#ue4-general

1 messages ยท Page 853 of 1

dusty cape
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My current build uses mouse wheel events so I'd like to setup touch/gestures to recognize 2-finger swipe up/down and mouse wheel up/down.

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The touch/gesture documentation seems to reference mobile a lot (as expected) so I'm unsure if that is the right direction to head down.

tall wraith
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Is anyone active at the moment. I really need help

sacred sun
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Don't jump

tall wraith
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Ha

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Can anyone join a voice. I have questions about unreal.

lament hemlock
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So this an in general question about unreal engine itself while playing games, bear in mind every other game works perfectly on my system, JUST those that are on unreal I have issues with.

For the last year I've been unable to play anything on unreal engine, as they crash after short amounts of time, usually with the same error message, usually with DEVICE HUNG somewhere in there. A recent error message in SQUAD was this.

unreal engine is exiting due to d3d device being lost device hung

I'm just, at a loss of what to do, I've tried so many things to get games to work that run on unreal but I can't, some of my favs are on unreal too...

For reference I have a ASUS STRIX 1080 ROG, i7 7700, 32gb DDR4 Corsair vengance.
Any help would be appreciated...

manic pawn
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try removing gpu overclock or underclocking it manually

lament hemlock
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I'm abit unsure how to do that...

dull lake
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how do I generate a random point within a sphere? any ideas?

viscid plinth
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there might be an unreal specific shortcut but the idea is to use math to create points using the radius of the sphere and the center

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with a random number generator

dull lake
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the problem is my sphere is actually a squashed sphere. so more of an egg shape

wary wave
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then you're not finding a random point in a sphere, and the math is going to get a lot more complicated

dull lake
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yeh id assume so

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sad

wary wave
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unfortunately, if you have to ask, I think you're going to struggle

dull lake
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essentially i want an actor to move around within a sphere at random. I wrote a blueprint that picks a random point within an area but that area is bigger than my squashed sphere. i ahve an on hit going so it will pick another locaiton if it collides with the walls of the squashed sphere. it works for the most part but it likes to wiggle its way outside of the sphere sometimes sadly

grim ore
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@lament hemlock look at msi afterburner and reducing your core clock or any overclocks/volts on it. I have this same issue with my new card when I was trying to undervolt it and was not giving it enough power. You machine/card just might be having problems and needs to be lower power draw

austere viper
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It can be easier to tell if a point is inside a poly (particularly if it's a convex hull) than to randomly generate a point inside it. One approach might be to generate a point inside a sphere that fully contains your sphere shape, and discard it (and generate another, or find the closest point inside) if it is not inside the convex hull.

distant totem
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If you were to open 2 instances of the editor, both on the same project, to edit 2 separate levels simultaneously, will there be any conflicts when saving between the two instances?

cedar jetty
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@distant totem yes you get a unkown save error trust me i had 2 open by accident and it would not let me save anything

wary wave
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It can be easier to tell if a point is inside a poly (particularly if it's a convex hull) than to randomly generate a point inside it. One approach might be to generate a point inside a sphere that fully contains your sphere shape, and discard it (and generate another, or find the closest point inside) if it is not inside the convex hull.
not a terrible suggestion, so long as your hull makes up the majority of sphere!

slate vessel
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Has anyone in here had experience using the Fireworks particle asset created by Tom Shannon? I don't understand how to get it to work within a sequencer, like how to trigger the shells etc

distant totem
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@cedar jetty thank you, I saw forum posts saying some were able too, and some weren't so wondering which it was in peoples experience. cheers ๐Ÿป

wary estuary
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Hi guys/gals,

Have an issue after installing Bridge on Unreal. Says it is for 4.22 so isn't compatible however now I'm unable to open Unreal.

I've followed some steps online but it's asking me to delete UnrealEnginePython folder or MegascasPlugins folder - I have neither. Don't suppose someone could assist?

cedar jetty
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im trying to figure out a good spawning system for my zombie game location wise i have a few ideas but i need suggestions on the best way to tackle this my ideas are

making a outer area for the zombies to spawn and have a little pathway to enter the players play area only issue is how would i prevent only the player from not going into the zombies spawn

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i already have a good round system setup its the locations im having trouble with in regards to making one area avaliable only to a specific character in this case the zombies

narrow mauve
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You think it's possible to pull off a 50x20km in multiplayer

cedar jetty
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@wary estuary what error are you getting when you try to open unreal

wary estuary
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Plugin 'UnrealEnginePython' failed to load because module 'PythonConsole' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

grim ore
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@wary estuary did you check your engine folder for those plugins?

cedar jetty
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@wary estuary Close all instances of Unreal Engine and Bridge.

  • Now go to the Plugins folder of your Epic Games directory. It should be located as,
    <Your Epic Games Directory>\UE_4.XX\Engine\Plugins
    Within the Plugins folder, locate the subfolder titled UnrealEnginePython or, if installing to a version more recent than 4.22, MegascansPluginand DELETE them.

(Now the installed Livelink is removed from Unreal Engine)

  • Go to the Plugins folder of your Megascans Library directory. In case, you're unaware where your Megascans Library is located, you can find it from within Bridge, go to Edit > Settings and it will be listed as the Local Library Path within the Settings window.

-Within the Plugins folder, locate the subfolder titled Unreal and delete it.
did you try this?

wary estuary
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Yep

cedar jetty
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then idk ive never used bridge so i cant really be of much help

grim ore
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ok so is the error when opening a project or when opening the engine?

wary estuary
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Opening the engine

cedar jetty
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@grim ore anyway to block a specific player from an area kinda like a blocking volume but instead of blocking everyone from going through it you would in my case let the zombies go through but have the player be blocked

grim ore
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then yeah the files have to be there somewhere

nimble moat
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how can I get this sign to emit light?

dense knoll
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whens UEV comming out?

fiery fiber
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Can someone point me at some documentation describing what happens when UE creates .uexp files? I'd like to understand why a static mesh file goes from a few KB to 200MB when cooked and packaged into a PAK

viral veldt
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Is anyone familiar with the one-file-per-actor workflow for 4.26 described in this video? https://www.youtube.com/watch?v=w3tTbVNkuwA&feature=youtu.be&t=2049

This talk by Epic Games Principal Technical Artist Ryan Brucks covers how the Fortnite team at Epic Games used the new and updated worldbuilding tools in Unreal Engine to create Chapter 2 of the chart-topping game.

Tools covered include the layered landscape system, custom br...

โ–ถ Play video
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Was curious if it it in Preview 1 and how to enable it

austere viper
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not a terrible suggestion, so long as your hull makes up the majority of sphere!
@wary wave Yeah. You don't want a high miss rate, or this gets terrible fast :D.

humble yacht
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How can i send RPC in ActorComponents

weary basalt
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The same way you send RPCs with AActors

humble yacht
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I see

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Do you know how to perform something on a simulated proxy ?

viscid plinth
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@dull lake I think you could squash the points after the fact

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basically find a point in a sphere, squash the final location in the squashed direction by the same value

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it'd work fine, to his point of saying the math is more complicated I believe is not entirely true

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as math can be made easier to the point of not even needing to do the math if you have enough of the variables

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and god willing the circumstances permit it

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sometimes in ue4 I believe you can get a random point and check if it intersects if you have a more complicated mesh than a sphere

open wadi
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I have a question: I am making a video player and I want to have a timestamp that is updated as the seconds tick by, or (of course) jumps to the proper timestamp when the user moves the slider around the progress bar.

In general, should I have the "current time" string update every tick? That seems like overkill.

viscid plinth
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video player in unreal?

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you mean in UMG?

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i guess that question makes sense then

sterile tulip
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Is it possible in UE4 to achieve render quality like C4D or blender?

viscid plinth
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ue4 has raytracing and pbr so yea

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render quality nowadays is up to you

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@open wadi you should do it every 60 ticks

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if you want to be captain careful

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honestly just do it every tick, umg isn't going to care

timber minnow
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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 ?

sterile tulip
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Did you turn off the visibility @timber minnow

viscid plinth
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this is an easier way to do it if you aren't already

timber minnow
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@sterile tulip on what ?

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i can see the grass from landscape grass type on editor or if i play in editor, but not when i build the game to an .exe

grim ore
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does it not show up at all, the grass mesh and material, or is the material simply not there and the mesh is greyish

cosmic cove
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Yea make sure your tiles are setup correctly and all loaded while making the main current.

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While editing

viscid plinth
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X axis is north south and Y is east west right?

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west east*

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1.0 is up, -1.0 down, Y is 1.0 east, -1.0 west?

cosmic cove
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X is horizontal

viscid plinth
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for gamepad

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oh

dull quest
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is it possible to cull server data spherically from client?

wild barn
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I have a question about creating a Dynamic Skill tree window if someone has a few mins

hollow ore
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Last call for September goodies. Tomorrow we feast again!

dense gate
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Can we get an SFX pack for once tho

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Would be appreciated

granite kraken
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Hello everyone

dense gate
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Hello there

hollow ore
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SFX would be very much welcome

granite kraken
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This is my first time working with the Unreal Engine, have worked with others in the past.

Just wondering of anyone would have some tips and tricks on how to get started in UE4.

dense gate
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Set a simple goal and follow steps to reach it

hollow ore
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@granite kraken start in the online learning portal

granite kraken
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Where would I find that?

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On the Epic Launcher?

hollow ore
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On the launcher under unreal engine at the top

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It says Learn I think and when you click it you will get a link to online learning.

granite kraken
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Alrighty, I'll have a look. Thanks bud!

hollow ore
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YW

delicate moon
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im running into a problem with trying to start my first project is this where i can find help?

grim ore
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you can try

delicate moon
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when ever i try to start a new project it fails to compile and gives me the error code LNK1158: cannot run'mt.exe'

lethal bison
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hey guys any word by epic on the engine crashes on ver 4.24+?

been using 4.23 for a while now (latest stable) and it makes me worriead about how I would use 4.26 when it releases

delicate moon
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i've tried to look it up but i cant seem to find anything

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it only seems to happen when i try to make a project with C++ as a base instead of blueprint

upper fulcrum
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on the LNK1158 everything I saw people were able to fix by updating the SDK

zinc shore
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is their a way i can use physics along with the normal movement of a character movement or is that not possible

dense gate
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You can specify deceleration

zinc shore
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like could i use add force wile still being able to use add movement input

dense gate
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There's "launch character"

queen mirage
dense gate
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I assume you're doing a road

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One of the easier ways is to have the asphalt material and then make the stripe into a decal

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Alternatively, if you're doing it modularly, make a custom mesh that fits your size needs

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Or add a TexCoord * 0.1 in the material editor

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Though generally the integrated meshes have more triangles than you expect so if you'll have many of those modules, I'd recommend against it

queen mirage
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ok ill try the decals thank you

flat axle
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How do I make actors fall faster?

dense gate
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I think there was a gravity scale for the component/actor, not sure though

flat axle
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I've only got an enable gravity checkbox

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I've tried turning linear and angular dampening way up, and way down.

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The Actors(Dice) are still falling slow compared to what it should be.

exotic thicket
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You could apply a force on tick to push them down faster

sterile tulip
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I cant get the wheel collisions to be in the position of the wheels

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it stays under the car but not where the wheels are

queen mirage
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i think you have to make a function

sterile tulip
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in the tutorial he didnt made a function

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I am doing everything what the tutorial says

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but it doesnt work

eternal anvil
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pog

sterile tulip
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The wheel collisions dont connect to the bones

dull lake
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how do i get collision to work on something without simulate physics turned on

sterile tulip
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Im having a problem with my wheels

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When I steer left, the front wheels steer left, and when I steer right, the back wheels steer right. I only want the front wheels to steer left and right

humble yacht
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Does OnlyOwnerSee handle collisions, that is, ignoring it

blissful trail
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ay so every time i click the launch button my unreal engine freezes then eventually crashes

dreamy sleet
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what is a good city map that has house that you can go in

rancid lynx
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can you use SINE - COSINE inside a Actor Blueprint? I know how to do it in a material. can you NOT? I know how to manually timeline it but, wouldnt a coSine node be faster and less memory ?

barren lake
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Hows the new ue4 preview

humble yacht
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How do you determine if you store a variable in player controller vs character

sterile tulip
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the new ue4 is wuwu

viscid plinth
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so uh, do I need to use quaternion to make something pitch and yaw correctly?

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mouse X -> local yaw rotation, mouse Y -> local pitch rotation

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causing it to essentially wobble uncontrollably

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individually they are fine

blissful trail
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is there a way to detect a double click in a window title bar area ?

plush yew
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guys

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when will be the next gamejam?

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ping me when you answer please

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Thanks.

viscid plinth
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Anyone know how to fix mouse cursor locking to window preventing mouse delta from working?

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nvm, got it, terrible fix but works

cedar zinc
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Guys I know this is not a good question to ask in an Unreal Engine discord server, but what do you think WILL BE the most powerful game engine to develop games in future (2021, even late 2021)?
I'm asking because I read about Nanite and Lumen and that made me think that Unreal will take over Unity, but I know Unity is going to do something avout it.
Basically I don't know what engine to start with, since I used both engines for a very few hours and I figured it's better to start with a 2D but Unreal is not that much "2D friendly"

Also, if someone had a RECENT experience in switching engines (in both directions), how painful and time consuming is it? Do you have to "start over" if you switch from Unreal to Unity (or vice versa) or is it a similar environment in both engines just with different names to call things?

cosmic granite
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Hello, can someone please help me out here? Does the Post Processing in the project settings affect the final render? Or is it just for the Engine Viewpoint?

plush yew
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Anyone know how to get emitted particles to react to light? I'm only able to get my smoke emitters to work if there's an emissive color hooked up to the material and I can't figure out how to get the smoke to darken in the shade and brighten in the light

hexed badger
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@cedar zinc You can create amazing games in both of those engines and what matters the most is basics like knowing your lights, uv's, 3d models, how to create gameplay, how to plan a game, how to plan a level and build it. Engine is just a tool that you use to create. You can transfer all of your knowledge anytime to any software. ofc there is always differences but when you will have experience in doing one or two games you will have an easier task in doing it in other engine

limpid oracle
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The monthly free content is coming out today, right?

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I heard itโ€™s the first Tuesday of every month

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Place your bets on what it could be!

exotic thicket
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Something I'm never going to use would be my bet lol

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EasyMultiSave is probably the only one I've actually used out of the ones I've got so far ๐Ÿค”

limpid oracle
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The animal models and UI stuff have been my favorites so far. Environments are good too.

plush yew
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Does anyone know why hair seems to disappear when the color is set to a darker tone but looks normal when set to light tones?

faint aspen
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Hello experts ๐Ÿ™‚ I just started using unreal engine, I wonder if anyone have any ideas on how to accomplish a game like Bards tale or Eye of the beholder? a viewport with the 3d world and a GUI surrounding it. I would like to use Blueprints if possible. thanks.

feral sierra
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How long for 4.26 preview 2 to come? Days? Weeks?

plush yew
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Hello guys, good morning

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Ive set night mode but for some reason the plants are shining

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what should a noob as me do to fix this?

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Hi, does anybody knows why the reflections doesn't show the refractions? I have a mirror that shows me an opaque black glass, but the glass is transparent ๐Ÿ˜…

covert hedge
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did you rebuild lightning @plush yew FeelsDankMan

plush yew
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@covert hedge Yes, and this box opens

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Thats a problem with the plant?

weak cypress
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anyone good with cpp?

plush yew
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yall know if the PIE resolution is limited to QHD?

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things look way sharper when i launch the preview in "standalone game" mode and the console UI is smaller as it should look like that in 4K

hybrid light
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โ“

plush yew
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Try using a lerp

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And are you sure you have setted the timeline correctly(its curve)?

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@hybrid light

sour slate
fleet cosmos
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I can't open the Project Settings in any of my projects in 4.25.3 it crashs the editor, I already complete reinstalled the editor and created a clean project and the same problem happens. Assertion failed: bSucceed [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/RenderCore/Private/ShaderResource.cpp] [Line: 370]

rough knoll
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when are the free for the month for october released?

covert hedge
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first tuesday of the month

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iirc

rough knoll
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well thats today

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is there a time or smn

thick herald
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of course there is. They do it when they do it in their timezone.

chrome agate
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In about an hour and a half. Thereโ€™s a countdown timer link on the #fab channel

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Canโ€™t wait to see what theyโ€™ll have this month

rough knoll
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i'm in their time zone

thick herald
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I can, it's not as if I put off buying something I need just in case it's free.

plush yew
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Hi can anyone explain the blender - ue4 bone scaling workaround for me? I get the basics of it (scale by 100, apply scale, scale down by 0.01, don't apply scale) but I have a little confusion at each step as to whether you scale both the armature and mesh, or just the armature.

placid orbit
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Hi all, I want to integrate discord into our game server and I've heard from over there to use webhooks. Any thoughts on the best method to implement HTTP GET/POST from a Unreal dedicated server or webhooks in general?

light thunder
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@placid orbit there is a discord plugin on the marketplace - I haven't checked it out but it might save you some time

placid orbit
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Yeah, the problem is I want to send discord messages from my dedicated server, which will liekly not have discrod client installed.

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Those plugins are meant for end-user integration in your game and I need something headless that just works on the dedicated server to send alerts, notices, etc.

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Open to other ideas than discord also.

exotic thicket
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You could perhaps write a custom discord bot, which has a web server

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then send requests to said web server from your unreal server

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this way you could leverage existing libraries to talk to discord, not sure if one that could be easily integrated with UE exists

placid orbit
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Well, if I could easily send HTTP requests from the unreal server, I could probably use Discord webhooks, not sure how to do that though.

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Or what the easiest way to implement HTTP GET/POST and webhooks in unreal is.

echo juniper
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Hello, I am trying to manipulate Morph target run time, but not with a slider, since I wanted to play with Y and X axis.
I am not very familiar with widget. I made a circle png and drop it inside a canvas. When I hover it and click it, it move the morph I have set set. It works great, the only problem I have is that when I set the position of this canvas somewhere else on the screen, it dosent anymore. It is just affecting all the morph setting them to 1 (float value). Anyone would know whats wrong in my BP, or how should I do this ? Why I cant set another position than Y = 0 X = 0 for the canvas ?

Blueprint of the widget is here :
https://blueprintue.com/blueprint/6cibp_d2/

open wadi
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I have a question: I am making a video player and I want to have a timestamp that is updated as the seconds tick by.

In general, should I have the "current time" string update every tick? That seems like overkill. Is there another way to update the string only as seconds pass by?

plush yew
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very single time I try to start up Unreal, it goes into an unresponsive state (Unreal Engine is not responding, force quit, wait) and looking at the terminal, it is compiling shaders because they are not there, here is an example:
LogMaterial: Display: Missing cached shader map for material ClothMaterial, compiling.
After 20 minutes of compiling, it gets stuck here:
[2020.10.06-13.13.07:234][794]LogShaderCompilers: Display: Worker (2/5): shaders left to compile 1
Without fail, every single time, Unreal Freezes on 1 shader left, no matter how long I leave it alone or wait.
I am on the newest unreal release version from github, here is my system information:

OS: Ubuntu 20.04.1 LTS x86_64
Host: 81N8 Lenovo IdeaPad S340-15IWL
Kernel: 5.4.0-48-generic
DE: Gnome
CPU: Intel i7-8565U (8) @ 4.600GHz
GPU: Intel UHD Graphics 620
Memory: 3659MiB / 7862MiB```
After it gets stuck at 1 shader left, the only way to kill it is through the terminal (using ctrl+c)
Please @ me
wanton lotus
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@plush yew Have you tried removing your project's auto-generated folders, such as "Intermediate" or "Saved"? You can also rename them for testing. Then run your project again to let them rebuild from scratch.

plush yew
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I can't even get into a project, it does this on start @wanton lotus

wanton lotus
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Through your file explorer, you find the location of your project and rename or remove the generated folders.

plush yew
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ah ok

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so I'm in my 'Unreal Projects' folder, and there is nothing here

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I just built it from source last night, and haven't gotten it to sucessfully create a project yet

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all those logs are from when it first starts up with no projects created

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well I just started it again, and it only needs to compile 2000 this time instead of 4000

rough knoll
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this may be irrelevant but the integrated graphics might be rough for shaders

cedar zinc
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@cedar zinc You can create amazing games in both of those engines and what matters the most is basics like knowing your lights, uv's, 3d models, how to create gameplay, how to plan a game, how to plan a level and build it. Engine is just a tool that you use to create. You can transfer all of your knowledge anytime to any software. ofc there is always differences but when you will have experience in doing one or two games you will have an easier task in doing it in other engine
@hexed badger thank you

plush yew
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this may be irrelevant but the integrated graphics might be rough for shaders
it will be yes

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I just don't want to develop on my pc, but if I have to I will

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more at home on my laptop

hollow ore
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Spoopy stuff

autumn grail
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Hello , how to add to viewport the gameUI from the pauseMenuUi

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i cant cast to player character from pauseUI

restive eagle
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why cant you cast to character? @autumn grail

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whats the reason

autumn grail
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the node cast to third person character dosent appear

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in the list

restive eagle
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did you drag from player character?

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because then it will show all available options

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if it still doesnt show for some reason, click the box "remove context sensitive"

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but if you drag from "player character" return value it should appear, maybe you made a typo

autumn grail
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thank you

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done

plush yew
restive eagle
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np, glad it helped

plush yew
autumn grail
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๐Ÿ™‚

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@restive eagle ๐Ÿฅณ

plush yew
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my player start position is 0 0 and my land position is 0 0 but why is the player start position at the corner of the land instead of in the middle of the land ?

restive eagle
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because your landscapes pivot is not at the center

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its at that corner

autumn grail
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Another problem , i cant access to Keyboard events from pauseMenu Ui

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i want to leave pause menu when Enter key pressed

plush yew
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Is there any way to get the "impact" point from a projectileMovement component?

restive eagle
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@autumn grail did you set input mode to game or left ui?

plush yew
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I mean, can I predict impact point of a ProjectileMovement with simulated phisics?

restive eagle
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or nothing

autumn grail
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in my character BP i set input to Ui only

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when enter is pressed

restive eagle
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and you set game to paused?

autumn grail
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no

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how to do it

restive eagle
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basiclly there are several approaches, not sure which is better but here we go

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for your input to work you atleast need to use input game and ui

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but that way your character will take all the inputs, like walking, jumping etc

plush yew
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what's a landscape pivot ?

restive eagle
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its the center, usually when you drag objects you see these three arrows and their location is that objects pivot

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@autumn grail if you are going to pause the game then you will need to do this too

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but once again when you want to use character inputs you need to keep input mode as game and ui, setting to only ui will disable all your inputs. you could add them to the widget too but it feels like unnecessary workaround

autumn grail
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wonderfull @restive eagle

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@restive eagle ๐Ÿฅฐ

plush yew
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aren't the 3 arrows and the pivot the same thing as the x y z valiues @ '' location '' under the '' transform '' ?

restive eagle
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no, location and pivot is not the same

plush yew
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i can't find the pivot of the landscape

restive eagle
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im not a 3d modeler but to pit it simply its the 0.0.0 coordinates where the mesh is placed

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landscape might not have a pivot, let me check

plush yew
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i think it might have something to do with the fact that i have a land opened

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it makes me kind of not have a mouse

restive eagle
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thats the pivot

plush yew
#

nice, you found it

restive eagle
#

its the 0.0.0 coordinates

#

but

#

inside viewport you can change the pivot

plush yew
#

maybe i don't see it because its within the player start

restive eagle
#

alt+middle mouse

#

and drag the arrow

#

just click on landscape anywhere and where the arrows appear thats the pivot

#

if you only need to change the pivot once in a placed level then you might get away with alt+middle mouse button

#

and then one of these options, forgot which one

#

probably the first one

plush yew
#

i have the landscape sellected but i don't see the pivot

restive eagle
#

press g

plush yew
#

okey g did something

restive eagle
#

and read what i wrote above

plush yew
#

i can see the pivot at the bottom left corner when i press g it doggles it on or off

restive eagle
#

it just hides all the things that wont be seen in game

plush yew
#

okey so.... you wrote '' no, location and pivot is not the same '' and '' im not a 3d modeler but to put it simply its the 0.0.0 co-ordinates where mesh is placed ''

#

what is mesh ?

#

and

#

how come location and pivot are not the same ?

restive eagle
#

oh wait but changing the pivot for landscape doesnt do much

#

just tested that, it always puts at the same corner

#

but if you imported your own landscape it should work, but i doubt you want to do this

plush yew
#

Hi all. Have a huge problem with actors and dictionaries. I have "Weapon" actors based on a base class. I want to keep the Weapon actor contained, so within the class i have both the model and variables such as ammo counts. This means I'm creating a dictionary of weapon actors and when I switch weapons, I pick out a new weapon from the dictionary and add it to my character. But the weapon I pick out doesn't have any proper root component or model. What am I missing?

restive eagle
#

pivot point is the center point of an object, it has nothing to do with location in game

plush yew
#

when i tryed to make landscape first day then it was at the center but now its at the corner i wanna learn how to put it into the center

#

ooog

#

oooh

restive eagle
#

or the origin point

plush yew
#

is this like nanite?

#

so i was sentering the landscape to itself not to the center point of the empty void

#

I guess my question is - can you have an actor that is stored in a variable but not yet spawned in the world?

#

is there no center point of the empty void ?

restive eagle
#

there is

#

drag a cube

#

and set location to 0.0.0

plush yew
#

okey

restive eagle
#

@plush yew you want to store classes

#

and spawn an actor from class

#

when switching weapons

plush yew
#

but i want to store variables in the class before that

#

so i guess for a "Weapon" actor, I'd need to store ammo of that weapon outside of the actual actor class

#

if I didn't want it in the world at that moment

restive eagle
#

thats the center

#

@plush yew why cant you store ammo inside weapon?

plush yew
#

because "Weapon" is an actor.

restive eagle
#

yes, actors can store info

plush yew
#

let's say player has 5 weapons - I only have one weapon "actor" in the world at a time

#

how do i make the land's center point go to the center point of the void ?

#

the other 4 are referenced in the dictionary only

#

when i weapon switch, i get the next weapon actor, and attach that root component to my character

#

but root component is null when i do this

restive eagle
#

you could spawn all 5 weapons and each of them would store the info

#

just hide all 4 when not needed

plush yew
#

that makes it really messy in another way

#

but i guess that's the conclusion ๐Ÿ™‚

restive eagle
#

i remember using object blueprint to store some stuff

#

but it was tied to the inventory

#

usually if i have 3 weapons, i would spawn 3 actors and attach to appropriate sockets. sure instead of that you could just attach a simple mesh but you wont win much by doing that

plush yew
#

ok, i guess i will do it like that

#

thanks!

restive eagle
#

np, but to be clear you would need to have a 4th variable, lets call it "current weapon"

plush yew
#

dictionary has a key, i hold the current key

restive eagle
#

so every time you switch weapons you would pass your spawned actor ref to the current weapon

plush yew
#

and just isvisible false, isvisible true (and later handle animations)

restive eagle
#

if you are doing a multiplayer i could recommend one youtuber who has pretty neat systems

plush yew
#

please do

restive eagle
#

just not free, but not too expensive

#

is it okay if i DM you?

plush yew
#

yep, thanks!

inner belfry
plush yew
#

how do i make the land's center point go to the center point of the void ?

inner belfry
restive eagle
#

@plush yew make your own ladnscape in 3d modelling software and import it

#

not sure you can with a simple landscape, try googling

plush yew
#

where is the 3d modelling ?

#

wait you mean like make landscape in another program not in UN 4 ?

restive eagle
#

yup, then you will have your own point of origin

plush yew
#

okay

#

but i fixed the problem

restive eagle
#

you an set the location of landscape to match the voids center

#

well gj then, i couldnt find anything on the net ๐Ÿ˜„

plush yew
#

i got the landscape center point to spawn where the center point of the empty void is

#

idk how i fixed it i literally deleted everything and did the exact same thing as before

#

but this time the 0.0.0 cube spawned in the center so the landscape is in the right place

#

i made the cube bigger so its easy to see

restive eagle
#

yeah just noticed the same, for me it was near 0.0.0

#

i had to drag it a bit when landscape was still a grid

#

oh but if you click on landscape it wont be 0.0.0

plush yew
#

oh

restive eagle
#

thats what i was trying to say before that its possible to align

#

for me i had to set x/y to -3000

#

depends on the size probably

plush yew
#

i tryed different zizes none were 0.0.0

#

hey

#

hey, why do's it say in red '' lighting needs to be rebuilt (64 unbuilt objects) '' ?

grim ore
#

because you are using static lighting and have not built your lighting

plush yew
#

what do you mean by '' have not built your lighting '' ?

grim ore
#

there is a build button that builds lighting if you are using static lighting.

plush yew
#

oh, where's the build button ?

restive eagle
#

pro tip: dont use lights then wont need to rebuild

#

but if you are constantly adding stuff you can click on directional light and set it to movable

#

or if you dont care about any of these messages (including print string), simply type disableallscreenmessages into your console, but keep in mind that it will only hide the message

dense gate
#

The new free assets are out, just an FYI for anyone waiting

#

No blog post yet, but you can grab off the marketplace right now

covert hedge
#

TriEasy thanks

#

gotta love those 0,00โ‚ฌ proof of purchase

rough knoll
#

ooo preview 2 got released

#

if this doesn't have water ima throw hands with epic

grim ore
#

unless its part of landmass, there is no water plugin

gilded lichen
#

Hello, I'm making a tower defence system for uni, but I'm stuck for an idea on how to make the building system when it comes to the player placing a structure for it to then follow the cursor and turn green or red if you can or cant place the object.

#

I dont really want to use event tick but thats the only thought I've got at the min

pliant owl
#

Im in a bit of a pinch on a project with a very close due date and need help with textures. what channel should i post details in?

dim merlin
#

hi, anyone uses CC3 (realussion) ?

grim ore
#

@gilded lichen theres not much wrong with doing that, on tick you move the "ghost" structure to your cursor location in the world and you can use trace or collision objects to determine if its in a good place to place or not

#

or you trace out from the cursor each frame and find the closest "grid" point and then move the item if needed to the "grid" spot if needed

gilded lichen
#

ok, thank you

open wadi
#

How does one set a timespan variable to 0?

#

what node do I use?

oak stream
#

does ue4 back up project files?

open wadi
#

Never mind, looks like it's "make timespan"

grim ore
#

you can also probably just set the variable with no input and it should set it to defaults

#

you could also technically, since its a struct, just split the input on the Set node for your timespan variable without using a make

whole quarry
#

@oak stream yes it does, somewhere in the projects folder

oak stream
#

in the unreal projects folder?

#

that's where the main project is, that's gone for me

grim ore
#

the project does not get backed up, assets might get auto saves

oak stream
#

ok

grim ore
#

if the project folder is gone, refer to your source control

oak stream
#

I didn't have source control

#

oh well

terse shell
#

Does anyone know how Epic implemented their online code documentation and actual code documentation? They are the same, so does a job scan the source code and report metadata to insert into the webpage, or the other way around; scan the documentation and insert/update/delete comments in the code?

grim ore
#

it scans the source code and uses the comments to make the API docs. the other docs are all hand made

terse shell
#

thank you for that info Mr. Wadstein ๐Ÿ™‚

#

BIG SHOUTOUT TO @grim ore , @gleaming narwhal

jovial atlas
#

hi guys, i made a blank project to do some grey boxing and now i want to add a third person camera to it. i imported it into the files but im stuck on how to actually make my camera shown in that view when i press play, can anyone help?

grim ore
#

how did you import the files?

jovial atlas
grim ore
#

the third person template? if so you now need to set your default pawn to use that. Or set your default game mode to the third person game mode. both are in project settings -> Maps and Modes

jovial atlas
#

thanks very much that worked ๐Ÿ™‚

potent bridge
#

I must ask, how would one add step tolerance to a player? I don't want it to get its torque based movement caught on every little tiny change on elevation.

narrow mauve
#

First time using runtime virtual texturing for a landscape. I have my rvt volume encompassing the landscape..the landscape is set to sample from it..the material is using the runtime virtual output and sample..but its black

prisma marlin
#

does anybody knows why this specific mesh looks way darker than other objects which are opposite side of the direction light ?

viral fractal
#

i struggle at understanding the unreal terrain system, is there a way to increase the vertex density, without increasing or decreasing the size of the landscape ?, like use 8xxxX8xxx resolution on a 1000x1000m landscape instead of 1xxxX1xxx

grim ore
#

@narrow mauve if you figure this out let me know, having the same issue and no one seems to have a good "fix'

grand walrus
#

If I add a socket to my skeletal mesh, how can I reference the location of that added socket in BP?

#

the 2 pics provided are what I am working on and, as of right now, the line trace isn't working

dense gate
#

Where is that BP from

#

Is it inside the pawn?

grand walrus
#

yeah, so it's als v4, i am using the skeletal mesh provided in the system for updating held objects, but essentially it's valid

#

short answer yes it's in pawn

dense gate
#

So the Skeletal Mesh is your player character ainit?

#

How do you access what gun is equipped?

grand walrus
#

no, in this case the skel mesh is the rifle

#

that var

#

skel mesh = held object = rifle

dense gate
#

And neither of these locations return the correct vector?

#

Keep in mind socket location returns world location, not relative

grand walrus
#

they're not returning anything from what i can tell.

to be honest, it may have something to do with my fucked up import transforms and rotations

dense gate
#

So if you're adding it to your character's position, it'll return wrongly

grand walrus
#

ignore my spaghoot

dense gate
#

And I thought my spaghet was bad

#

But this

grand walrus
#

this is actually the worst

#

lemme showcase some of my finer things

#

zoomed out

dense gate
#

Dunno why you'd even keep it vertically

grand walrus
#

hey, leave my spaghetti alone

#

it helps me visualize

#

i like keeping references close to the nodes i use them for

#

sort of like a stack

dense gate
#

You're subtracting the barrel from the barrel end

#

I think in this case your bullet would shoot backwards

grand walrus
#

in either case, i get no line trace

#

forward or back

dense gate
#

Run a print string with the vectors

grand walrus
#

i should debug more lol i debugged the exec lines but not my values

#

oof

dense gate
#

For math stuff, always have debug

#

I personally have nodes that print a value the moment it's used

grand walrus
#

yeah, i've got to get more into a flow with it. in most cases i debug my own code, but when i start following tutorials i ignore debug and just come back and comment over everything so i know what is actually going on

all this spaghooter, at least most of it, is other's work

dense gate
#

Ah

#

I've personally reached the point where there's pretty much nothing gameplay related that I haven't made myself

#

So it's easy for me to debug

#

But when it's someone else's code, it can become tough

grand walrus
#

i want to be there, but my head is in ai, not getting proper locomotion and gameplay elements.

i hate to be that guy, but i am totally chill with outsourcing other's work for my benefit

dense gate
#

Understandable

grand walrus
#

i could spend a long time getting my own systems that won't be half as decent, or just go ahead and suck it up that als v4

#

is gud

#

and work on areas i can do better than the average, or at least bring my own twists

#

etc

#

ok, get socket location gets the world transforms

#

i think the issue is my skel mesh is fudged and i need to reimport / fix bones on it

dry tapir
#

could someone help me find a good tutorial for streets/highways that when I make an intersection it uses a specific mesh for it? I am still fairly new to splines and still a bit lost on how to work them

narrow mauve
#

Where can I see any changes for each preview

#

Ah yes, got it thank you

terse ferry
#

@regal mulch Pardon for interrupting... The audio plug in you wrote is great... I understand it's editor only... right ? Thanks !

plush yew
#

hello guys I'm interested in information what I find inside this package for those who have it thanks
Complete 3D Character Design & Animation Bundle
Select
$990.00
$1,472.00

scenic moon
#

Is there any way to make collisions more visible while debugging?

#

like, thicker lines or other colors?

regal mulch
#

@terse ferry You mean the one that gives you the frequency bands?

#

That's long discontinued and others have made copies of it. Pretty sure there is even marketplace stuff available. Not even sure if UE4 doesn't support this by now anyway.

#

And no, it was made so you can use it in packaged builds.

sterile tulip
#

what does ,,compiling shaders,, do?

regal mulch
#

But I loaded the files from the drive. Someone else made an importer that saves the data after importing a file to be reused as an asset.

#

I wasn't that good in editor extension at that point

plush yew
sterile tulip
#

left from play

#

build

plush yew
#

oh nice

plush yew
#

you mean i dont have good enouch graphix card to not have the red X in the middle light ?

patent ibex
dense gate
#

You can't have 4 stationary lights overlapping

#

That's all

#

Dunno why you'd need a dir light from everywhere

patent ibex
#

that's actually 5

sterile tulip
#

does ,,building lighting,, use CPU or GPU to build it?

hybrid light
#

@plush yew yeah am using timeline correctly

#

my fov when sprinting is not smooth and kind of jittering
any chance anyone help me fix it

plush yew
#

@dense gate lights are pritty

dense gate
#

Have you tried looking into skylight?

#

Or at least making the lights dynamic with no shadow casting

plush yew
#

whats shadow casting ? the skylight diden't work

#

Overlapping
Stationary Lights are limited to a maximum of 4 being able to overlap at one time. Once you have 5 or more Stationary Lights overlapping, the one with the smallest radius will start casting dynamic shadows, which have a higher performance cost. You will also get warnings when rebuilding your lights. Here you can see 5 Stationary Lights placed close to one another. Notice that the fifth has a red X over it, indicating that it is now casting dynamic shadows.

patent ibex
#

@sterile tulip cpu currently
gpu is coming in 4.26

plush yew
#

so the big red X means its the light that has the shadow not that it dosen't work ?

rough knoll
#

well i know why but i'm not sure how to fix it

#

it's spawning the widget attacheed to the guns root component whenever they walk in the range

dense gate
#

If your event is multicast, that's why

rough knoll
#

but i want it to not show for players out of the range

#

only players in the range

#

the range being a sphere collision

trim silo
#

If i bought something off marketplace yesterday and today it's half price there isn't any way to get the half back right?

dense gate
#

When a player enters the sphere, get the controller, cast it to your player controller, then call owning client

plush yew
#

do's the red X mean that its the lamp that has shadows ? how can a lamp have shadows ?

rough knoll
#

then call owning client
@dense gate ?

sterile tulip
#

really? Do you know what compiling shaders does? @patent ibex

robust prism
#

Usually when you have point lights, you have the ability to make it stationary, or moveable. I think your lights are moveable (they are able to create dynamic shadows).

dense gate
#

Instead of multicast, have your event as owning client

patent ibex
#

@sterile tulip it's.. compiling it so it could be loaded to GPU and used

rough knoll
dense gate
#

Ah

#

There's your issue

robust prism
dense gate
#

Get Player Controller 0 always returns the local controller, unless it's splitscreen

rough knoll
#

is there some way i can get the player index of the character that has walked into the range

dense gate
#

Do you have an event in your player controller that shows that GUI?

rough knoll
#

no, everything is done in the item blueprint for spawning the widget

dense gate
#

Doesn't seem very convenient

plush yew
#

@robust prism okay but what are light shadows and how can a lamp have a shadow and stuff

rough knoll
#

i mean i assume i could it up to work that way

#

that's just not how i wrote it

dense gate
#

Make it so you call the event to open the GUI in the player controller

#

Making it into the item will make it tough to properly connect it

plush yew
#

is it like if corner light has dynamic shadow then the player or object moveing across it's field of view then the object or players shadow is whats called that corner lights shadow right ?

rough knoll
#

this function inside of the player controller? this is what creates the widget and spawns it at the gun root

dense gate
#

I'm trying to think how you've done it and what your idea is

#

And seeing this widget interaction in a function doesn't help

rough knoll
#

i only put those nodes in a function to clean things up

dense gate
#

Yeah, it makes sense, though I'd do it in event, basically the same thing but more convenient

rough knoll
#

they originally were just in the event graph

#

and have that event in the player controller?

dense gate
#

Ye

#

Basically, those nodes, but in the Player Controller graph

#

Quick tip: You can have more than 1 graph in a blueprint if you want to make it quicker to access

#

You can have a graph that has all your UI interactions, a graph that handles your controls, etc

glossy marten
#

any ideas for finding people in my area that use unreal?

rough knoll
sterile tulip
#

why are my trees so dark?

rough knoll
#

or run on owning client

dense gate
#

Run on owning client

#

Also, before you try and it doesn't work again

#

For the OnInteractionRangeEntered, drag out of the Character pin, Get Controller and put that into the cast node

rough knoll
#

ok, now just nothing's appearing

hybrid light
#

anyone help

plush yew
#

is light shadow like if corner light has dynamic shadow then the player or object moveing across it's field of view then the object or players shadow is whats called that corner lights shadow right ?

rough knoll
dense gate
#

Is your default controller the controller you're trying to cast to

rough knoll
#

yes

dense gate
#

Huh

#

Weird

rough knoll
dense gate
#

Weird as hell

rough knoll
#

i print string the get controller node

#

for some reason the client 1 is blank

dense gate
#

And it doesn't show the widget at all anymore?

rough knoll
#

no nothing shows

#

most likely because the cast is failing and it can't continue on

dense gate
#

You're printing the object name I'd assume

plush yew
#

the shadow of a light is the shadow of a moving object in the fov of the light right ?

dense gate
#

Generally each actor spawned gets <class><number> when it's spawned

#

So first player is Controller, then second player is Controller1

#

And it keeps on

rough knoll
#

okay, so what i see is that whatever controller is entering into the range is the controller that's null

#

if client 1 walks into the range, client 1 prints nothing for the controller and all others do

#

if client 2 (1) walks into the range, it prints nothing and all others (including client 1) do

dense gate
#

Ah, I need to see how I worked that out

plush yew
#

is my question okay guys ?

#

guys is my question okay ? *

rough knoll
#

also, not sure if it matters, but the character pin is a reference to ThirdPersonCharacter blueprint, not Player Character

dense gate
#

Ah, is this a template you're using?

rough knoll
#

wdym

dense gate
#

Is it some marketplace addon or something from the engine

#

Or you made it all yourself

rough knoll
#

the interaction widget thing was a tutorial on making widgets appear when you walk into a range and i kinda integrated it into my gun system

#

i did everything else related to the gun actor myself

dense gate
#

I'll need to see about that widget interaction thing

#

Currently I'm at a loss of how that was done

rough knoll
#

i dmed you

plush yew
#

the shadow of a light is the shadow of a moving object in the fov of the light right ?

#

Hello guys

#

I cant find any trees in Quixel Bridge, is that normal? Where you guys get your trees?

thick herald
#

Tree nurseries, ยฃ0.23 - ยฃ4.34 per tree

light thunder
#
LoadErrors: Failed to load /Game/FactoryDistrict/Materials/RoadLines_mat.RoadLines_mat Referenced by Intersection_2x2_lane
LogLinker: Warning: While loading '../../../../LiveSimMainline/Content/FactoryDistrict/Meshes/Intersection_2x2_lane.uasset' failed to load ``` beyond fixing redirectors in the content browser, what else should I do?  There are many messages like that when I load up (and I'm sure it's causing unreal to rebuild 1.5k shaders every time I start the engine) the odd thing is, these assets appear to exist in the content browser, so what am I missing here???????? @grim ore
plush yew
#

Anyone know why my collision in the cloth simulation is very lack luster the cloth clips through the solid meshes no matter what. I set up the capsules from scratch, i re-imported but no matter what, doesnt work cloth goes through the solid parts, what are things one can do to make the cloth respect the collision capsules in the physics?

#

the shadow of a light is the shadow of a moving object in the fov of the light right ?

limber mesa
plush yew
#

marketplace or you do your own in modeling software
@plush yew thanks!

humble yacht
#

How do i rotate the camera while i am drawing polygon

drowsy tartan
#

What would you people recommend for a project to escape "tutorial hell"?

plush yew
#

I want my muzzle flash emitter to inherit the parent but I also want it to apply a roll in range. Unfortunately while I can get it to parent I can't get it to roll. The Max and Min vectors here seem to apply world rotations, not local rotations.

#

@drowsy tartan I hate watching tutorials, I'd much rather read a readup but until you're really well-versed with the engine you're gonna be stuck watching tutorials unfortunately. Maybe take a course or something but otherwise you just need to keep practicing til you're fully comfortable.

lament star
#

Just took a look at the pull requests on github for the engine and the situation is really underwhelming, there's a big amount of good features and fixes that are skipped/ignored

night bridge
#

Guys

#

When I select "Show Engine Content"

#

it doesnt show up

plush yew
#

how do i make animated tenticals ?

storm terrace
tired spire
#

Does blackboard not hold arrays? Do I just hold all available targets in the AI_Char?

tough panther
#

is there any chance that someone who has compiled the chaos source version can migrate the project to a project that can be opened by the 4.26 preview version?

tired spire
#

@storm terrace in the very upper right of that viewport there is a tiny box

storm terrace
#

awesome

#

I didn't even see it, thanks @tired spire

tired spire
#

np

#

@night bridge

#

do you have the far left window open to see the file structure?

night bridge
#

@tired spire Oh bruh no

#

Thanks

flat axle
#

How Do you send blueprint files to someone else?

spiral belfry
#

How Do you send blueprint files to someone else?
@flat axle If its not to epic a BP select the whole thing and paste it into a notepad file

flat axle
#

okay, lets say I know how to convert a Blueprint to a notepad. How would I get it into a project after that

#

Okay, Did that, how do I not loose variables?

#

I tried that too, couldnt load up the uasset, (both ends)

#

Maybe im doing it wrong?

#

just drag and drop the uasset from the folder right?

next jetty
#

Check the engine versions maybe?

flat axle
#

im trying to send the file to a different person

#

ill check the engine version tho, good idea

next jetty
#

Or, if you right click on the asset, then view dependencies, what appears there?

#

Like, if you're using a struct you made, you'll need to send that too

flat axle
#

so I should migrate the asset to a folder, then send the folder?

next jetty
#

Yeah migrating will get all the dependencies for you, good idea

flat axle
#

Thanks very much everyone

plush yew
#

someone know why this plats get 2d some times?

#

it depends the angle that I look to it, it becomes 2D

#

=/

#

Better examples:

#

Is it easy to fix?

#

good morning all

#

any idea why all my thumbnails have a default camera position and view, but one doesn't? each model is at origin

surreal laurel
#

I want to make an animated post process material for water drops falling on the camera when it's raining. It looks like my options are using a flipbook node, or importing a video and creating a media player texture output. Is one better than the other in my use case? What's the difference, and which would get better performance?

cold vortex
#

Guys, if I abruptly turn off my PC (or even crash) while Unreal Engine is still compiling shaders

#

can that, like, corrupt my project or mess anything up?

frosty plover
#

i have no idea

grim ore
#

it could, it would just be temporary more than likely, and it would probably recover when you restarted the project

cold vortex
#

ok

#

ty

humble yacht
#

How do i get all the StaticMeshActors that are overlapping a StaticMeshActor

torpid notch
#

So I am very confused. I am learning UE4, and I have created a Capsule that is my player, cameras, etc. I have a model that I want to use as my player "skin", and that model is a static mesh. When I load into the game, my static mesh does not collide with anything. However I have collision setup on the editor of the static mesh, and I set the Collision Presets to Blockall. I've looked on google and I can't seem to find an exact solution? Maybe I don't know where to look exactly, but was wondering if someone could help me?

grim ore
#

usually the root is the primary collider so that could be your issue

#

it also depends on how you are checking collision or moving the item

torpid notch
grim ore
#

correct, and as that is a character the way it handles movement and such is different than a normal actor. And yes the primary capsule is the main way to collide when using a character

torpid notch
#

Hmmm. How would one get around all this? Is there not a way to make the player_skin a collidable object?

grim ore
#

it depends on what you are trying to use that player skin mesh for, if colliding when moving then no

torpid notch
#

I just want it as the player's model/skin. It's larger than the Capsule itself, so that is why it makes it an issue.

#

I want it to collide when moving into another object, whether it be a box, or other object, etc.

grim ore
#

yep then your going to have to scale it down then scale up the character to fit your needs

#

otherwise look into using a pawn instead and not a character and making your own movement code

plush yew
#

how do i make animated tenticals ?

grim ore
#

you create them in your DCC program like blender and animate them, probably a simple bone structure is fine

plush yew
#

i can't animate tenticals in unreal engine i have to import an animated tenticle from another program other then unreal engine ?

#

@grim ore

grim ore
#

you can animate them yes if you have them already in the engine, are they skeletal meshes or static meshes

long thicket
#

Can someone help, i cant seem to export a sequence without the exposure being lower than what is in the viewport

plush yew
#

idk if i shold make skeletal or static mesh , i figured i make a geometry cone and then animate it @grim ore

#

i think mesh means that i import something to UN4

plush yew
#

help, error: no importance volume found and the scene is so large that the automatically synthesized volume will not yield good results.
Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times.
and can't i make animated tenticals by making a cone geometry and animateing it ?

humble yacht
#

How to get all overlapping static objects

open wadi
#

Is there a "close source" equivalent to "open source" for a video file? I'm attempting to use a video as a background where I load it on-construct for a widget, then on button click, another video overlay plays to show the background transition, then it unloads the parent widget and loads a new one with a different background, and it's exhibiting all sorts of odd behavior - periodically not working on the second widget loaded, the screen going black for a second on widget transition, etc.

#

There's my code for playing the video background on widget load, and then when a single button a transition video is played, then the second widget is loaded with the different video background playing.

worthy fox
#

Does UE4.26p2 have the new water system or is it still postponed?

storm venture
#

hey so why does the auto exposure setting keep changing between "Min/Max Brightness" to "Min/Max EVO" or whatever the other setting is called? i thought it was engine versions but i just made a new project on 4.25 and it's back to "brightness".

terse ferry
#

And no, it was made so you can use it in packaged builds.
@regal mulch Really ? I've seen a lot of UE forum discussion that it doesn't get packaged...

#

@regal mulch talking about that... On second thought I think it belongs to Epic ๐Ÿค”

humble yacht
#

How to fix No owning connection for actor

open wadi
#

Does remove from viewport totally unload a widget or leave it memory-resident and just remove it from the viewport?

storm venture
#

@open wadi if you've stored it in a variable, it will live, but if you never stored it, its killed

open wadi
#

Thank you @storm venture

kind fable
#

hmmm high chances but just like @grim ore said it will be temporary .

regal mulch
#

@terse ferry that's epics

#

Mine was on github

open wadi
#

Is it possible to stop a video? There's play, rewind, open source, etc, but I don't see a simple "stop" option for a media player.

brittle gulch
#

Hi guys, I have a BSP that I've placed on the floor. As the pivot point is in the middle of the BSP, the Z location of the object is something else than 0 (2000 in my case).
Now, I modified the pivot point and placed it at the bottom of the BSP. I used the function "Set as pivot offset" to save the pivot location.
However, the Z location of my object is still 2000, it's not 0. Why is that, and how can it be fixed?

#

Also, when I convert the BSP to a static mesh, the pivot returns at the center

dapper kestrel
#

Hi guys, I am using Unreal 4.25.3 and suddenly my lighting wont build even after I have restarted. I haven't found any solution on the internet yet and thought I would ask here for help, thank you in advance.

bleak hound
#

can anyone help me with creating non repetitive texture plz?

#

can someone help me how to make non-repetitive texture from megascans bridge to ue4?

gusty trout
#

what laptop can run unreal engine

covert hedge
#

any. will it rrun without lagging is a whole topic tho

undone escarp
#

Hello, have anyone tried working with Virtual textures in Unreal for multi UDIM workflow?
Coz for me its importing the UDIMs flipped in V direction.

#

Any fix that you are aware of?

plush yew
#

after checking out and compiling the source, the project folder is more than 90GB. is there a way to make it smaller? Because i only have 90GB free

#

eg could i checkout the git folder to an external drive and tell the make files to install unreal engine to C:?

plush yew
#

thanks, i try that

thick knoll
#

any reason why my sphere reflection would be black?
Got lightmass, dir light, atmosphere & skylight :/

#

I am using the 'sky atmosphere' method instead of sky BP -- if that makes any difference

#

im an idiot, fixed. Skylight was set to moveable instead of static/stationary so it was being ignored by the cubemaps (tutorial for the new sky told me to do it! xD)

silk sundial
#

Question : If you intend to make a larger map / terrain / building would you create it in UE or use an external program like Blender?

barren cargo
#

I have a small question, for a school project we're working on an RTS-like game, and I was wondering if it's recommended to work with 1:1 scale objects, or miniature? Since you're watching topdown scales might get pretty large, requiring things like pushing render distances

fervent sigil
#

how can I scale a landscape after it's created?

dim merlin
#

select it in world outliner and scale it

fervent sigil
#

it's disabled

#

@dim merlin

dim merlin
#

did u disabled the landscape tool?

fervent sigil
#

what? how can one even disable a tool?

#

I am using world composition though, if it matters

dim merlin
#

hhm, okay so i think that matters

fervent sigil
#

:\ how can I scale the landscape in world composition then? the UI only allows you to move it from what I know

supple totem
#

I think if you have landscape tool open you can set scale

buoyant tide
#

Does anyone have a good tutorial for mobile touch where I want the player movement in the left joystick but looking around using screen touch where tapping in screen shoot fire

lucid grove
#

hey, i didnt notice where i changed something and landscape now change its forms when moving closer

grand walrus
#

https://streamable.com/i724x0

can anyone help with my lighting? there is currently no lighting in this scene at all, yet everything looks like it's being rendered unlit.

i have found a way to make everything dark, using my postprocess settings to set auto-exposure to manual, but when i do that i can't find any ways to bring any light in

#

my ppv settings

#

nvm i think i fixed it, i just wasn't adjusting my manual exposures correctly

sterile tulip
#

Hello unrealers

#

How is it slacking today

waxen shoal
#

Heya people, I have a question about vertex colors and vertex painting. It seems like vertex colors for all channels are 100% filled in by default on a mesh, so to get any result you have to erase instead. And removing vertex colors instead resets every channel to be filled in again. Seems backwards, am I missing something?

#

It appears that when I import a mesh from Maya that has no vertex colors (using replace or ignore in the vertex color import options) UE will instead fill the mesh with color

glad ferry
#

Anyone around that can give me a hand with making this not happen?

I've tried everything I can think of.

silk sundial
#

Do you mean the hard line?

#

I've seen people obscure the hard line with other decals like particle emitters. Basically hide it, not fix it.

rocky radish
#

https://streamable.com/i724x0

can anyone help with my lighting? there is currently no lighting in this scene at all, yet everything looks like it's being rendered unlit.

i have found a way to make everything dark, using my postprocess settings to set auto-exposure to manual, but when i do that i can't find any ways to bring any light in
@grand walrus when you create an empty scene and put no lights in it, it will automatically make everything unlit. this issue is fixed when you put a light on your scene

grand walrus
#

yeah, except that is not the issue

#

it has lights in it

#

it did, then i took them out

#

it was doing the same thing with a dir light

#

if i turn my shader off and set time of day to night, pitch black; if i turn my shader on, everything gets this weird unlit look

#

so, it's definitely my shader, just not sure what setting it would be.

lucid grove
#

How is it called when texture have some sort of bumps in it?

#

Like its flat, but looks like it has bumbps and curves in it

#

I have seen material for landscape that make it look more natural

#

and material itself on preview looked not like ordinary sphere, but like sphere with bumps on it

#

Im trying to understand this technique but dont know how to google it

light thunder
#

@lucid grove Those are usually called "normal maps" add that to your google search, I think they were called bump maps by the industry like 10 years ago

half drum
#

Yo does this mean I can have UE4 as a library in any app/program on Linux/Android.
i.e. like you can embed Google Maps
https://youtu.be/CGRmH_sFg7s?t=98

Human-machine interfaces (HMI) are one of the next great frontiers for the automotive industry. At Epic Games, weโ€™re committed to developing functionality that will empower HMI UI designers to create highly-engaging 2D/3D infotainment experiences. General Motorsโ€™ recently anno...

โ–ถ Play video
lucid grove
#

Thank you

#

BumpMaps is something old right?

plush yew
#

help, error: no importance volume found and the scene is so large that the automatically synthesized volume will not yield good results.
Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times.
and can't i make animated tenticals by making a cone geometry and animateing it ?

#

@plush yew no i have not tryed that, what's a lightmass importance volume ?

#

oh so the light wants to go forward forever but the cube is like na fam, u done u far enufffff

#

splended, imma go try to do the thing

glad ferry
#

@silk sundial Yes, the hard line but the line moves with the camera if I am at a low angle.

plush yew
#

@plush yew okay so the actor when i make it its a ball not a cube and i cant make it big or small

#

and how do i make skeletal mesh to make tentical ?

#

why wold i use another program and not do modeling and rigging in unreal engine ?

#

how do i make the actor cube i need to fix that error ?

#

@plush yew

#

okey

#

and how do i make the actor cube ?

#

@plush yew

#

basic - empty actor ?

#

basic - cube ?

#

because cube dosen't say it's an actor

#

okey

#

so i make that basic - cube

#

why do's the altitude of the cube have to be 5000 if the cube is only 100 tall ?

glad ferry
#

Anyone know why I lost my ability to edit splines on this procedural water?
In edit mode, I can see the splines, but the second I select the mesh, the spline vanishes.

silk sleet
#

is there a way to draw per-pixel on a Canvas?

#

or just boxes circles and textures

drifting geode
#

hello! i am exporting FBX files from houdini and I would want to assign already existing materials in UE. seems to only work when the fbx get imported into the same folder of the material. is there a way to keep materials separated?

vague scaffold
#

Is there a way to map the vault cache to the base content? I would like to pull from what I have downloaded, but I might not need the entire content folder copied into my project.

lament star
#

Where can i pull a random number from that's somehow linked to the a unique player in the current level? Should I use player state?

plush yew
#

@lament star U want a number linked to a unique player in a level but u want it to be random at the sametime?

#

How are they linked if it's random if I may ask

#

Anyone know how to get difference in time between 2 dates?

lament star
#

@lament star U want a number linked to a unique player in a level but u want it to be random at the sametime?
@plush yew nvm I figured it out

marble sparrow
#

Hello somebody just showed me this channel and I've book marked it

faint current
#

Hey guys, I've been following a tutorial and I'm stuck. I checked 5 times if I got everything right up to this point and it seems I have .

#

In the tutorial he seems to have a "Anime Montage" already set up and just asks that we make our own by right clicking and "Create Montage" on one of the animations

#

Easy enough but the problem is the AnimNotify!

#

You can see (timestamped) he has that yellow bar to time when the attack will have collision

#

But when I create a "Anim Montage" while following the video, I don't have this yellow bar so I can't proceed in the video

#

This is mine and I'm sure I did everything correct so does anybody no how I add this in very simple terms since I am new?

restive eagle
#

the editor changed a bit in recent updates but you should be able to figure it out

#

there are examples inside documentation

faint current
#

I seen a comment mentioning that you can right click on "Notify" then "Add Notify..."

#

but when I right click on it (like in the guide) nothing pops up

restive eagle
#

thats how it was atleast in previous versions, havent played much with the new editor layout. maybe they moved some of the options elsewhere

plush yew
#

hey @restive eagle

faint current
#

Adding a Notify can be done by right-clicking on a Notify Track at the point in the animation you want the Notify to occur, and then choosing the type of Notify to add.

#

My problem is I don't seem to have a Notify track at all I think

dull lake
#

Why is this crashing UE4. I am trying to have 20 of the actor Rock spawn and get destroyed every 5 seconds. The untitled array is just a string with 20 blank parts.

faint current
#

Omfg, i'm dumb

#

I found it lol

dull lake
#

Why is this crashing UE4. I am trying to have 20 of the actor Rock spawn and get destroyed every 5 seconds. The untitled array is just a string with 20 blank parts.
@dull lake it works fine if I remove the for loop with the string array

dull lake
#

i thinnk i figured it out

atomic viper
#

hello

#

I am having problems with my unreal engine, i cant even load it up because of the constant error crash

dull lake
#

i lied im still crashing ue4

atomic viper
marble sparrow
#

you are destroying every five seconds?? don't you think thats going to cause a memory leak?

#

are you causing an infinate loop or using the tick?

restive eagle
#

you will have to start debugging in order to figure whos causing that, first you can try disconnecting spawn event

#

and see if it still crashes or not

#

@dull lake

grim ore
#

@atomic viper run a repair on the engine and see if it helps

atomic viper
#

how can I do that?

grim ore
#

on the launcher, click the drop down next to the version

atomic viper
#

like the desktop launcher?

grim ore
#

yes

atomic viper
#

ohhhh i think I figured it out

#

PreviewShadowsIndicatorMaterialName

#

is gone

#

how do I bring that back? or how can I uninstall to re-install

grim ore
#

repair the engine

#

or uninstall it if you want from the launcher

atomic viper
#

how? I dont see those given options

void kraken
#

Is the water plugin not available in 4.26 Preview?

grim ore
#

what deos your launcher look like, its in the drop down next to the engine version

plush yew
#

hey @gilded eagle

atomic viper
#

I dont see that

grim ore
atomic viper
#

oh, unreal engine wont even open all the way to that screen

grim ore
#

thats the launcher screen, so you have no engine installed?

atomic viper
#

ohhhh, I was on the screen

#

my bad

#

i kept looking on the desktop app, not the actual launcher

plush yew
#

if im 2 meeters tall im ganna be hovering over the land if im at 3000 altitude

woven zealot
#

Has anybody used the new hair/fur/feather features in 4.26 preview 2?

#

I'm especially interested in the hair card generation feature that they mentioned in the preview summary

quaint saddle
#

Hello all, this is my first post here. I have my Unreal Engines loaded on to a high Speed nvme drive, however I keep my project files on a Sata SSD. Will it make sense to transfer the current project I am working to the nvme, and will there be any perceptible performance difference? The read/write benchmark performance difference is attached in the pic. The rest of my hardware is pretty modest (R5 2600, 16Gb, 1050ti) so any performance increase will be welcome.

grim ore
#

@quaint saddle in the end it wont be huge difference, most read/writes are on save. the 1gb+ nvme stuff is mainly for transfers and lots of random access stuff like compiling the engine.

spark turret
#

So, I'm working on a server build to store, but not necessarily host a game, just to crate al lthe files while in production and maybe later upgrade it to a networked server for testing. Anyone know the avg space requirements for a basic, not over modeled or over-actored environment with a couple maps, for a bot test in deathmatch style gameplay? I have a spare 1TB drive, but also have an isolated 6TB quickdrive meant for server operation. I do plan on some back end security between my storage and hosting servers in the long run, but Just don't know if I should waste the 6TB on a login storage server for base game files.

plush yew
#

why is 100 tall cube paralel to floor at 5000 altitude ?

spark turret
#

Try 100.1 and see if that does anything different

#

I had some issues with even numbers when trying to get a tree to act right, it freaked out and turned sideways, but if I changes the size a tad it snapped into place

#

Oh nevermind, I see lmao, not the same issue, I read that wrong

orchid shell
#

@spark turret You really should consider defining your own model for that. You shouldn't need to map or store anything other than what's mechanically relevant.

Might be just positions and orientation of non-static objects along with some AI state data. Or you could be trying to capture physics values, which could be worse.

#

I'm maybe off though. I'm understanding it though as you are wanting to "store, but not necessarily host, a game", which sounds like storing state of active games?

#

Or are you talking about some sort of host deployment server?

worthy fox
#

Moral question: if I buy something from the Marketplace that isnโ€™t animated - can I send it to someone who can animate it for me; therefore literally giving the asset pack away to someone who hasnโ€™t bought it..?

spark turret
#

Definitely a host for the game files, but not for udp network play, just want to build the game in one location as I'm sure the team I work with will probably not be in the same country or state, much less room as the server lol.

plush yew
#

Hello, please can anyone help me with this? I am desperate

lucid jetty
#

heya folks

#

"What are the spec requirements you would recommend for this engine. I have a 1050 ti with a core i5 6600k"

#

A friend is asking about Unreal Engine.

grim ore
#

recommend for doing whaat?

lucid jetty
#

Well doing simple 2D games.

grim ore
#

playing them or making them?

lucid jetty
#

Making games. ^-^

#

Using the engine overall

grim ore
#

those specs should be fine

lucid jetty
#

barely I suppose

plush yew
#

definitely fine, that's almost the exact same as what I use atm

grim ore
#

better than barely, barely is a 5th gen i3 with integrated gpu

lucid jetty
#

oh

#

when you said fine it felt like "eh... it going to start at least" x3

grim ore
#

I have a 4770 (non k) with a 750ti I use at work and it works

plush yew
#

damn 750ti is pushing it ahah

woven zealot
#

@plush yew have you tried using any other versions? I would start by figuring out what engine version introduced the issues and then you can look to see how networking changed in that version

grim ore
#

nah the 750/1050ti cards are really good for no psu plug

woven zealot
#

I don't know how you guys use old 4 core CPUs for unreal, do you just wait literally hours for shaders to compile?

#

I'm using a 16 core and I want to upgrade because I still feel I'm waiting too much

plush yew
#

I mean I usually don't have that many shaders waiting to compline most of the time

#

compile*

#

@woven zealot I tried but there were different issues with all of them... I could get 4.25 to compile so I went with it...

woven zealot
#

I guess if you are doing mostly gameplay programming it would be OK

lucid jetty
#

Thanks for the info everyone ^-^

#

Yeah it ain't gonna have realistic graphics

woven zealot
#

When I'm doing environments or testing assets I have to wait on shader compilation all the time

lucid jetty
#

or raytracing

plush yew
#

but yeah if I have like 2k shaders tryna compile I'll definitely throw a YouTube video on

woven zealot
#

ok yeah, what do you do if there are 10k shaders to compile?

#

or you have to build static lighting on a large open world?

plush yew
#

go to sleep ahaha

woven zealot
#

lol

#

alright

grim ore
#

yep its all about being reasonable. we dont try and do open world mmorpg's with the smaller machines ๐Ÿ˜‰

lucid jetty
#

\o/

grim ore
#

i do smaller learning stuff on the slower machines, sequencer umg or other systems and the hard core work is on the pro machine

woven zealot
#

@plush yew you can't even get 4.20 to work?

plush yew
#

I wish I had a pro machine ๐Ÿ˜…

#

I didnt try that one, I tried 4.22 4.23 4.25

woven zealot
#

I got a amd 16 core for like 600 bucks

#

totally worth it

#

I had a core i5 b4 it was night and day

grim ore
#

yep the 3950x is a beastie

plush yew
#

yeah I'm planning a big upgrade soon, grab the new 3000 series GPUs and a nice amd

woven zealot
#

I got 1950 but same difference

#

I got this two years ago

grim ore
#

ah yeah the TR's are nice, a bit slower but still good for raw horsepower

woven zealot
#

yeah

#

@plush yew if you were using 4.19 you should be able to get 4.20 or 4.21 to run your game with almost no changes

#

see if the problem exists there, you just need to narrow it down so that you know what introduced the problem

plush yew
#

I will try that, thanks

grim ore
#

when you test it using the dedicated server in editor in .25 does it also have high latency?

left elk
#

Multi-user editing. Anyone else ever have trouble seeing their fellow users when just using the Viewport (Non-VR) mode?

spare kernel
#

anyone know what would cause screen tearing on some machines in packaged?

inner spruce
#

Looking for an unreal programmer to add onto a grant proposal for Robot Prayers. If interested and for more details ....get in touch with me either here or my email- audri@audri.com

narrow mauve
#

Would it be more performant to have 400 tiles at 505x505 or 100 tiles at 1017x1017 for a 10x10km map

lucid grove
#

heya

empty dawn
#

I have a Actor that contains a few mesh is there a way I can turn off one of the meshs in the scene to see the others?

lethal bison
#

How can i decrease this shadow darkness with global light enabled?
@lucid grove
seems like auto exposure is your culprit not shadows exactly otherwise try shadow opacity on the light source

lucid grove
#

@lucid grove
seems like auto exposure is your culprit not shadows exactly otherwise try shadow opacity on the light source
@lethal bison can find opacity in light source.

crimson vapor
#

Even if I put the text General Parameters in lower case it appears in uppercase in the panel. Any ideas on how to have the category in lowercase?

narrow mauve
#

Whats the difference between the ue4 installer from the publishing license and creators license? are the files actually any different

#

What about the source from github...

burnt egret
#

Hello! Iโ€™m a bit new to UE4 and I canโ€™t find any documentation of this specific issue anywhere. Iโ€™m hoping someone can help me here! Suddenly saving levels take absolutely forever and it always gets stuck at ProcessingExports. It ends up saving eventually but itโ€™s really slow. Just started happening today. Does anyone know what causes this and how to fix it?

green coral
#

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.``` Any Idea what might be causing that?
lucid grove
#

Damn, cant figure out

lucid grove
#

I will be very happy for any help, this is still the main and only problem that I return to every couple of days.

zealous estuary
#

I just had to reinstall UE4 and VS vor the first time in forever.
Now whenever I try to build the game from VS, I get:

UnrealBuildTool : error : Unable to delete D:\UnrealProject\Binaries\Win64\UE4Editor-MyGame-Win64-DebugGame.dll

Does anyone know this problem?

#

I guess I'm missing some VS settings, but I can't remember which ones ^^

sterile tulip
#

evening - part of character is completly black
@lucid grove I have the same problem with trees. Dont know how to fix

#

Trees are black

terse shell
lucid grove
#

There must be the way for global lightning

#

Cause those shadows completely blacked part of the character in opposite of sub direction

sterile tulip
#

But in my case its only just the trees, other objects work

#

So maybe its something to do with the mesh settings

bleak hound
#

Guys I'm making realistic looking valorant bind map...any tips?

lucid grove
#

Iโ€™m so desperate probably gonna post on UE forums ha

sterile tulip
#

If you find an answer ping me

lucid grove
#

Sure

#

Maybe @grim ore can help. The mightiest ha

tardy oxide
#

What would be the best channel to ask questions regarding the GameUserSettings class and the proper way to change graphics settings?

autumn grail
#

How to set the cameraBoom collision with the landscape and other objects plz

lament star
#

Does anyone know how to print text on the screen for debugging purposes like with the print text function but attached to actors in 3D space instead of the text being in the top left corner?
I saw some people do that and I want to know how, I can provide screenshots if this message isn't clear

tardy oxide
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@lament star You probably want to look into adding Text Render Components to your actors.

lament star
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@lament star You probably want to look into adding Text Render Components to your actors.
@tardy oxide Unfortunately that's not the case, the text render component is quite different from the print text function which looks like this

tardy oxide
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Hmm... that I'm less familiar with. At that point I'd likely make a UMG widget class that follows a specified actor/component on tick, though I can see how that'd be annoying and messy.

lament star
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Thank you for the tip, I was hoping this was a native engine feature

plush yew
tardy oxide
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If it is, I'm unaware of it.

lament star
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@plush yew reminds me of the stat unigraph command

plush yew
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yeah but for in game use like heart beat/BPM

fierce forge
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is there a way to make like a bp library like you can in c++ and python , in c# ?

lament star
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is there a way to make like a bp library like you can in c++ and python , in c# ?
@fierce forge pretty sure you can only use C++ or BP

fierce forge
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and python

glad ferry
lament star
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If it is, I'm unaware of it.
@tardy oxide found it!

DrawDebugString
plush yew
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for the life of me I cannot get my character to rotate his gun directly at the target

autumn grail
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Please how to set camera collision for it not go through the landscape

plush yew
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The orange number is the difference in rotation between the gun and the target, the target is the white diamond. No matter how I adjust the rotation to implement the orange number it doesn't work

tiny sonnet
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is there a way to make the arrows of movement, relative to rotation. My map is tilted 30 degrees so its a pain when i have to move things

long thicket
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anyone got an idea why this is happening? It looks normal in viewport but like this in the final render

plush yew
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does anyone know why i am getting a still image when im rendering a moving cinematic camera from the sequencer? ;;

long thicket
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@plush yew Show your sequencer

open wadi
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Is there anyway to set UE4 so that when you hit play (standalone), it auto-saves? Or the project will auto-save on compile?

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so I don't have to manually click "save" every time I test the game?

plush yew
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ctrl+shift+s is the hotkey, that'll stop you from manually clicking

open wadi
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Correct, is there an option that will allow auto-save on compile?