation 0 to 360 instead of -180 to 180?

#

x2 doesn't work because it still has negative values and it's still acting like it's on a 180 scale

flat knot
#

@rough knoll Add 180. Unless I'm missing something in your question...? For less trivial remapping look at "Map Range" and "Map Range Clamped".

fleet cosmos
#

Can someone please help, I can't open the Project Settings in any of my projects in 4.25 it crashs the editor

#

Assertion failed: bSucceed [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/RenderCore/Private/ShaderResource.cpp] [Line: 370]

#

I already complete reinstalled the editor and created a clean project to test

sour scaffold
#

Hi Troops. I'm playing around with some product renders of a home listening device within UE 4.25.3. I've hit a wall when I try to have a movie play on screen, I can get it to work when I hit the Play button but I can't get it to get moving along when I'm using the Sequencer, it simply shows a frame. Can anyone point me in the right direction please?

#

Hold a second... I rendered out the sequence with the Movie que and it works. My bad.

covert hedge
#

queue ? forsenGa

light thunder
#

How do I TURN THIS MESSAGE OFF? It pops up EVERY SINGLE TIME I do ANYTHING? (3 times per action mapping)

serene birch
#

I suspect TAA jitter doesn't work in orthographic view I guess

errant dagger
#

Hi! My task is to register players with the main task of further collecting per-user statistics on their actions and hardware. It is necessary to track mainly gameplay and plot moments, record a voice, generate Heatmaps, collect statistics about sessions - when you played, how long you played, etc. To begin with, at least start with registration and the simplest gameplay moments.
where to look? who will advise what?

lusty carbon
#

Are loading screens even necessary or they're all just there to look good?

grim ore
#

yes

#

some 3rd party software may require you show a logo or note that you are using the software for example, some games may need some time to preload some assets in the background,

lusty carbon
#

Is there any tutorials or docs about setting one up in Ue4?

exotic thicket
#

If you want to just display a loading screen to show some logos or stuff when your game is launched, you could probably just make a level that shows a UI widget which has that in it

#

and then loads into the actual menu level

timber minnow
#

Does anyone knows why the landscape grass type won't show when i build my game . In the editor if i press play , i can see all the grasstype but not in build. i use world compo, it might be the cause ?

lusty carbon
#

@exotic thicket Thanks!

light thunder
graceful sky
#

Enable input

light thunder
#

ugh, thank you

covert hedge
deep viper
#

Is it possible to convert a landscape non-destructive layer into destructive hieght changes to the landscape?

harsh tiger
#

hello everyone, i'm trying to use this single property view to display the light colour in UMG. but it has no documentation and i've hit a brick wall

#

would someone mind shedding some light on how i'd use this feature please

grim ore
#

how are you trying to use it?

harsh tiger
#

in a euw

#

well. a widget, but that widget in being used in a euw

#

i want to have a colour wheel

#

but i'm unsure how to get "light color"in the single property view

stable ore
#

My packaging is failing all the time. Can I get some help? Here's my log file. Sorry btw if I posted it in the wrong channel.

harsh tiger
#

either my understanding of "single property view" is very wrong. or i'm missing something

raven bane
#

Guys, i have this for my pickup object but it wont generalte overlap events

stable ore
#

@raven bane Use EventActorBeginOverlap

grim ore
#

@harsh tiger I beleive you might be, or is this a property on an object you are selecting in the world?

harsh tiger
#

i currently have this euw. it uses a get all actors of class for the lights on construct. then for each light i add a widget to the list and populate it with the info i need

raven bane
#

why doesnt the component one work? @stable ore

harsh tiger
#

i want to add a "light colour" variable inbetween intensity and select. so my thought process was to use "single detail property" to get the light colour, but its not working how i planned haha

stable ore
#

why doesnt the component one work? @stable ore
@raven bane Not sure. I never use it tbh

harsh tiger
grim ore
#

what does it say for in the single property view when you use it?

#

in editor it should give an error

inland leaf
#

can i change the parent class of a blueprint ?

harsh tiger
#

just says "undefined"

grim ore
#

then you have the name wrong, are you sure your variable is not LightProperty

#

er LightColor

harsh tiger
grim ore
#

no space

#

also from testing Linear Color does not seem to be a supported property type so it wont show up under single property view

harsh tiger
#

so i cant use this method to change the light colour in the EUW?

light thunder
#

LogD3D11RHI: Display: Temp texture streaming buffer not large enough, needed 33554432 bytes ..... What do I need to do?

grim ore
#

@harsh tiger from what I can tell no, it looks like the single property only works with value types and a color is a struct (same with vector)

harsh tiger
#

hmmm, i'm sure i've seen a plugin somewhere that has done it. wonder how they got it to work

#

it's done in C++ which might be how it works

grim ore
#

or no reason that cant be an image widget with the color, i dont see the actual selector there

raven bane
#

My collision is still not working

grim ore
#

you assume that gives you a color picker widget in the engine

raven bane
#

@stable ore

stable ore
#

what are you tryina collide with?

harsh tiger
#

you assume that gives you a color picker widget in the engine
@grim ore yeahhh, i wish that was a feature

grim ore
#

but in testing the single property view out of the box does not allow structs to be chosen, when I try it directly on a linear color variable in a blueprint I get unsupported property

summer edge
#

How can I show on one player's screen other players' character/actor as ghosts?

raven bane
harsh tiger
#

interesting, it would be nice to see more documentation for this stuff

stable ore
#

what are you tryina collide with?
@stable ore @raven bane

raven bane
#

i want the blue ball collide with yellow ball

#

but yellow ball not generatting overlap events

stable ore
#

Ez. Select Blue Ball and add a sphere collision around it. Then retry

raven bane
#

generate the event with the collider?/

blazing matrix
#

Hi guys, just joined the server as im very new to unreal(50% through the udemy complete unreal course) I'm doing a game jam but it needs to be online on itch.io. 2 players, we are thinking like fall guy, 1 person needs to get through the level avoiding obstacles, and the second player can shoot the first to try knock him off. I'm a bit lost in how to start getting the multiplayer stuff setup. i think the best option is to use a listen server. I watched "Network Multiplayer Fundamentals" on UEs YouTube page along with a few other "unreal Multiplayer tutorials" but none realy match what i need to do. Any suggestions?

fierce forge
#

hello , do somebody knows when epic will give the monthly marketplace free content ?

raven bane
#

@stable ore it still doesnt work

harsh tiger
#

hello , do somebody knows when epic will give the monthly marketplace free content ?
@fierce forge
should be tomorrow

stable ore
#

generate the event with the collider?/
@raven bane yes

light thunder
#

LogD3D11RHI: Display: Temp texture streaming buffer not large enough, needed 33554432 bytes
..... What do I need to do?

raven bane
#

yeah thatt didnt work

#

idk what im doing wrong

potent bridge
#

Stupid bug with my buttons system for some reason, but after the first buttons been pressed, no further buttons seem to add 1 to my counter.

cosmic matrix
#

hi

#

trying retargeting animation on my character i gott a result like this:

#

The base animaton look like

#

When i m changing translation retageting arms get better position but mesh is totally deform and unusable

summer edge
#

How can I show on one player's screen other players' character/actor as ghosts?
@summer edge anyone???

last dove
#

@summer edge are you asking about a spectator camera where you can spectate different people or like when you die you become a ghost spectator with free movement?

summer edge
#

@last dove no on my screen I want to see all other players character as ghosts.

last dove
#

assuming you have a separate model for a ghost character, just set all other player’s models to that model whenever you want them to be ghosts

#

if you don’t, just change the material to something you want

cosmic cove
#

In a blueprint setup a method for giving your player a material. when you get that done , you can throw in a branch and if is not owning player will return false into the ghost materials for other players.

last dove
#

^^

summer edge
#

@cosmic cove @last dove ohk thanks let me try

dense gate
#

4.26 preview is one of the most stable I've seen

#

Maybe the most seamless transition I've had

viscid plinth
#

contrast with unity versioning

#

lmfao.

#

I even read through explanations of what system to use when, what version, which ones are deprecated, still don't really understand

then try and find up to date documentation on that, AFTER you've even found what to use

#

absolutely nuts

cosmic cove
#

I recommend always using the latest version.

dense gate
#

I moved from 4.23 to 4.26 and after some adapting of plugin sources it all runs flawlessly

#

The only downside is that I get some error related to HTML5 but I should probs just not build it

bright wharf
#

how do i make a button transparent but make the text on it stil visible?

dense gate
#

Have you looked into setting the style of the button?

bright wharf
#

lemme see

sterile tulip
#

why are my wheel collisions under the body like that?

grim ore
#

the bone they are attached to is wrong, the name for the bone or socket?

#

thats the default position when they have nothing to attach to

sterile tulip
#

but I typed it right

#

am I doing something wrong?

grim ore
#

are those the bones or the physics objects?

sterile tulip
#

are those the bones or the physics objects?
@grim ore I dont know

#

How do I know

grim ore
#

well did you create this skeletal mesh in another program and bring it in?

sterile tulip
#

I just added a box and 4 spheres, I didnt add bones or rig it in another program

grim ore
#

then you wont be able to use this, the vehicle system wants a properly set up skeletal system

sterile tulip
#

oh, I need to rig and add bones in blender?

sterile tulip
#

Thank you so much man

#

I was wondering for so long why this didnt work

dry tapir
#

does anyone have a pretty good idea on how splines work? I'm trying to make a road with the spline tool, but I want intersections n such as well, could someone point me in the right direction on how to do this?

grim ore
#

Super weird question. The arch vis interior example, the new on with ray tracing. if I enable the auto play on the first sequencer (master not max quality) and try and have it play in full viewport (F11) I get a hard UE4 crash. Anyone else experience this?

dull lake
#

Quick question for everyone. I need to spawn these little creatures and have them randomly move around an area. This area takes place on the inside of a sphere and they are to move around randomly in anti gravity inside the sphere hopefully until they collide into each other or the outer walls of the sphere. I am hoping to use a character blueprint for this as it already has tracking with the navmesh and I will also be able to have them search out for each other and follow one another if desired. Only problem is i have no idea how to do this. Is there a way to have these objects float around througnout the inside of the sphere and move randomly. Any help would be appreciated.

plush yew
#

Okie so i has the serious question

#

can you make 3 completely different animations smoothely transition into each other

#

or do you have to have a in between animations to make it smoothe?

#

& how fast can proper animations for a situation that instantly appears that are culled be accessed and brought up to present itself

cold vortex
#

blend space(?)

plush yew
#

like is there a bottlecap on how fast a pc or console in the new gen can find the right animations with everything going on as crazy as it could possibly get

#

@cold vortex blend space?

cold vortex
#

yes, do u know what a blendspace is?

plush yew
#

new term to me ^^;

#

im looking it up as we speak

cold vortex
#

1:14

#

people often use blend spaces, for blending between walk, idle, and run animations

plush yew
#

Yeah that looks like the smoothe space thing im talking about

cold vortex
#

u can even add diagonal walk/run animations in there to make everything look smoother

plush yew
#

however can you do it sword attacks

#

or even fighting CQC like motions

cold vortex
#

Hmmm, based off what I've learned about blend spaces in Unity and Unreal, I don't think they are suitable for combo attacks

#

you'd probably use, like, uh

#

a montage

plush yew
#

a montage? o-o

#

searchesssss

cold vortex
#

do you mainly use C++ or blueprint?

#

what i see is

#

people call the montage play function from blueprint/C++

#

to play the punch animation

plush yew
#

well at the moment im still learning the programs im more concerned if the theories are even possible so i dont dump time into a technological abyss xD

cold vortex
#

this guy does it with Blueprint

plush yew
#

oh huh

cold vortex
#

with C++, u can use

plush yew
#

o.o

cold vortex
#

the non-static member function:

ACharacter::PlayAnimMontage(UAnimMontage*);
plush yew
#

so like linking them together via use of montage

#

and this would make the transitions smoothe as heck right x3

cold vortex
#

if u are using a character, of course. I think u might also be able to do it via either the animInstance object or the mesh idk

plush yew
#

not clunky and stuttery

cold vortex
#

and this would make the transitions smoothe as heck right x3
For the montage

#

there are

#

values u can edit

#

blendInTime, blendOutTime, playRate, loop count, blendouttrigger time

plush yew
#

ooo

cold vortex
#

time to trigger montage at

plush yew
#

that's really nice

#

you can manipulate at which parts they sink into each other

#

and with a smoothe touch of blur between the attacks it could look almost seemless lmao

cold vortex
#

probably

#

yea

plush yew
#

thanksies darling ❤️

cold vortex
#

at 0:57

#

he is editing those values

plush yew
#

Yush :3

cold vortex
#

I just create my montages in C++ with this static function tbh:

#
UAnimMontage* UAnimMontage::CreateSlotAnimationAsDynamicMontage(UAnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int32 LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt)
plush yew
#

oh thats a pretty clean :3

#

okie well imma get back to worksies thanks really appreciate the assis!

cold vortex
#

yw

#

this guy does it in C++ but his video is soo long

plush yew
#

hmm?

cold vortex
#

I only watched like 30 seconds of it to see the code I wanted

#

he plays montage from C++

#

punch animation

plush yew
#

oh that's another thing ive been meaning to ask

cold vortex
#

he even makes sure it only plays from the middle of the torso and up
so the bottom of the body is still doing whatev animation it was previously doing
can be good for shooter

plush yew
#

which is completely unrelated

#

ill save his videos for later reference

#

but sincerely

#

if you find something like amazing features of functions you like

#

for example the phantasy star online 2 or black desert character creator

#

can't you legally steal all of it's core compenents and re-use or even advance upon it with legal issues

#

xD

cold vortex
#

idk

plush yew
#

like im sure game features & mechanics aren't legally binded to the games that make them especially if you're using it as a benchmark to go far beyond with o-o;

#

however if you steal their code or rework it can you get in trouble for using it as a study to build your own lmao

#

i only ask because some people say you cant re use or use a persons game code for anything but others say you can just take whatever someones done via code or whatnot, and i guess im confused on if it's like plagiarism where you cant use people's stuff or reference from it at all ;-;

cold vortex
#

idk

#

I personally just wouldn't take someone else's game code at all

plush yew
#

^ same

cold vortex
#

I would just create everything on my own from scratch

#

even if i copy the mechanics, I'm doing it my own way

plush yew
#

id rather do the same as it gives more control but can you learn from how someone else has done it or is that touchy legal ground o-o;

cold vortex
#

as long as u obtained the source code legally and u are not profiting or redistributing said illegally acquired code, I doubt anyone would care that u are just using it to learn

plush yew
#

oh okie that's good x-x;

#

i thought i had to invent every concept im going to build in unreal engine

#

okie okie thanksies

cold vortex
#

But, back on the topic of the blend space, if you're going to use a blend space, and you want to use an angle (also called direction by some) for the horizontal axis (which is what most people seem to do, then they use speed for the vertical axis), this might be a useful function:

float AMyCharacter::AngleBetween(FVector a, FVector b)
{
    a.Normalize();
    b.Normalize();
    float dotProduct = FVector::DotProduct(a, b);
    float result = UKismetMathLibrary::DegAcos(dotProduct);
    return b.X < a.X ? -result : result;
}
plush yew
#

o.o

#

lemme save that for later

cold vortex
#

AngleBetween(FVector::UpVector, FVector::RightVector) should be 90
can make it blueprintcallable so u test it real quick while changing values or somethin' without recompiling C++ code, just to see if it works. Or u can test it entirely through C++ (almost forgot about uproperties tbh)

//in header
UPROPERTY(EditAnywhere)
FVector vector1;
UPROPERTY(EditAnywhere)
FVector vector2;
class APlayerController* controller = nullptr;

//in cpp
if(!controller)
  controller = UGamePlayStatistics::GetPlayerController(this,0);
if(controller->IsInputKeyDown(FKey("A"))
  UE_LOG(LogTemp,Warning, "The angle is:  %f", AngleBetween(vector1, vector2));
plush yew
#

oh i see x.x

#

dang that's some snappy stuff~

#

okie ill go mess around with that and see what i can come up with :3

#

thanksies thanksies this really helps ❤️

#

ill look into blendspace and the unity mesh thing in a bit see how far this can be bent

light thunder
#

What's the file that I need to ensure is not in my source control to SAVE MY EDITOR's WINDOW LAYOUT?

mighty frigate
#

hey guys, I want to make random loot based ARPG (Like Diablo or PoE). Want to spend a few hours each day on it, where is a good starting point to learn something like that?

covert hedge
#

uuh any good tutorials series i guess? FeelsDankMan

mighty frigate
#

such as?

light thunder
#

udemy or other online courses, there are a bunch

mighty frigate
#

alright where is the right place for me to ask the question where I can actually get help then?

sacred sun
#

Google search 🔍

#

If you have a specific issue while building the game swing back by

mighty frigate
#

sure ill swing back again to be told to google it xD

covert hedge
#

well if you want a goog starting point, watch tutorials or read them, try to build stuff, and when you can't find a way to make something then you'll ask some speficic which is easier to answer 🙂

dusty cape
#

Anyone know what touch/mouse events are fired when PC laptop user does a 2-finger swipe up/down (attempting to scroll or simulate a mouse wheel up/down event)