#ue4-general
1 messages · Page 855 of 1
it's not that complicated, you create a new blueprint struct and add the variables you need into it
Ok, so I can have 3 keys per value in a BP struct
Perhaps I looked at that wrong.
Yup, got it.
Brilliant, thank you zomg.
One last thing > Module should be an int, Video should be an int, and then the video keys Name, URL, description should all be strings.
how would i go about putting foilage and textures on this sphere? becuase whn i use the foliage and vertex painting methods they dont work
HI, does anybody know of any ue4 plugins that add addtional functionaly to array's within blueprints?
I'm looking for multidimensional arrays and what not....there is even a new array type out that I read briefly about that has 2 pointers
anybody have any input on plugins that support addtional array methods what not?
You can make a struct that only contains the array you want, then make an array of that struct. Just remember you need to use set members of struct instead of set array element for it to work
@open wadi have you considered trying datatables?
They're basically maps but in asset form instead of variable
And the index is a name
@marble sparrow check out Rama's Victory BP
nope i haven't tried that sounds like an object
It had some neat nodes in general
@shut junipertone You are the second one to recommend Rama's Victory BP

@shut junipertone I'm going to get it now
Wrong ping
I'm the second one who recommended Rama's Victory BP?
I do not use that, I've seen it around, last I checked those plugins haven't been updated in a while on the UE4 marketplace.
Perhaps I'm wrong, maybe some are maintained.
I got the mysql plugin it seems a little bit limited but hopefully it gives connection to database
the plugin doesn't support delete for some odd reason
I may have to modify itr
Tbh I wouldn't really trust database stuff from inside of UE4
I'd rather send HTTP to a database specific server
Im not seeing my Anim Slot manager in my AnimBP details window. If I accidentally closed it, where do I go to open it again?
Question: What is the naming convention for key => value pairs in UE4? For example, for keys, is it camelCase, snake_case, lowercase, etc?
I use CamelCase since that's the naming convention for C++ vars
does anyone have a series of video tutorials that are easy to follow for getting started in ue4?
zomg: Do you capitalize the first letter, akin to PascalCase?
Or is it camelCase proper?
Uppercase first letter
Got it.
I have no idea why the naming convention for variables is like that
it seems to go opposite to most variable naming conventions
but that's what it is in UE so that's what I'm using lol
Right.
How can I rotate the feet and arms
To not be so close or clip
I know I should've screen shot but I dont know how to do it yet in ue4
idk if anyone can help with this, i have portals set up and they work fine and all, but i have paintballs too that splatter when they hit the ground, that works, but when they go through the portal they dont travel out, they instantly splatter upon teleporting, not sure how to go about that
I got a whole ass i7 7700hq (laptop) and its aboutta combust from packaging
Anyone else ever have issues with landscape mode constantly moving your Unreal Engine Viewport?? Any advice on how to fix this???
i get this after downloading my game from gamejolt
the same exact file before uploading to gamejolt works fine
does gamejolt compress it in some way? or
Hi, I'm new here and I hope I'm on the right Chanel. I have a question about UE 4.25 How can I program it via blueprints that magic only works with special weapons e.g. a fireball spell only with a fire sword or fire stick etc.? I've been looking for a solution for a long time but unfortunately haven't found anything yet. It would be really great if someone could help me.
@storm iris make a spell effect class, then use an anim notify in your weapon attack animation to spawn the spell effect
Pretty straight forward stuff
Anyone know why my Unreal UI is doing that?
i get this after downloading my game from gamejolt
the same exact file before uploading to gamejolt works fine
does gamejolt compress it in some way? or
If you have all your controls in your player controller and want to poscess different character pawns (switching characters) while at runtime. How can I do that? When I try to change characters by posessing the new character, it cannot move.
I tried to unpossess too as well.
Pretty much just wanting to change default pawn class while in game.
But all my controls are in the player controller which is messing things up.
can someone help me pls
um you can try google or youtube
ive tried that
what seems to be the problem bud
my packaged exe file doesnt run outside of my computer
i packaged for shipping, should i be packaging it as something else?
like it runs on my pc but no one elses
your game doing anything special ?
maybe you tweaked a bunch of settings ?
i package server and client to windows 64 bit
and never changed settings for shipping
i also you source code not the binary version of ue4
what happens when another machine launches game ?
seems the source build could be messed up
i would start over. deleting the entire source build and make sure you build it correctly
have you tried google..
Backup and remove files from folder: "YourGame\Config" (It will remove all project settings)
Remove files from folders: "YourGame\Intermediate", "YourGame\Saved", "YourGame\Binaries", "YourGame\Build"
Restart and rebuild project
Setup project settings from scratch
first link
yeah i tried that
is it an apk?
i can tell ya the error suggest and source build mess up
ok whats the correct way to build source
cuz i just downloaded the zip file before
it worked for a different game i packaged
yea and it very well could
whats the newest version of ue4
but clearly you current game does not
is it .4 yet or
not sure 26 was in preview not sure if its released
ok ill go look it up
my source folder
4.26 may be unstable at the moment
I'm noticing lower fps in editors, whether BPs or meshes
Anyone know how I can fix my issue? I put the video up above.
welcome to real source code
mines like 60 i think
hints the error message
set ENGINEVERSION=4.25.3
set DRIVE=E
git clone https://github.com/EpicGames/UnrealEngine.git --branch %ENGINEVERSION%-release %DRIVE%:\unreal\src\UnrealEngine-%ENGINEVERSION%-release --quiet --progress
call "%DRIVE%:\unreal\src\UnrealEngine-%ENGINEVERSION%-release\setup.bat"
call "%DRIVE%:\unreal\src\UnrealEngine-%ENGINEVERSION%-release\GenerateProjectFiles.bat"
::BUILD UNREAL SOURCE
call "%DRIVE%:\unreal\src\UnrealEngine-%ENGINEVERSION%-release\Engine\Build\BatchFiles\Build.bat" -Target="ShaderCompileWorker Win64 Development" -Target="UE4Editor Win64 Development" -Target="UnrealLightmass Win64 Development" -WaitMutex -FromMsBuild would this work ive never used it before
like as a bat file
git clone latest version step one
it does that yeah
building a correct source version can be failed over and over if not carefully gone through the process.
are you only building for client or client and server ?
i use github desktop.
so just clone it?
yes. you will need to have an active github account and logged in
ok
you will also need vs 2017 or higher. i recommend 2019
i have all that
your vs needs to have c++ unreal package installed prior to source build
yup like i said have all that
after cloning , step 2 is setup.bat
yup
is there a reason they cant put the source version in the launcher
because they like new people to waste all there time with quick do nothing project under the binary version
guys can you tell me why my unreal engine, every thing I delete, crashes? I can't do anything just close it and reopen it, even deleting a texture! version 4.25!😩
after we run the source setup. you could zip it. and say hey i got fully working source no edits needed
but its large file space is most likely why epic doesnt deal with it .
i edited my source code before cuz 4.25.1 was kinda buggy and i needed to fix it
but i edited like a couple lines lol
just a heads up , your problem is most likely with your current project
but i cant help you fix that , if your internal source is jacke dup
mhm
@plush yew your computers specs are likely low or your installation is damaged
hello @cosmic cove i9 9900k ,ram 32 GB ,gpu 2080
well. your project and something you've done can cause that. and damaged installation really could be problem.
before you rip your project up i would re-install
do re-install version 4.25?
yea
😅 ok I try to see how it will go ty
and i am using 2gb of ram and 15% of cpu😆
and it will stop the engine, let's hope so
lets hope, because project side crashing is much more techy.
would anyone know how to trigger off an event after an event has happened? like after I killed the enemies, make something spawn
you want fundamentals ?
A quick tutorial to get you started on understanding the very basics of event replication within Unreal Engine 4's blueprint scripting system.
Please note that this is not intended to be a comprehensive explanation of how replication works, but rather a simple example to get ...
just set a variable to the health of the enemies
like when greater than 0, branch, false, spawn something
thats how id do it
im not totally sure if that video helped with what im trying to do...
if i had a quarter for every time i led a horse to water and he refused to drink i would be a rich man.
so like after the Print string? after all the bad guys have been defeated?
lol, i dont deny that man
I would not be surprised
what would event replication do? sorry im still learning
i posted that video to nip a couple things in the but. Replication and events.
hmmm, wouldn't this be more for multiplayer stuff?
like i said just use a variable
50% yes. the other half is how quickly he sets up the events to work
which the event you need to make . he explains a bit on how to whip up a event. and multiplay at the same time.
i think atleast
@radiant jasper if you have done good so far with new installation. after setup.bat.
yeah im doin that rn its at 70%
this will make your source build complete
its very important to get to that point knowing your source is setup right
after that dont touch it
so like I have everything already set up, I have the events working right now, Like i have the event for being able to pick up the key and take it to the appropriate door and after beating the enemies, you just get the "win" screen and continue on with the level
so u want the keys to spawn when all enemies are dead?
so that branch you were talking about, set the false one to set that up?
1 Key, yes
yeah and drag the red part to ur health variable
or if its a seperate bp just cast it
Can I take a screenshot and show you guys? just to make sure im doing this right
sure
looks fine but idk
hmmm
u need an event tick if u want it to constantly check
and the variable needs to be the bad guys health
ohhh
well there is 1 added component that is hard to find. and sometimes is missing.
i actually been looking for it. and cant find it
i gotta update vs
im still looking give me a minute
ok cant find it, but im pretty sure its one of these. just make sure yours looks similar
yeah im still updating vs
i think its one of the targeting packs
also VS runs on windows components . thus needing windows to be fully updated
the .net framework is the most important
Yup
Restarting my laptop
i am now building ue4
-LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="E:\unrealengine\UnrealEngine\Engine\Programs\UnrealBuildTool\Log_UHT.txt"
1>Reflection code generated for UE4Editor in 49.3898821 seconds
@cosmic cove its stuck at this
oh nvm it just started working again
its gotta build 3923 things lmao
alright im tired and worked my ass off all day. Your build should work. warnings are to be ignored. as well as anything that doesn't say fail. Error build fail = start over. If you build without error fail then just leave it alone. your source is likely working. Unfortunately that was the easy part. The main concern is project builds and errors. I will be on tomorrow to help if your still having issues with your project.
@radiant jasper
Having a problem all of a sudden, for some reason time is slower in game now and the sim time is also slower and not sure how I would fix this, I tried setting time dilation to 1 but didn't work
No
@maiden swift This guy is breaking rule number 1
Doxxed me as well
Said my full name
Definitely didn't give you permission to upload that
@plush yew Hey, chill. Respect other members of the community and don't bring your personal problems here.
No I didn't
Dude. One more chance. No public shaming, witch hunting, or bringing your drama here.
This isn't the place.
Good. Thanks.
hello! i'm a bit confused about how oscillation blend ins and outs work for camera shake BPs.
say my oscillation duration is 100 seconds, my blend in time is 20 seconds, and my blend out time is 80 seconds.
does this mean that the blend in will stop at the 20 second mark, and my blend out will start at the 80 second mark?
or does this mean that the blend in will last 20 seconds and the blend out will last 80 seconds?
the cause of my confusion is that the word time is used for blend ins and outs, but the description says duration.
they will last that long
Think of a number going from 0 to 1 in the span of 20 or 80 seconds
or vice versa
hmm got it. excuse the brain fart, but using my example of 100, how would i be able to make it so the oscillation is at 1 from the 50 to 60 second mark (lasting a total of 10 seconds at 1)
You time the blend ins and blend outs
So if you had a 100 second timer, you make the blend in 50 seconds and the blend out 40 seconds
I think that's what you asked?
@plush yew @plush yew Guys, what is your deal?
Chaotic has an alt in here as well @split umbra
Stop spamming the channel please. This is for general discussion about Unreal.
Question: I have a struct that consists of 3 string => string maps. There are 3 maps: for example, "Key A", "Key B", and "Key C", and each of these keys has various values. So for example, "Key A" has the values "Value 1", "Value 2", and "Value 3", so forth.
How the heck do I access the values within a blueprint?
hmm. i left and weird stuff started happening.
I cast to the GI that contains the struct variable, then I expanded the struct pin into the 3 maps.
I don't need to do any searches on the maps, I just need to access the keys and use their values
So I can pull the result of "Key A" => "Value 1"
I'm finding it difficult to find an example online.
The official documentation doesn't go into this.
theoretically it should work
maybe your custom game instance is not set at the project settings?
what is the location of ue4.exe
C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\Win64 @radiant jasper
you have to run Setup.bat first
it will download all binaries and then, compile it
That would be it
yes
oh ok
ok
so an instruction thats misleading is the launch of your source editor
which is the u.project file of your project that launches source mode.
if you launch the binary version of ue4 your source project will be missing
double click the u.project file of your project which will lauch in source mode
i already launched the ue4eidtor and its initializing
i dont want source mode tho
then i wouldnt understand anything do with your source issues
yeah, it will probably stuck below 50% compiling 10000000 shaders
yeah its been at 39% for a little while
what even are shaders i never fully understood them and why theyre so important
isnt it just lighting stuff?
as scooby said, you can right click any .uproject and click Switch Engine Version to open with the source engine that you built
but if you don't have any project, you already did the right thing
we havnt gotten to that phase of the situation which prolongs his issue
yeah ik im just tryna start up the thing first
just wait, and create a project or whatever
i have a completed project that when launched on other computers doesnt work
so i rebuilt unreal from source
hm
you rebuilt source code to ensure source works correctly. but the project needs to be built in the same order
I have to rebuild the project as well?
....
Usually if I upgrade to another version it’ll just convert it
If you are opening the project in a new version it will be recompiled
Thas gonna take another 5 hrs lmao
Unless if you have 200GB of C++, it won't
nah
Oh ok
Idk compiling shaders seems to take a very long time
My CPU is at 100% rn
just the first time you open it
Yeah ik
But when building games itll take a couple hrs atleast
Especially for mobile
when your source is setup. and your project is setup. game builds takes roughly 5 minutes.
tell that to my AMD FX 😦
and thats server and client
Bruh I was packaging a very small game for iOS and it took like 2.5 hrs
i run amd fx 6 core
I have a laptop
whoaaaa
lol yea if it takes more then 1 hour to do anything. gotta go shopping for new hardware
It was a big project...
I would just go the beach and come back the next day
I have an i7 7700hq but it’s so garbage lmao
how much RAM?
its kinda funny actually, people claim i7 runs similar specs as i9. but its just not accurate .
24gb
for playing I think its ok
Yeah 32 is about as high as you need to go for that
For like editing it ain’t
but when you have a memory leak developing..
yea spend 50 bucks on your memory and 1k on your gpu. is kinda the guidelines.
I dropped the same amount of money I did on my GPU as I did my ram
one is probably the UE4Editor that you ran before? and the other is the .uproject?
lol
I may have accidentally clicked it 4 times
😱
Should I close them
Yes
im completely not confident source is built correctly at this point.
Lol
btw try holding the Windows Key + Shift + S
select the area that you want to screencap
Lmao
you are right
Discord is fine on PC :))
Nah but my CPU at 100
taste the feeling of nostalgia
UE4 will always use 100% of your CPU when compiling something
when everything was slow and painful
There’s also the fact that it’s on an external ssd
Cuz i didn’t feel like putting 130gb on my internal
So that might be slowing it down a bit
Disregard previous question; resolved.
It’s still at 39%
input a number directly
Anyone know why when you take a screen shot that BP actor made up of Models will not show up in the screen shots? Like 50% shows up, and I have been trying to fix this for a while. I tried highres screenshot plugin and just regular is there something else you need to turn on to make it work 100% of the time?
if its anything related to what were doing. its a good thing
well I figured it out, if you know someone having this trouble, never use the Highres Screenshot tools even if you disable the plugin, just use F9 and it will capture everything fine.
open the engine project files
Yeah it’s only 80 things vs 4000
🥳
So I have spent a fair amount of time using unreal blueprints over the past few days. Followed a couple of tutorials and made a couple of multiplayer FPS games that were extremely minimal.
I have a vision for an FPS Multiplayer Project that isn't to ambitious but I would like to start with a base project and go from there. I have found a couple that seem like a good place to start from, but I figured I would ask the peanut gallery if you guys have any suggestions.
After 4 months of working on the new update for my game, I'm so excited to announce that V3.0 is officially here! All new maps, weapons, graphics, and more! I wanted to design it to be more of a boots on the ground Call of Duty experience with multiplayer
Download the project...
you been drinking bro ?
multiplayer fps aint minimal
That is one of the cheaper ones I have found.
I have lots of coding background, and lots of 3d animation background as well. I have just never gotten into game design.
Whatever the case, I'm just seeing if anyone has any suggestions for a base to start with.
ok
I have no ideas of grandeur here. Just having fun 🙂
I am a sound engineer who tinkers with games and computers after work ;]
nice
bruh im having fun
hey i just updated to 4.25.3 and now when i play/test the game in the editor, it doesnt feel as smooth as the older version
@cosmic cove I know, jokes jokes. And to answer your question, I did just open a really clean german pilsner.
whelp , im jelous .....
Nice, I just like how many tools unreal has built in.
bruh i remember opening unity a couple yrs ago, looking at it for 2 min, and fucking deleted that shit
it made no sense whatsoever to me lmao
Im definitely better at C# than CPP
but honestly the blueprints is what has sold me more than anything.
Is that lame?
nah i only use bp
Ah, thats good to hear.
shits too easy to pass up altho it has downsides to it ofc
why are you guys posting that shit in this channel?
cuz this is the unreal engine channel
The channel in which we talk about the unreal engine
Can anyone tell me why the project won't register right mouse button?
I tried both RMB and the Action input i set up
Clicking does nothing.
¯_(ツ)_/¯
Sets up a camera shift
@misty siren do you have any other blueprints that use RMB? one might have consume input1 checked
Lemme check slim
I shouldn't tho, this is the 3rd person default and I haven't touched it till I did this
@distant totem Its not used anywhere else.
a sequence might be easier to use for that idk
Its used so when the RMB (Aim button) is used, it switches the camera from behind the player to over the shoulder
ohh ok
I tried a couple different ways and they had some overlapping issues otherwise. I appreciate the input, however 🙂
yeah idk ive never done something like that
something wrong with the timeline i think
make sure ur referencing the cameras correctly and shit
The thing is when I right click, the event doesn't fire.
Even in simulation view nothing happens
yeah i was thinking that
input actions r kinda useless when u can literally just do it in the bp
Slim was right
oh ok
@loud knoll just let us know what we can talk about in this channel.
50 more cpp's to go
how do i add a coin?
Huh
no problem man glad that worked for you 🍻 , have had that happen to me countless times
Like the default ? Coin thing in the 3rd person template?
nah i want to add 1 coin
Idk what ur talking abt lmao
yeah ive been stuck on this problem for like a month
how do i make a redeem code system as in on my site peopletype a redeem code and get an item in game
ik its possible but how
and how to make dlcs or paid tems
ik there are plugins for accepting payment methods but how u make it once they buy it they get the item
what node should I be looking for to get the cheapest realtime blur for a texture in my material?
still trolling
your off topic , and yes im a professional unity game developer.
my bad bro
its a plugin, has some of the stuff that you want
@brittle adder ikbut how doo i make it so they get the dlc and how to make it so if they buy it they get their items on potentional other plattforms etc
eos services maybe but i wanna make my own account and cloud save system except idk how lollz
its obv possible but idk how
as far as i can see theres no tutorials on it
@gilded dove the best advice i can give you, is to create a TCP system for sending and receiving commands which can activate web based services as well as client/game based events.
I'm very new here, but I would assume you implement a system where the game checks a list uniquely attached to the player for whether they've purchased the DLC. Then when it is bought, have it set to "enabled" on the list.
And then when its enabled the game can check for files or whatever idk...
Imagine if someone made a cloud based compile service where you could pay to compile your unreal engine (and other engines) on a server specifically designed for it and have it done significantly faster
Someone needs to create that
That exists for Adobe projects and IDK why its not mainstream.
@gilded dove the best advice i can give you, is to create a TCP system for sending and receiving commands which can activate web based services as well as client/game based events.
@cosmic cove english pls lol, im newish to this stuff and not that advanced
and how would i do that
I couldn't tell you, but I'm sure you could find a somewhat related tutorial and apply the info to fit your needs.
i spoke clear English, maybe you should refer to google search or youtube.
Imagine if someone made a cloud based compile service where you could pay to compile your unreal engine (and other engines) on a server specifically designed for it and have it done significantly faster
@radiant jasper How much time does your game take to compile, and how big is it?
whats a tcp system tho
and there is not tutorials on this
Might sound scummy but code yoink the code from other games redeem code pages and modify it so it works with my game
tcp is a protocol
I mean I’ve been compiling this thing for an hr and a half now
bitch wut would take longer for me im on a asus gtx 550 ti
Lmao it’s fine I think it’s close to being done anyways
hehe, i heard crazy stuff on that thread ripper
Its awesome, but it didn't live to the expectations I had.
hmm
it multitasks like no other, tho. Photoshop + Ableton + UE4 + 10 Firefox YouTube tutorials + Doom Eternal
on the epic games one they have a link to this script to make it work @cosmic cove
Bruh my game is less than 2 gb total I swear to god it should not take this long
@gilded dove you're not going to get game code using inspect element buddy
lol
@gilded dove you're not going to get game code using inspect element buddy
@misty siren obv im talking the redeem pages script
Ok nvm it’s not close at all I got another 4000 shaders lmao
@radiant jasper again if your still on about our first mission. your exactly where your suppose to be o.0
I’m packaging it rn
Godspeed, Sped. go on a run or something while your PC cooks itself lmao
It’s 2 in da mornin
Unfortunately I’m not there lol
Something is wrong with me, my hands by muscle memory type variations of words that I am not thinking.
Its happened for the last 3 messages.
I think I am having a stroke or some undiagnosed mental disorder is creeping up.
2am type beat
@gilded dove the best advice i can give you, is to create a TCP system for sending and receiving commands which can activate web based services as well as client/game based events.
@cosmic cove How do i make a TCP System
then
let me find something you can build off of
Does anyone know of an editor plugin that allows you to do batch options in the "details panel"
AIDS
indeed.
Victor, how dare you?
hELLO GUYS
Ops, sorry caps
Ive made a big forest, but ive figured out that everyobject has lost the colision
can someone help?
this is just a design concept i made in photoshop but how do i make ui like this lol
THIS DESIGN VERY GOOD
THANKS
NOT COPIED OR INSPIRED BY FORTNITE IN ANY WAY, I SWEAR

@misty siren Sometimes one has to scream out AIDS when one has been coding for hours.
Agreed in entirety.
Let it be known, let it be heard.
help me guys lol
i have a fatal error i use hd 6700m and intel hd 3000 and windows 10 64 bit
@plush yew
this is just a design concept i made in photoshop but how do i make ui like this lol
@gilded dove would ui like this be easy to do and in the middle there will be the players standing
@plush yew Have you checked the logs Mr. Hyper?
yes
i would like to clarify not inspired by fortnite i 100% swear
And pretel, what did they say?
d3d11.dll
@gilded dove alright brotha , you need to create a tcp server in any code language you prefer. Ue4 will connect to your server. I code c# so i found an example in that.
I'm trying to force a texture to use a low Mip level to create a fake blur effect (it's a post process material, so the whole thing has to be blurry, not based on distance to player like how mip usually works).How would I go about doing that? Not sure what i'm looking for with the MipValueMode, Level, MipBias, etc... 🤷♂️
bro first sorry for my bad english 🙂
also what yall think of my concept design of the ui above
second. windows 8.1 not problem working and windows 10 not working unreal based games (excluding minecraft dungeons)
@open wadi
this is just a design concept i made in photoshop but how do i make ui like this lol
@gilded dove also how do i take this design concept and fr do it in unreal
I mean, there are way too many variables there. I'd re-check the Unreal project logs in ProjectName\Saved\Logs\NameOfProject.log (or NameOfProject_2.log if testing the game in standalone simulation), and I'd also generate the failure, and if it is a hardware-related issue, check the Windows Event log (application and system), filtering for errors and warnings, and look at the relevant timestamp. Otherwise you're flying blind.
You can monitor the logs in real-time via PowerShell - navigate to logs directory and use Get-Content NameOfProject.log -wait
Which is akin to Unix's tail -f
who is say?
And Windows 8.1 should die in a fire, so I wouldn't even begin to care what the results there were.
ok lol 😄
the rest is on you droptone :d
Lord I've run into a headache of a problem.
I use camera direction to dictate where the player heads when walking straight, and just implemented a relative camera position shift when aiming that moves the camera from behind the character to over the shoulder. Problem is when I walk around, the camera does this:
I don't even know where to start with this.
I know it has something to do with this, (These are my movement controls) but I don't have a thorough enough understanding RN to figure out what to change.
Anyone have an idea?
negative
The one without a fork in it?
I'm trying to force a texture to use a low Mip level to create a fake blur effect (it's a post process material, so the whole thing has to be blurry, not based on distance to player like how mip usually works).How would I go about doing that? Not sure what i'm looking for with the MipValueMode, Level, MipBias, etc... 🤷♂️
@surreal laurel Bumping this
there no bumping formula here, and even so , you cant bump your self
? It's just re asking the question, looking for input
Wish i could help you chrits. I just don't know enough. sorry.
All good! I've discovered that Mip generation only works for textures that are a power of two, so I think i'm on to something
@misty siren What application do you use to record your desktop so you can post that video file here?
Geforce Experience
I was attempting to use SvgToGif to create animated gifs and no matter how I altered the settings it kept creating files over 10MB which prevented them from being uploaded here.
30fps 1080P on a 10 sec clip shouldnt be that bad
OBS baby
Huh, I"m on a new Alienware with a 2080Ti, so there's some app that comes with the video card that you record with?
that's what I use
Nice, and the filesize is under 10Mb or do you pay for Discord to allow for larger uploads?
Also it wasnt 1080p, it was 720p
NP
Okay i have an idea. Is there such thing as a branch function that changes the vector based on a condition being true or false? (As opposed switching the events)
thats a great idea
ty
any know how to input TArray to varbinary
o.0
OMG I figured it out
To anyone who cares, UE has a node called "Select" that lets you change inputs based on whatever condition you want.
can't you just use branches?
TArray to : Data in DB
can't you just use branches?
@woven bronze Branches only work with events, not vectors.
i mean , if your working on pointers its impressive.
My channel packed textures suddenly got corrupted or something and now there are greyish blocks in the alpha channel. Reimporting causes the same thing, what the heck could of happened?
On the left is what it should look like, but some of the textures suddenly turned into the right version
So I am implementing a crosshair system, and wondering what the benefits are of setting it up in the level blueprint vs. the player blueprint. Can anyone shed some insight?
Very quick question!
I was clicking around and pressing alt/crtl/shift etc while navigating the viewport
And now my controls are messed up. I can't quite explain what's going up, but for a brief second a menu popped up and I think I confirmed a different set of navigation controls. Now the camera acts very oddly when I am using WASD to navigate. How can I fix this?
Holy shit I just simplified like 15 nodes into 8 using common sense. Legit the best feeling ever.
@storm iris make a spell effect class, then use an anim notify in your weapon attack animation to spawn the spell effect
@fallen marten
ok thanks where do i do that?
Ragdoll punching controlled by mouse
I want to control the players arms with the mouse. EG, the right arm/hand is moved when RMB is held down and moves in the direction of the mouse, Same when LMB is held down the left arm/hand follows the mouse. Please help
im trying to import a .WAV sound file to my game but i get this error help
when I use foliage, the trees lost colision, is it normal???
But they have colision when i put them alone, 1 by 1
hey guys does anyone know how to stop message log from appearing?
does anyone know any good procedural animation tutorials?
I have a character that can do 'space walks'. While floating in space, I want him to be able to roll.
The rolling works, using this:
PlayerInputComponent->BindAxis("Roll", this, &AMyPlayerCharacter::AddControllerRollInput);
The problem is, the rolling seems to be limited to 90 degrees in either direction. Then it just hard stops.
Does anyone have an idea why maybe?
Rolling is bound to q and e keys. So if I press the e key, the character correctly rolls, but after exactly 90 degrees, the rolling stops,
even if I keep pressing the key.
What would interest me even more, who could show me (preferably with a practical example (picture)) how I can do it when I cast a spell with e.g. as a buff and my character should transform itself through the buff how do I have to do that? I know that the loading of the second character goes with spawn but I can't do it for the time e.g. 3 min. destroy the main character and the other character e.g. a wolf is moving or visible? and how it is then reversed after the time has elapsed. and above all that both characters move? I have buffs that regenerate mana or health over time, but unfortunately none as described above
@cosmic cove .... bruh . chill out, i didn offer anything cause i can't send u messages, it sais it failes when i try to reply to your dm's... i was just joking, don't take it so personal. next time make sure your discord isn't bugged or something...
You've got to be kidding me, why on earth would you FATAL on this?
If I select the 30th of a month that doesn't have 30 days, you shouldn't crash. Just zero it out or something.
pls help im trying to set up a running and walking animation and in the blueprint i can see the animation well but once i put it to the character it doesnt animate nothing
pls help
@plush yew look at some youtube videos,. unreal has a few getting started with anim blueprints that are very good
i know
but i preview it
im following a tutorial
i preview the blueprint and moves
perfect
i added to the character and is stop
i have no idea
hmm
still can't tell from that what the problem is
go to the voice chat
someone there will help
like if the blueprints work...
im not at pc at the moment unfortunately
gotta try to locate the mistake, the blueprint is working, so it has to do with other thing
and i setted up the blueprint to the character
i would try to follow the tutorial again maybe you didn't plug something in or missed something
Anyone know any good free for commercial use fonts?
Modernistic looking if possible.
theres just one thing that is not the same
couse the tutorial was old
but i searched sth to do the same
(C++) Is it possible to assign parents to components ? So components can inherit their parent's transform
I'm heavily invested in pixel streaming from AWS at my day job. I'm a bit worried about the beta status. When will this feature move to released status and is linux support on the roadmap? It would make the system so much faster/easier to scale.
i'm trying to fire a projectile from a location but i need to tweak the Z direction (rotation?) between start point and actor target point, any idea how i can start on it?
So the next gen is coming and idk if I can afford a rtx wut is an alternative for that
Is still the rtx 20 series worth it cuz I'm buying a laptop for gaming editing ue4 blender etc
Ping me pls
i cant connect Level sequence to play. plz help.
cant connect level sequencer animation to play. I'm making box triggered door open, plz help me
target is self
How can I lower the ram usage of my project?
is it possible to add a body to FPS mode without redoing all my animations?
lmao
just
You need to use splines
splines are not 100% accurate
i think u need to do it manually
u can sculpt it
@tender parcel it requires a lot of time
Use splines + smooth tool
or just extend the road by the bottom
Maybe try to look some external software
fortnite
no lmao
hey, seems Epic's login system has a quite short memory, how long does it keep automatic login on my own PC? Feels like it's only few days
Anyone has experience with save\load system? Or maybe general knowledge?
Save and load variables is easy, but when it comes to a dead characters: they remain dead (deleted from the world) or playing dead animation.
Either use spines and have the engine modify the terrain and tweak it or do it yourself, that's your two options @plush yew
TwT
I have a feeling that each time i load the game i need to spawn characters and check their status dead\not dead
Correct
So thats why in real games loading time so long
They doing same?
Cause atm loading is just mileseconds away
Even with big world
@everyone HELP
@tender parcel you realise you are in a server that has over 10,000 people and you just tried to tag them all?
yeah
With a pfp like that I'm not amazed
k
Well don't, that's not what you do.
You could've at least posted what you need help with
Please make sure you post in the correct channel though
@lucid grove yeah, pretty much.
Quick note that if you have a hard reference, it's always loaded
You can always check how much of the content is loaded by doing right click on the respective asset, usually level, then size map
If you have a large selection of different characters you'll spawn, consider soft references
Is it possible to add a body to fpsarms without redoing all the animations?
You can always attach a child component to a specific bone
Probably. Master Pose Component may be the thing you're looking for, you'll get better answers in #animation probably
Does games use more RAM in the UE4 editor or as a standalone game when its done?
thanks MOA I will check the MPC out
If the game uses 10gb ram in editor, how much would it use as standalone approximately? @thick herald
No idea, sorry
Also depends on shipping vs debuggame build
Shipping is as stripped as possible
Checking out on my gamejam submission, single level, the game takes about as much RAM as the whole build
I pressed on build (build lightning and geometry all) and now it uses less ram
If I press on build, does it use less ram?
Hi. I have a question about the quixel materials.
The material I download will be an instance material. When I try to go its parent, I come to a different material (instead of forest floor its some metal material).
But how can I add a "Landscape Grass Type" on a quixel material?
I tried to modify the parent - but of course it doesnt work.
Can you give me some hints/tutorials how to do that?
Thank you. 🙂
I'm stuck at box triggered door opening where i can't connect nodes to play blueprints in level blueprints. Plz help
anyone know how to download the Ikinema plugin for ue?
how can i set the top of the foliage a bit brighter?
change the material
I have an AI controller. when the bot dies, i destroy the pawn that is controlled by it. when i re-possess a new pawn, it doesn't move. any idea what I'm missing?
change the material
@dim arch wow man thanks for your advice you saved my day!!!
Heya, i have this Access None problem when spawn NPC.
When i place my NPC with AI controller directly in the world all works
great, but when i spawn it - Access None.
This is problematic part:
It cant find MyPawn reference
this is reference inside wolf ai
i guess it's a problem with how you're spawning it
nothing extraordinary
character is doing great - attacks, moving and etc
but fail to get ref on ai controller
new 'game' project via 4.25.3 , thirdpersoncharacter in place, tho when I right click , play from here it , on play it defaults to location of that thirdpersoncharacter , is that expected if so is there a tick to take right click instead ?
alright well I figured but verified on forum, h ave to delete that char. for play from h ere to work.
im still getting that error @cosmic cove
lmao 8gb isnt gonna get u anywhere
ok i have finally released game
took me like 3 months lmao
because ur exterior cam is further away from that hill
I actually checked now
And its because the FOV´s are different
But why does the FOV of the camera change the LOD distance?
I guess so its the same performance on all cameras
Hello, I read online somewhere that all errors that show up in the message log will cause a crash in the shipped game... Anyone know if that's true?
For example I get this error where an interface is trying to access an actor that is pending kill
if I spam the mouse button to throw an object (after it explodes), but it only when I use my auto clicker (or click extremely fast)
I'm scared it might crash the game for users 😨
Make a packaged build of the game and run it on your PC to find out
I don't think they would cause it to crash if it doesn't crash the game in editor... but they are likely to cause bugs, so you should try to fix them
so obvious i should have just tested it! Thank you
Anyone know how to fix this?
I'm trying to expose a array that is populated in a C++ class and expose it to a blueprint here is what I've tried but it doesn't show in the blueprint
I've tried to make it blueprintcallable too
BlueprintReadWrite should work, but note that you've marked this protected
that means it's only accessible if you have a BP that inherits from this class
the array doesn't get populated until the tick ticks ...does that make a diffrence?
how do I make a bp inherit?
you choose this as the parent class
but it sounds like you should probably just make this property public instead
it should show up in bp when i right click?
I just made it public going to try it again
I still can't find the array anywhere
I have a bunch of different weapon idle pose animations. The character can switch between them and their weapon switches. Not blending during this transition looks too sudden. But blending causes the weapon to do look strange while blending between the two poses. My current solution is to hide the weapon and reshow after finishing the blend, but that doesn't look great either. Anyone have any other ideas?
Maybe goof around with setting the scale of the weapon?
Particularly if your animations include putting the "old" weapon somewhere and taking out the "new" one
The don't. I guess that is the main problem
yeah, one sec
Also this may be more suited for #animation
True, yeah I'll take it there
Are all the methods that are available in C++ available in blue print also?
no
why can't i paint? i've also tried exiting and restarting and its not a problem with having something selected.
hi all, have a problem, I'm reading from the spline Find Rotation Closest to World Location and feeding it to the SetActorRotation, but the thing is it is rotating my character to the default direction of the spline, how to alter the direction of the spline by character's? I tried get direction of the actor, multiply it on Yaw (Z) of the spline's, but it's not working... thanks for any help
Hello guys. I want to build 4.26 from source (first time doing this) and I'm using github for windows. I cloned this link https://github.com/EpicGames/UnrealEngine.git but I think this is the latest release.
I need to add something to the link to build a specific version?
This will be updates all the time?
Or I have to download again when a new preview will be launched?
@rough knoll What is the density set to?
Fork this and use your github desktop
You've already forked UnrealEngine
In github I've cloned Unreal Engine
But now how can I use 4.26?
you need to select the 4.26 branch
Thank you
hey
I have a little problem - when i set simulate physics to mesh and remove collision on Capsule it seems like Capusle Component lost attachment to my actor
anyone know how to make the camera disappear?
Hey I've just installed unreal engine and I'm trying to learn it, I thought my gpu wasnt powerful enough for it's graphics but afterl ooking at task manager it seems visual studio is lagging it to 100%?
I've got a 1060 so it might still not be powerful enough but it was getting ridiculously laggy
@plush yew 1?
anyone know of any tutorials that may help me with making a mystery dungeon type game?
Hello everyone! I'm trying to spawn my ThirdPersonCharacter into a level but I can't see it's model. I set up the PlayerCpntroller with the proper inputs. When I spawn in the map I am able to move but not see the model properly. Any help would be greatly appreciated. 🙂
@Agent Ecks (Jeremy)#3709 do you have the skeletal mesh set to visible in the viewport of the TPC blueprint?
I think so. Where is that option? The TPC spawn in my other maps, which is weird.
hi guys what can i use for snapping a door or window to a wall ?? I heard something called Morph Target but its just for characters i think ?
I have a question - I have a function where two parameters are passed (param 1 and param 2). Within this function, I have a struct that consists of multiple keys - "Start Here", "Module 1", so forth. These keys are maps. I want to search to determine which key matches param1, and, once found, which value matches matches param 2.
Is the only way to do this a series of for each with break loops, or is there a more efficient node to use?
What would interest me even more, who could show me (preferably with a practical example (picture)) how I can do it when I cast a spell with e.g. as a buff and my character should transform itself through the buff how do I have to do that? I know that the loading of the second character goes with spawn but I can't do it for the time e.g. 3 min. destroy the main character and the other character e.g. a wolf is moving or visible? and how it is then reversed after the time has elapsed. and above all that both characters move? I have buffs that regenerate mana or health over time, but unfortunately none as described above
do instanced static meshes have automatic collision now? o:
@storm iris you can set a new skeletal mesh dynamically and then set the new anim BP
How do developers find out the minimum and recommended system specs for their games? I dont have many different setups to check what can and what cant run my project
Estimations mostly
Depending on your PC and how much your game uses up, find equivalent parts
For example if you have an R5 3600, GTX 1660Ti and you get about 130 fps with that setup, open up task manager and look up GPU and CPU usage, make sure per-core graphs are enabled for CPU
If you see that only 2 cores are being used, you can confidently say the game will run on an i3 or even an Athlon (the new ones)
If you see 100% GPU usage with that, something like a 1050 Ti will get 60 FPS, assuming the rest of the specs are met
If it uses 18gb ram, can 16gb pc´s run it by cranking it down to 16gb or would the minimum ram be 32gb for everything beyond 15-16gb?
Always use measures from your packaged build
Not the editor
The editor loads a ton more
UPROPERTY(BlueprintCallable, EditAnywhere, Category = Actor)
FString xString0 = " this";
18 GB RAM isn't normal
that is throwing an error
tells me callable is only allowed on a property when it is multi cast callable
its just an FString
and get a ssd prob
why can't i pass it to blueprint?
because my disk is also bottlenecking at 100%
It is highly recommended to have the editor and your project on an SSD
Might end up expensive, depending on your size
I was able to snag a 1 TB SSD for 100$ last black friday
Also if you have SSD as your primary drive, you can increase the page file
Though that's only if you can't get more RAM
never mind about my question i just googled the answer
what you mean by page file
It's a file in your boot drive that stores some stuff if your RAM is full
Also used to compress some things in there that haven't been used recently
How large can UE4 projects get? Im thinking of getting a 500gb ssd
Depends on your scale
If you plan on getting high-grade megascans from the marketplace, 1 TB
Also it's good to keep at least some free space, don't think just how much it'll end up
so it depends on the assets
Depends also on how you store your backups.
No idea
But I digress
My personal project has ended up at almost 200 GB
Though it's a build from source, so that also includes editor stuff
Technically speaking, I could fit both UE4 and my project on a 500 GB SSD, but if I did that, I would've had a hard time moving engine versions or doing backups
If I install UE4 on my SSD, will all projects also be installed on the SSD?
You must set them to be there first
I'm having this problem
How much VRAM do you have and do you have raytracing enabled
With a Geforce 1080 8gb of ram
Unless you're using humongous assets, have raytracing on, or are cryptomining, this shouldn't happen
With msi afterburner im seeing that every time I open the editor the memory rises
Normal
Guys i have the object rotation locked on 90 i cant rotate more than 90degree anyone know the solution ????
How can I create backups? @dense gate
Y Axis
But raises and then keeps there and raises again nextntime. I open
Depends on your source control @sterile tulip
source control?
I should prob get an external drive for backups, so if something happens to my pc, I dont loose anything. I dont think I can backup such huge files online
Absolutely
@lyric lintel engine version?
And again, do you have raytracing enabled?
It might be attractive with it being enabled on 10-series, but during development, I wouldn't recommend
I cant Rotate it however i want 😦 its locked on 90Degree i've tried to AddRelativeRotation , AddLocalRotation, SetWorldRotation, SetRelativeRotation Nothing working
fwiw raytracing runs like ass on a 10 series card :P
so I doubt anyone really has it enabled on that hardware
Hey, 30 fps and 50% screen resolution is managable
I was running like 13 fps with it enabled on a 1080 Ti so I dunno :D
and my game isn't really high quality in terms of assets
Guess it depends on project scale then
I'm on a 1070Ti and got more than that on my detailed map
Huh
Odd 🤔
Also did you have resolution scale
Because I sure had that bad boy set to 50% most of the time
I don't recall, it was even lagging the editor to the point of it becoming intolerably slow
hmm, I wonder if it was some editor bug or something then
For example, this gif https://gfycat.com/pastelwhisperedamericancrocodile
I was just experimenting to see if it would work, maybe I need to give it another try sometime later

