#ue4-general
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https://answers.unrealengine.com/questions/989150/view.html
Do you know how to do that?
and i want to make this more solid
For example, this gif https://gfycat.com/pastelwhisperedamericancrocodile
cool ๐ฎ
0
Hi, i actually have an animation blueprint that make my player walking/jumping, but on overlap the thirdpersoncharacter has a play animation block. After animation ends it still remains in last animation frame position and don't follow animation blueprint anymore? How to make the third person character follow animation blueprint again ?
Thank you.
haya folks quick question if someone please has some time! Ive exported a skeleton mesh from the engine and imported into maya however when I try to import it back a error pops up saying it has duplicate bone names
does anyone know how to fix something like this?
issue still persists, i can't paint foliage anywhere except on static meshes.
i have these ticked so this isn't a problem
unticking static mesh doesn't let me paint foliage anywhere
maybe there is some collision around the house preventing foliage
i deleted the house and it still didnt work :/
try on landscape mode>manage>resize/change component size>apply
would it be better to code or use blueprints? I am also currently using unity and wondering if I should switch
If you can code you can code but nowadays you dont need code anymore to create games
You can do anyting with blueprints
Well, uh. Hello everyone! It's nice to meet you! I'm... Brand new to Unreal Engine. And I'll probably mess this up a lot. But. Hey. That's half the fun of it, right?
you can ask for help at anytime everyone is very nice here.
Welcome!
Hey I am new in game developing need help unreal engine 4
Thank you! I was hoping to try to get some practice in with simpler projects at first, and then try my hand at a bit of a more complex thing. Y'know. Just to get the hang of this. I've never done coding for an AI or the likes, so that's the newest thing to me.
Im also new, just started a couple weeks ago so you wont really get help from me but here are some people who know some things 
Can u please tell me how to make stuff fall automatically when your character reaches that point trying to make horror game
I think you need to activate physics in overlap with a collision box
@dawn walrus well, there are tutorials everywhere! along the way you will get super familiar with the layout of ue4 and learn a bunch in code or blueprints whatever fits you.
You go to your things which will fall and add a collision box or box, then press + on overlap to make overlap node
Thanks
So which book or articales should I need to read to become good game developer
I recommend to watch a few series on YT how they make a complete game so you get some understanding of nodes
I am new just started three days ago
Oooh! There's whole things like that? My usual way of learning is to take what they do and work alongside them, taking what they give me to see what I can do with it.
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. ๐ DM me please.
well i think first things first you should learn blueprints instead of code it might be easier for you when just starting but also get use to the layout and where some things are then go from there just mess around with it really
Once you learn how nodes work you can create your own nodes
heya, that damn CapsuleComponent killing me.
when activate physics its deattach from mesh
Can I change StaticMeshes pivot point in runtime?
when i try to attach it again - its behave weird: mesh is on top of capsule
Is the capsule component your root component?
Are all Megascans textures available in free epic marketplace or only a small part?
I think all are free
When looking up "megascans" on the marketplace and setting a filter of 1 EUR min, I get 0 results
Nice
I will try them out
damn man
12 gb for a texture pack
With assets this big no wonder games reach 100gb
whats the advantage of using event dispatchers? ive watched a few videos and i dont understand so well
what can they do, that others cant, or better?
@rancid lynx Dispathers can send 1 signal to multiple receivers. All others are 1 signal to 1 receiver.
You can get Inferfaces to do the same, but you'd have to use loops or inheritance.
Yes, all of them need a reference
i like interfaces ok ty
go to 4.17

how do i make them not be flat when i walk 2 feet away
why cant i see the arrow to move the object?
Can someone help me build a computer ( around $ 2500 ) for ue4?
Question - When viewing the "Lightmap Density", selecting an object makes it appears pink, you longer can view the density based off the Red,green, blue scale. How can you make the selected object remain red, green, or blue?
could somebody tell me why, when doing a render pass, my world normal render pass starts off like this for the first couple of frames (which is what i want)
but then turns into this a frame later:
The first 2 frames look like they're normals
yes
i am doing a world normal pass
the first two frames is the result i want/would expect
the rest isn't
Question: I have two custom BP structures: Module and Video. The "Module" struct consists of a map to the "Video" struct - the "Video" struct simply has 6 strings.
I then declared a GI variable, "ProgramModules", which consists of this Module struct. I need to be able to perform two searches - One to search the "Module" key part of the map to find which module I'm looking for, and then to search the "videos" of that module once found.
In this example, I've broken out "Program Modules" into the individual struct keys: "Start Here" and "Module 1"
Aight, realized I misread, sounds like a bug
I don't know that I should be breaking out the struct, perhaps it should stay concatinated.
How would one simply search the keys of a struct to find a match? Should it be a "for each with break" loop or is there something more efficient?
You can somewhat safely do a foreach search
You just need to search for Names
Avoid string compare like the plague
Right, foreeach just seems to be an inefficient way to code this, but if that's the only option.
This will prob sound silly and simple but how would/should I go about making a melee system like your typical block, dodge light attack heavy attack and combos? been looking for weeks about how I should go about doing this but iv gotten to the point where I need to ask lol
MidnightProdigy: I'm quite sure there are many guides on YouTube, that's an incredibly complex topic, building something out like that from start to finish.
@dense gate Normally, when searching a map for example, Unreal provides the "find" node.
Are we saying foreach with break is the most logical course of action, or might there be another more efficient node?
Been looking at the guides its just hard picking which one is the right one as well as if its been optimisted for the new engine I was seeing alot of the tutorials were years old Im not sure if UE changed anything in thouse times if that makes sense?
Find does the same thing as for-each-break, just in a single node
Well yes, but what you're asking is far too complex, things change from version to version but you're going to have to put in the work, no one in this channel is going to build out an entire melee system for you.
thats not what Im asking I dont want anyone to do my work for me
Names speed that up a ton tho
In that case, might as well write it manually!
They are case insensitive
Thank you much, very helpful.
I was asking in a professinal stance where whould be a good part to start insted of searching on the internet hopeing to figure it out
MidnightProdigy: In your case, the professional stance is to search on the internet and figure it out, yes.
Then think how these interact between each other
I recommend Udemy or Pluralsight for initial guides.
Otherwise, simple YouTube searches. Find something as close as you can to what you're trying to do and go from there.
And FWIW, I found Pluralsight far superior to Udemy in terms of instructor quality, FWIW.
Back when I was in that stage.
Iv jumped from Unity to Ue4 back and forth sorry if I got confused a little ๐ thank you for the suggestions tho ill defo look into them
Udemy literally hires teachers that sound like they're passing out and leave dozens and dozens of mistakes in their training and simply go back over the videos with text overlays saying "Oopsie so this is wrong here it's actually this"
Also, when you exec a return node in a function, it breaks the rest of it, like they'd do in programming languages
Should be the same thing with you, except the input will be your array of structs and out comes whatever you need from it
It'll end up wider 100%
Well mehteh this is the complexity of it: For example, here is my struct:
My struct is a map to a struct.
So say I have 2 players ones ranged and ones melee would it be easier to fully make both ranged and melee on one character and to make a child of the parent as your ai follower or to fully make both characters combat system sepratly?
Both custom.
I'm not sure if that matters.
So the keys are "Start Here" and "Module 1", and each of those has some 6 string keys (that come from the other custom struct): Title, URL, so forth.
ranged player can never pick up and or use melee weapons and vise versa
So when I branched it to a Foreach break, it converted to an array.
Should this search operate as expected?
Step one is "searching the keys", which in this context is "Start Here" and "Module 1" as seen in the previous screenshot.
@sage coral I personally have a "unit" class that basically every single pawn inherits from, then to each of them I can attach different properties, abilities, items, status effects, etc
So I want to see if String A matches either "Start Here" or "Module 1"
Depends on how you wanna go for it
Ah, search through struct
Well that's gonna be a daft bastard
@dense gate Oh great Idea I didnt even think about that I can even use that as a base to make each different eneamy type wether they use ranged, melee or both
Yep
TY ๐
What do you mean?
I'm still confused what you're trying to search through
Break Program Modules, then search through the outputs
It has two keys: "Start Here" and "Module 1"
Ok, I had it broken out before, once it's broken what node do I use to search the outputs?
Huh
The Module struct is a map to the video struct.
The video struct simply consists of 6 keys.
Which are all strings.
Hollup
So you have your Program Video struct
Then you have 2 arrays of those in a Module
Modules is a non-array, non-map, non-list variable
Then I simply declare a variable "ProgramModules", which is a var of this struct type.
The bottommost selection on which of the two structs?
Are we sure my structs are created incorrectly?
On the BP where you have Program Modules, click to change that variable type
And select the one that's square-line
As is on the screenshot there
That will create a proper map
You've went on a humongous tangent to create your own map
how would make a number selection in a widget bp. like <1> (press arrows to make number go up/down)
So basically, what I'm shooting for here is I want a module struct that consists of a series of videos, and each video has multiple properties: title, URL, so forth.
And this is what it needs to look like
The way it's designed now, at least from the BP custom structure editor, it appears to be designed correctly: I can declare "Module 1", "Module 2", "Module 3", so forth, and within each Module, I can add multiple videos: "Video 1", "Video 2", "Video 3"
Ok
I realized you were the lad yesterday that I think I recommended map to
Apologies, I'm used to simply just writing this shit out in C or node or whatever, where it's just myvar = { "bob" => { "jane", "jimmy", "joe" } };
It took me a bit of staring
Yes, thank you, great catch.
does anyone know how to do what i want
lol
is that a thing in the pallete
There's a number dial iirc
huh
Spin box
ok
In your widget BP you can then add input controls
yeah
mhm yeah im gonna have it spawn a number of enemies based on the number
Then spin box should be the thing you need
Check the widget style section
ok
ok and the arrows look like dog shit when i make em bigger lmao
how would i even go abt making them buttons
cuz how would it know which one is down and which one is up
This is getting a bit deep into #umg and it's too late for me
The spin box basically goes up or down depending on how you move your mouse
huh
yeah i see
@radiant jasper send me the link to your shapiro game
sure 2 secs
Aight, g'night from me
I forgot to save yesterday, I was on the phone
Good luck
gn
nice thx
๐
I just paid a couple hundred for a proper backup drive and software for my new development box.
Worth every penny, re "I forgot to save yesterday"
Decided on Acronis True Image 2021
Because I lost 2 hours of work the other day due to being completely ignorant to how Unreal handles redirectors
And just hauling off and renaming / deleting project directories.
oof
Trying to rename my directory structure.
I was comparing Content Browser and the actual Contents directory on disk and saying "Why the hell is this old directory name still present, that needs to go"
Everything exploded.
Never again.
๐ญ
Since Microsoft cannot seem to figure out how to include a backup solution as good as Apple's TimeMachine in their native OS, I bought Acronis.
And one of those 5 TB Western Digital "Black" drives
You didn't click to "Fix redirectors blah blah blah"?
And shit is rolling, hourly incrementials, encrypted backup drive, verification on every backup, etc.
skuba: Hard to fix redirectors when you've hosed the redirectors from the disk.
I was completely confused as to why files appeared on-disk in the contents directory for the project, yet you would not see them in the content browser - I now know that those old placeholder files that do not appear in content browser are presumably redirectors.
lol @ "gj u won heres a picture of ben shapiro"
yep
how would i go abt spawning a number of actors based on an integer
And I have now learned - "Just don't rename shit. Roll with it, fuck it. Fix it in version 2."
You should pay someone to animate ben shapiro dancing, akin to the avatars used in pubg and their little dancing animations
I'd pay for a game to receive that as an award
Ben shapiro breakdancing
lmao
or just go to mixamo.com
the ben shapiro file i got doesnt work with mixamo lol
the textures r seperate
and when i upload the folder it just doesnt work
upload just the fbx model
the fbx doesnt have textures on it tho
you just import the textures to UE
the way i had to do it is get a ue4 project with shapiro in it and transfer it from that to my project cuz the importing wasnt working
and create the materials
It's fun to study the code from those old Sega Super Scalar games from the mid 1980s, back before the transition from sprites to polygons, when those guys were creating 3D environments entirely with algorithmic sprite scaling.
embedded textures is not a problem not a barrier to make it work
when i tried manually assigning the texture materials it just wouldnt wanna work
you can export the model from UE and then import again
the thing has like 7 million polygons so that might have something to do with it
so how do i get this value
its a binding for the value in the spinbox but idk how to assign it as a variable

would i just connect the variable to the return node
and then how would i spawn the actors based on the float
i cant find any tutorial on it
Is there a way to add foliage in meshes?
So the same issue remains.
This is my custom module struct, which is a map to my custom video struct. My video struct simply contains some ints and strings, such as "Title", "URL", etc.
I declared a variable in my BP function to use the custom module struct, ProgramModules.
I do this so I can replicate the functionality of a JS statement like ProgramModules = { "Module 1" => { "Video 1" => { "Title", "URL" }, { "Video 2" => { "Title, "URL" } } };
That's all well and good, but now I simply need to be able to search the primary keys of ProgramModules. I need to be able to iterate through it and see if a test string matches "Module1", or "Module2", so forth.
The problem is, if I keep the struct together (not split struct pin), the find node appears to take no parameters.
If I split out the struct like this, how would I iterate through all the keys sequentially to see if any of their names match the param without simply creating a branch statement for each one?
Surely there's a way to simply search this ProgramModules variable for primary keys that match a string.
I suppose, the question is: how does one iterate through multiple map variables?
Is that possible?
does anyone know how to get the value from a spinbox?
like get what the player set it at
So I presume there's just no way to do this.
It looks like BP map support was only added in 4.15 so it's a bit lacking.
That's a shame, in any given standard language it would literally take two seconds to construct such a variable.
myModules = { "Module1" => { "Video1" => { "Name", "URL" }, "Video2" => { "Name, "URL" }, "Module2 " => { "Video1" => { "Name", "URL" }, "Video2" => { "Name", URL} } };
Apparently such variable structure explodes in Blueprint format.
Heya. What's the unreal documentation like nowadays? I work primarily in unity and was always very disappointed with how lacking Unreal's docos were. If it's still lacking today, is there plans to work on it heavily?
@open wadi if you wanna do a map in a map you can nest the inner maps in struts
@plush yewwla I have a map in a map.
@supple totem
The issue we've been discussing in here this afternoon is the fact I cannot simply determine how, in Blueprints, to search the map for a specific key.
Ok, so if you're familiar, let's do this again.
I have two custom structs: Module and Video. The logic is, I have multiple modules, each of which contains multiple videos. Therefore, "Video" is a series of strings for URL, Name, Title, etc. Module is a map of Video. Therefore Module1 => Video1 has the properties URL, Name, Title, etc.
For example, here is my Module struct.
Pretty straightforward. It's literally how you would declare a variable in a language as rudimentary as Javascript as ProgramModules => { "Module1" => { "Video1" => { "URL", "Name", "Title" }, "Video2" => { "URL", "Name", "Title" }, "Module2" => { "Video1" => { "URL", "Name", "Title" }...
In my Blueprint, I simply declare a single variable: ProgramModules, and set the type to my custom Module struct.
That's all well and good, except for the fact that I cannot find any example of how to iterate or search for keys or values within this variable. All the typical Map search operations: Contains, Find, etc, do not seem to work properly. I'm happy to For Each Break over it, but I can't even determine how to, in this case, iterate over the Modules.
So for step one, all I want to do is, within this ProgramModules variable, be able to search the keys for a specific Module.
I've even tried wacky things like converting the struct to a Json object using the SocketIO library, no dice.
Surely there is a way to do this within a Blueprint.
Trying to figure out exactly how you have your structures setup....
Do I have this right? You have ProgramModules which is a map of <something> to Modules. If that's correct, what is your key type (<something>)?
Or is it that you have a map of modules => videos
It's set up exactly how you see it in the screenshot above.
It should be exactly like this: ProgramModules = { "Module1" => { "Video1" => { "Name", "URL" }, "Video2" => { "Name, "URL" }, "Module2 " => { "Video1" => { "Name", "URL" }, "Video2" => { "Name", URL} } };
There are more properties to the videos than Name and URL, but for simplicities sake, I'm writing it like that here.
Here, let me post even more concise screenshots.
I'm confused because it's not clear what you're trying to access to me.
You have a structure with a field named "Module1" that's a map. Are you trying to access the Module1 field by name? Or are you trying to access an entry in that map?
Module struct:
Video struct:
The variables in "Module" are maps to "Video"
Then, in my Blueprint, I declare a single variable: ProgramModules, and I set it to my custom Module struct type
In terms of what I"m trying to access, I simply want the ability to, within a BP, search the keys in ProgramModules to see if, for example, a string set to "Module1" matches "Module1", so I can then access "Module1" and get the Videos specified within.
Yeah, so that's not possible. You're setting things up the wrong way to be able to do that easily.
It would literally take me 5 seconds to write in Ruby, C, Javascript, Pascal, probably BASIC, but in BPs I have to find a mystery node that I cannot determine.
Right, that's what research indicated - Maps themselves weren't even added to BPs until 4.15 and their functionality is still quite basic.
Your "Module" struct stored in ProgramModules is not a map. It's a structure that holds two fields
That's what I'm understanding is your issue
Correct, because that's not what structs are for.
So what are structs for in this context?
Use one field, a map of string (or name or text) to module/video/whatever
So your ProgramModules should be a map of string -> module, not a module itself.
Your module struct should then have a field that's a map of string -> video
i can show you an example in a sec
@arctic horizon I would appreciate that, thank you.
It appears there are others who have attempted to search a struct by field name: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/98178-get-struct-field-by-its-name
Build powerful visual scripts without code.
it's like trying to search a struct in C++ - BP structs are analogues to structs in C/C++
you can't do it
what you want is a map
maps are supported in blueprint
Right, and I'm using maps within this struct.
The reason I'm creating these predefined structs is because the data is static, it's not tabular so there's no need to use a datatable.
So I figured I would declare a struct, set the data, and use it as needed, basically akin to global constants.
so here's what your module struct should look like:
your video struct is fine as-is
Oh, I see how I screwed up
I set the keys as the video struct.
The keys are meant to be strings.
Yes of course, thank you siliex, very helpful.
and this would be your ProgramModules variable
๐
you can then use "Find" on your ProgramModules variable.
Terrific, that was the missing piece. Just a dumb mistake declaring the keys themselves of the video struct.
I'm hellbent on completing this entire project in Blueprints so I finally master GUI-based IDEs like this, since I greatly prefer CLI-based code, so it's useful to learn all these from a BP standpoint.
Hey all, Im basically not at all good at UE4 but wanted to secure a sure-fire development/port workflow from Blender to the engine to know I can for sure make my projects. Im quickly realizing how difficult it is to do this but I wanted input if this is too ambitious for one guy
Probably a stupid question, but is it possible to reference a Unreal project into another? Sort of like a module thing.
closest thing to that would be a feature/template pack or perhaps a plugin
Say I have a uproject with my character, and I want to use that in another project, but I'd like to keep a live link
A plugin that's a entire project?
an example would be how references work in Maya or Max.
There's no reason to do it... I'm just thinking ๐
@arctic horizon I have the same fundamental issue though. I can't determine how to search the keys for a key that matches a string.
I have converted the Modules struct as you specified - the keys are all strings.
@open wadi get keys
Get keys, ok, let me try that.
Will give you an array
I do not have a node available, even without context sensitivity, that contains just the string "get keys"
Keys
The closest thing I have is "get keys from string table" which is not compatible with my variable.
Well.. you have a MAP right?
Keys is not compatible.
Sorry, I just jumped in here... what are you trying to do?
Here, let me copy / paste the description.
Kk
I have two custom structs: Module and Video. The logic is, I have multiple modules, each of which contains multiple videos. Therefore, "Video" is a series of strings for URL, Name, Title, etc. Module is a map of Video. Therefore Module1 => Video1 has the properties URL, Name, Title, etc.
For example, here is my Module struct.
Pretty straightforward. It's literally how you would declare a variable in a language as rudimentary as Javascript as ProgramModules => { "Module1" => { "Video1" => { "URL", "Name", "Title" }, "Video2" => { "URL", "Name", "Title" }, "Module2" => { "Video1" => { "URL", "Name", "Title" }...
In my Blueprint, I simply declare a single variable: ProgramModules, and set the type to my custom Module struct.
That's all well and good, except for the fact that I cannot find any example of how to iterate or search for keys or values within this variable.
All the typical Map search operations: Contains, Find, etc, do not seem to work properly to search for keys by name. I'm happy to For Each Break over it, but I can't even determine how to, in this case, do such.
So for step one, all I want to do is, within this ProgramModules variable, be able to search the keys for a specific Module name.
I've even tried wacky things like converting the struct to a Json object using the SocketIO library, no dice.
Surely there is a way to do this within a Blueprint.
-=-=-
At the end of the day, it's fairly simple: I have a struct, Module, and each key within this struct is a string, and it is mapped to my other custom struct, "video"
There's my struct. I declare a variable, ProgramModules, of this struct.
I just want to search the keys within ProgramModules to see if myStringVariable matches the key name "Module1", or "Module 2", so on and so forth.
I take it by the silence we don't know this one either.
I can easily split the struct and run find operations on each individual "Module1", "Module2", etc map.
k.. reading
But that doesn't allow me to search the struct fields themselves. When I say "keys" in this context, I believe the proper term is "fields". My Module struct has 3 fields right now: "Start Here" (map to Video struct), "Module 1" (map to Video struct), and "Module 2" (map to Video struct). I need to be able to search the struct field names, if that term is right, to see if a string in my function matches "Start Here", "Module 1", or "Module 2".
ok.. so... you have a MAP... the keys are strings? and the values are structure , correct?
Or is the proper term in this context "struct members", I don't have a clue.
It's exactly how it looks in that screenshot
That is the struct
You have 3 layers
Yes, I believe the way you stated it is correct: the keys are strings, the values are the video struct, but the video struct isn't even an issue now.
All I want to do is search the struct key names, if that term is right, for a match.
You have a map of a map
would anyone know how to bring in a third person actor/class/blueprint into an already work in progress shooter game?
So, droptone, can I see you top level Map?
Thor: What I'm essentially trying to do is replicate what you would write in Ruby or JS as ProgramModules = { "Module1" => { "Video1" => { "URL", "Name", "Title" }, "Video2" => { "URL", "Name", "Title" }, "Module2" => { "Video1" => { "URL", "Name", "Title" }...
What top level map?
There is no top-level map, I simply declare ProgramModules of the type of that struct I showed in the screenshot
This here. A variable, ProgramModules, is simply defined with datatype set to this struct.
There is nothing above it.
Yea, yea.. I get I know what trying to do.
Good deal.
You basically have 3 layers. You have a Module, then video, then video data.
Right, and right now all I want to do is search the fields / keys where you see "Module 1", "Module 2", etc, to see if a local variable within a function matches that name.
I don't even care about the videos below.
If I can figure out that part, I can handle the rest.
ok.. can I see your MAP variable? in ur bp editor
I mean, it's just a variable declared of the type of the struct in this screenshot.
But yes, one moment
Ya.. not the struct but the actual MAP node
Well I can break out the struct within a BP to reveal the individual Start Here, Module 1, and Module 2 maps
Here it is unsplit:
ok, so pull ProgramModules in your bp graph
Here it is after selecting "split struct"
Ok, hmmm..
It just reveals the individual maps within the struct
LMAO i found a game i made when i was like 11 years old
its so horrible i hate it so much
And this is the dilemma: I need to search the "keys" themselves
Gotcha..
Let's do this another way
Would, in this context, "Start Here", "Module 1", and "Module 2" be considered "keys", or "fields"?
Or something else?
Yea.. you want the modules to be Keys
Since they're struct variables
So that I don't confuse people.
And yes sped thank you for sharing the game you made when you were 11, quite a gem.
so you can search Module1 , and get a list of videos
Right
But even then, that presents an issue.
So fundamentally, the reason I need to search is because I'm writing a BP function where "Module" and "Video" are passed as params
The modules and video data are static, akin to global constants- they don't need to change during the project.
So I need a variable datatype where I can search for the proper module, and then, from there, find the proper video within that module.
That sounds fine Thor, I"m certainly open to any suggestion.
Right, I just need to be able to have them in some related form, ideally in one proper variable.
Or constant, since they don't need to change.
That way, when I pass "module 1" and "video 2" to the function
I can execute a search for the proper module, then the proper video within that module.
So just so we don't mess anything you already have.. make a new variable, call it ProgramMod2 or something
What datatype?
it's going to be a MAP, of String and Modulstruct
Ok, interesting.
Just to be clear, should it not a map from string to the custom video struct?
Are we basically going to replicate the current module struct functionality within a variable?
oh sorry... yea.. whatever your video struct is called
Right right.
Done.
That's the video struct on the right.
Program Video is what it's called.
Ok.. give it a try... you should be able to put in "module1" and get a list of videos
Great, so basically, just dynamically create this instead of placing it within a struct. Now, the $64,000 question: Can I search this variable's "string" properties to find out if myParam matches ProgramMod2.whatever?
so if I create ProgramMod2.Module1, ProgramMod2.Module2, so forth (so to speak), that's the root issue I need to tackle. I need to be able to search the key names of this variable for a match.
Well, using this route I would have to create a different variable for each module.
What do you mean?
Because it's string > program video, I can simply put in Video 1 => URL, Title, Name, so forth, then Video 2 => URL, Title, Name, so forth
As the map elements.
Therefore, I would have to create a unique variable for each module.
it's all within that one map
I would have to create ProgramModule1, then, as the map elements, set "Video 1" > Title, URL, etc
Example.
That's looks correct
You know what?
I could use this route, but simply not have the separate "modules" section
Ok, I have an idea of how to make this work.
So skip the modules, and just have videos?
Yes, I already added a redundant "Module" int param to my videos struct
Then it will just be a normal map
hey does anybody know where the movie render queue is located in 4.26 preview 2?
looks like it's been moved from window > cinematics
Sure, if you want to search the video by name, then ya
Which presents another unique issue: So say I do that. Say I simply have ProgramVideos, and the videos have a param "Module" like they do now, and I set the first 5 videos to "0" for the first module, then the next 5 videos to "1" for the second module, so forth.
That's great, except, when I need to search the variable by module, I'll need to extract all the videos that have a specific module setting.
So if I pass the parent function "The video I need is video #2 from Module 0"
How would I write such a find operation with a normal map?
So never mind, I don't need to extract all videos with a specific Module ID set
But I need to be able to search "find me the video in this map that has the module ID set to 0 and the video ID set to 2"
How would that be written in BP?
Basically a find operation with 2 parameters instead of 1
if you need 2 sets then you need the route you had before. Module1-> video1,video2 etc
Please note this data is a constant, it isn't changing.
Well the route I had before is apparently impossible to search by, at least the way I had it.
No one can find a solution and someone previously said you cannot search field names in structs.
Perhaps I could use a nested foreach break loop
Hold on... I'll show you .. my Unreal is booting
Brilliant.
You figure this out and I'm naming my next child "Thor-bie" regardless of sex.
I've spent a day on this shit.
And the bigger issue is that I'm going to have some two dozen "program videos" and I need them in a single variable so I can search for the proper one, not endless strings.
That's why I started using custom structs, I basically use them as global constants for static, predefined data.
That's been working well in other cases, but in this case the added layer of the per-video metadata being indexed by modules broke the format, since I can't"find" by the keys / field names themselves within a struct, I can only select a given struct key / field and find within that.
I'd also like to let the record state that this would have taken two seconds in a CLI-based language.
Ok, so if I simply have all videos in a single map, and the videos each have a ModuleID and VideoID field, I could do this: Get all values from the map, pass them to a for each w/ break loop - then, the last question becomes, how do I check to see if the value the loop is at contains "ModuleID" == 0 && "VideoID" == 1?
Watching video
now I will build the search string
Ok, great, that's printing the keys.
Yes, see if you can get the values and pull "ModuleID" and "VideoID" (what I renamed the ints Module and Order to)
Example
This way I can have everything in one map.
I just give each video a ModuleID and VideoID
So I just need that for each break to find "which value in the map has ModuleID == 0 and VideoID == 1, for example
so the search string will be Program.ModID.VID ~ Program.Module1.Video1
Well I got rid of the extra "Modules" layer completely
So now, it's nothing but Videos, and each video has a ModuleID and a VideoID
So I need to just find, in this single map, which value has ModileID == 0 && VideoID == 1
For example
hold on. i'll make it and then we can change it to fit how you want to search for it
ya.. making the strinf thing
Good deal.
@autumn elbow Any luck?
Checking
Ok
@autumn elbow If I have a map of Videos, with two parameters: ModuleID (int) and VideoID (int), how do I find one that matches ModuleID == 0 && VideoID == 1?
how are you inputting the module and id
in the video i supply the module and video and i get the data
ok.. so the ID in your pic is apart of the data
Right
Let me check that video again, perhaps I missed something
Oh wait
Well never mind, the video was cut off on my other machine.
Well good heavens, you actually nested them.
I'm trying to wrap my head around what you did in this video.
No this video looks fine.
ok.. so this is what you wanted ?
So your "GetVideoInfo", you split the string
Which is just the param you pass to the function
Then you run a find operation on Program, then from there another find operation on video
So the question becomes: What does your SModule datatype look like?
Right
But your variable type that allowed you to have nested maps like that
Your "Program" variable is a map of String > SModule
What does SModule look like?
Where do you delcare that?
uh I need some help with meshes
it's a static mesh, I just wanna move it so it's centered on the origin
@open wadi
Wow, so what the hell? You set it up exactly how I had it set up initially
And you were just able to run two find operations on it?
Hey guys, I have a question regarding UE4 custom collision.
I have a semi-complex spider mesh that I'd like to make it fully collide-able.
However, all I could find on the internet was to make individual colliders and manually attach them onto sockets of the skeletal mesh in the construct script. It seems really tedious and time consuming.
Is there a way to apply the simple collision settings to this non-static mesh?
I also saw people mentioning creating a custom collision in the modelling software... But I don't have any modelling knowledge so I have to rule out this option. ๐
I see, so what you did different is when you created your program var, you declared it a map of string to your module type
Which I believe is one of the very first things you suggested, lol
Well slap my ass and call me shirley, that's fantastic.
๐
My existing two children might find the name odd but I give zero fucks.
They'll have to deal.
Ok I'm testing this on my end.
Ok, hmmm
Ok so I see.
One redundancy you have is in your default value of that var, your hierarchy is Program > Module1 > Video > Video1, Video2, Video3
But I suppose that allows you to execute these find operations
Thats just how MAP lists them
Oh, ok
The reason I was using predefined structs is so I could declare the static data there, akin to a constant.
So would it be fine to define all the module and video data in the structus?
you can see in the find... im not doing Module>Video>Video1. I'm just doing Module>Video1
Yes, the find operation looks normal, it was just that "default value" section
yea, its just the display
Right.
Ok, well hell, I'll need to build this out but brilliant, this should work perfectly.
Tremendous work, thank you.
Incidentally, are you using Geforce experience to record those videos?
Someone else recommended that.
I was downloading animated gif makers but they kept creating filesizes too large for default Discord.
To record content for use here.
I'm heading to bed, great stuff.
Would anyone know how to set up AI? like I have the assets and animations, I just need to set them up
how you fix this?
i tried cooking the content nothing and tried building it
but where is the uncooked one?
@open wadi you can also use datatables, then you can just use a excel document (csv) for all your info.
Incidentally, are you using Geforce experience to record those videos?
@open wadi usinf OBS Video Recorder
Okay, I'm off to bed. Night!
it was working before tho
When using landscape auto materials and designing big maps like fortnite - how do they make different areas? At first I thought it can be done using a mask texture, but you'll need a texture the size of the landscape so that's not really possible
How can i turn a "standard template" project into a collab one? is there an easy way
why is this thing not a cube
I added a cube to the scene why is it non cubic
and the scale is 1, 1, 1
even the cones I add are stretched
Can anyone tell me how fix material size that I put on wall the main problem is that they appear so big on walls
ok so can someone actually explain why the hell ic ant see the arrows to move the items around?
been happening for 2 days now and its really starting to fucking piss me off
when ever i open my project i now just get this crash error LoginId:8b8645e74c0286520a1da3b42e6d7bee
EpicAccountId:195a1e0f03664bf58d7407364a8ed831
Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 581] hr failed at D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:222 with error E_INVALIDARG
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateCore
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
rip
all i did was add a market place asset lol
why is this thing not a cube
@stone oar Probably the parent has a non-uniform scale
same dam error on 4.26 i give up
Hello, excuse me i'm new to UE4 how i can open the bluescreen for this type of material?
blueprint*
๐ค
@plush yew this looks like an instance material, click on the parent material on the right there to open the material graph editor
Instance materials are just a version of their parents material that you can change the input parameters for (which are the textures you see on the right)
guess none knows how to fix my error?
cause now i lost my project ;/
it worked thank you a lot @quick kelp
@plush yew just read your error, i have a solution though it might not be the best
go to the project folder location on your computer and just delete the folder of the assest you imported
every market place asset adds a folder inside the content folder of your project
if its the market place asset causing the error, then deleting it will allow your project to launch again
i did that
i deleted the config stuff and it worked but now my blueprints have errors and so on xD
so im gonna try it on 4.26 preview
but it only happened once that asset was put in
well i only deleted the engine ini file
i had a similar experience before where an animation blueprint kept crashing UE4 whenever i opened it, solution for me was delete the animation blueprnt from project folder, backup the project into another folder, delete the project from epic games store launcher, then open it again from the backup folder and that fixed it.
ye
i will send a ss if it works
cause before my main menu worked and ever since it crashed most stuff broke
hope you get your project back
thanks
How can I export reflection from sequencer like I export ao and depth? I created a janky post process reflection mat using a cube texture which I add to a pp volume that does okay but itโs not ideal.
Off topic but I hit 100MB/S download speed on the epic client, and I'm ecstatic. I had to share
yep it broke everything @quick kelp
there is no blueprint errors yet everything is broken...
like how can it have errors if there is no errors lol
got it fixed
Hey guys, I'm relatively new to Unreal and keep finding myself starting to get frustrated with the material editor, because the live preview windows update soooo slowly. Is there any settings I can adjust to battle this? I'm used to Unity and everything there always updates instantly:
CPU speed is what you need for that
It compiles shader code in realtime, so not much you can work around
I see
Could I ask you about hardware questions in dm? I have no idea and maybe you could recommend me how to upgrade the CPU in my case?
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
Also maybe this will help https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/Previewing_Applying/index.html
Guide for previewing and applying your Materials
Thanks!
would my 1080ti with my ryzen 3200g still be good for unreal engine?
cause right now im using my vega card
I've taken a 3-ish year hiatus from UE4. Could someone please hype me up on Unreal Engine?
is Chaos Vehicle's Plugin mean't to be empty ?
found it[ CTRL + L ]
what's the keyboard shortcut to control sky atmo / directional light rotation? Also do I select the sky atmo or dir light. I thought it was [alt] but seem to have forgotten
Hi! I'm currently on the 2.5D template and when I hit the crouch button my character crouches but the camera goes down with the character as well. This is suuuuper annoying. Is there a way to lock the camera location for the Z axis ?
@kind temple A simpler solution would be to add lag to the camera, making the camera movement a lot better.
Hi! I am trying to fix some problem with Composure. I created CG Layer element and add some 3d models with animations to layer. Then i add this layer to input -> capture actors and it's working well, but no i only can see freezed frame. Here is screenshot, where 3d model not in same phase of animation in 3d word than in preview windows
same trouble with CG Mate
hey is there some new camera shake class for version 4.26?
the old camera shake simply isn't there
it is in 4.25 but when i try to migrate it over it breaks sooo.. i'm assuming this is a feature that's been replaced?
@fervent sigil i'd like to prevent the camera from doing that completly
i have an int variable. an i want to be able to click a button and remove the last number. so 123 would become 12 for example
what's the best approach for me to take to achieve this?
hi have a problem have a rock that is a static mash but i can go through why bze. How can I change that I can't get through I already set Collision Perset to BlockAll but that doesn't work.
@harsh tiger You mean like dividing by 10?
@harsh tiger You mean like dividing by 10?
@grim juniper not quite, because i would want 15 to become 1 and not 1.5
i think "left chop" node is my answer. about to test here soon
I mean, can divide by 10 and then truncate
I imagine both ways would work just fine
hi have a problem have a rock that is a static mash but i can go through why? or how can I change it that I can't go through? I already set Collision Perset to BlockAll but that doesn't work. But why ?
anyone here ever used UE4 FPS Multiplayer Template 3.0?
cause i cant seem to find the reload sounds lol
hi all
is there a good example of respawning pawns and possessing them with existing controllers anywhere? my pawns dont move when i reattach them
how do i convert my animation from blender into unreal engine 4 ?
@harsh tiger dividing ints always results in an int
Left chop would basically do an int divide by 10
As long as you don't convert to float anywhere, you should get that result
awesome, thanks for the help! just got a problem with a widget atm. but once this is fixed i can give it ago
How can I make a rock that is a static mesh impenetrable?
how do i convert my animation from blender into unreal engine 4 ?
How can I fix this
too much FPS drops once I have around 60 - 70 AI
@dense gate this has worked perfectly for what i need. do you have any performance suggestions?
Sounds good. Thank you๐๐ผ
Some int / 10 pretty much always results in the same int, just having the last digit removed
Like 60 / 10 would be fine. But its when i get any number that doesnโt end in 0, that might give me some issues
It won't
Ints don't have a floating comma
It's like the math you would've learned in like elementary school
10 / 3 = 3 (and 1 remainder)
How can I make a rock that is a static mesh impenetrable?
What do you mean with that?
I mean I have a rock that is a static mesh and when I use it e.g. I want to build a mountain that I can't walk through the mountain. hence my question how I can make it impenetrable
I have the rock on BlockAll, if that is not correct how can I embed a collision for the rock?
Open the static mesh editor and goof around with the collision tab
ok i'll try it
does anyone know the best source control to use?
I can't find out no matter how I set it, the rock stays through but why?
how can i move all my keyframes in blender to end at 30 fps so i can get my animation to unreal engine ?
What is this green circle im getting?
its the area u can use to skulpt or flatten or stuff , @ your land
@pearl mortar
klick on modes - select , to get your mouse back
nice I'm actually really happy to see that there's an unreal engine discord server
If you're having collision issues, make sure the asset is set on generate collision on the import settings, a bit more expensive approach would be to model out your own collision mesh and export that with the asset and set to not generate collision on import and under collision settings set to custom.
If you need to know more,, YouTube is your best friend.
how can i move all my keyframes in blender to end at 30 fps so i can get my animation to unreal engine ?
i found out
oh yeah I had a question about collision actually
what's the best way to export blender models with collision with the geometry to save me time?
like if I made a huge hospital or something, how would I export that with collision in the walls automatically?
Have collision automatically generate upon import in the import settings before you confirm import or import all
unfortunately, that just makes the entire thing so you can't walk inside it
In this video tutorial, we step through setting up collision directly in UE4, modifying automatic collision, as well as creating custom collision in Maya.
0:32 - UE4 Auto-generated Collision
5:03 - Modifying Collision
16:09 - DCC Generated Collision
UE4 Docs: https://docs.un...
I mean I've just been adding a bunch of invisible walls and it works fine tbh
This walks you through creating a custom collision
The mesh isn't so important as the naming of it.
It's been quite a while but it think it has to have the exact same name as the mesh It's a collider for but with the suffix UCX
yeah I was reading something that you had to parent a mesh to the mesh with UCX_
I don't believe I had to parent them, just export them in the same fbx
Parenting may cause issues
oh really?
that might be why tbh
but like if I copy and paste the same model in the same position, will the collision just be set to anywhere the model has a wall?
How do I get my lights to stop pulsing and just stay dynamically lit?
it pisses me off when I do that
Can anyone help me with a question
I'm sorry to just jump in but I have questions and they are probably stupid but I am new to making game creation like out of the box new am I allowed to use Market place items like the free ones in the development of my VR game or are there restrictions or conditions or are they place holders . I dont wanna get in trouble for using something that I'm not allowed to
ah same I just started too tbh
I think you should be good using them
but check what CC license they have
or what license in general
if it says "attribution", you might have to credit them
all of my assets are either custom made by me, or CC0
This is the subject I need to hear
Marketplace content is allowed to be used with Unreal Engine based projects
No restrictions.
oh wait actually
Perfect
hold on
...
you can't sell the game for money if you don't own a professional license from epic
The license for marketplace content is available somewhere on the UE website if you want to check the more specific terms
that's really important actually
afaik you get a license basically by telling them you're selling a game and then just need to report sales figures so they know if you go over the 1 mil revenue limit :)
Can some one go into more detail with this subject with me my project revolves around blueprints and idk if I wanna make money or not I downloaded the copy of unreal where if my game is successful I have to pay 5% or something
check there
The cliff notes version is that if your project makes more than 1 million USD in revenue you need to pay 5% in royalties. Otherwise nothing
yeye so like deadmau5 will obv be paying more 5% in royalties in oberhalsi XD
for*
not in
So if I make a vr game and use some free assets from the market place say like grass landscape vol.1 do I get in trouble for using there asset in my game if I make money off a game ....?
how do i transform animated cube into unreal engine 4 from blender ?
@void mirage no. You never need to pay anything for marketplace content (other than if you needed to purchase the content).. the 5% is only payable to epic if you make more than 1 million USD lifetime revenue from your game
@void mirage check what the license for the assets are
oh ok cool
yeah I haven't been using marketplace tbh
the files are too big tbh. I've just been using low-poly assets because I like that style anyway lol
this page has the licensing info for marketplace content https://www.unrealengine.com/en-US/marketplace-faq
hey how do I paint colors onto the landscape?
trying to make a parking lot :p
nvm
but how do I uhh use rgb/hex values as a texture?
I mean I don't want to have to read through the entire thing to learn one thing
it's fine I'll just use a picture of yellow ig
nevermind I already finished it
Guys what is this and how can I fix it?
Im trying to paint my landscape
the second image shows a filled layer with same texture
the first image should be completely black but it has strange things happening
Does anyone knows how i can use my switch controller inside Unreal engine because for me it dont work?
switch controllers aren't PC compatible without some drivers @errant mist to my knowledge, at least
and yes, I know you're not talking about joycons
also here's the neat lil parking lot I made
@opal carbon do you have an good emulator?
uh I don't use pro controllers on PC
Okay I am breaking my mind over this one . 2.5D scroller . when I I start the game the characters back is facing me . I want him to face forward. I turn the start gameStart arrow to face the character then mey A D key's are inversed
Below gif A goes left and D goes right which is correct .
I'm pretty sure they aren't PC compatible without a lot of reworking
They work on Steam
Below Gif D goes left and A goes Right . whitch is wrong.
That isn't wrong, you have it set up to when the player presses A the character moves to their left etc.
Nope. Then I push D the character moves Left
not right
but I switched the input values in the input for now and that fixed my issue
Just out of curiosity, what if you flipped your camera to the other side??
That works too
Nope
Tried everything before asking .
I want the character to face the camera. If I turn the mesh in the the game world or the viewport in my BP_Base viewport it inverted my A and D keys . The only way I could have the mesh face the camera when clicking start and having him walk right when pushing D and left when Pushing A is invert the Positive and Negative in the Project setting Input tab
I'M going to be Asking a Metric Ton of questions in here in the next coming months. I do however Try and google and try figure it out before asking .
Guys what is this and how can I fix it?
Im trying to paint my landscape
the second image shows a filled layer with same texture
the first image should be completely black but it has strange things happening
Guys, Is there any tutorial on how to do Asset Management
?
I need to load assets per level and need to unload all the level Once we change level
or may be in between
what videos do you suggest to a complete beginner?
is there any easy way for pawns to stay a minimum distance from eachother?
like a surrounding radius function? my bots fight and end up trying to make out instead of shooting from afar
anyone have any idea why my tcp socket wont close? im using FTcpListener to set it up. i can connect to it just fine from my c# app, but after i stop and exit the FTcpListener it still shows its open
SockReceiver->Stop();
SockReceiver->Exit();
nvm solved using FSockets
i feel ue4 ui is outdated
how so?
Hi guys, just a quick question.
I received this uv map. Unreal Engine shows me some red parts, so I wanted to ask if this is fine or if this could lead to an error?
heya
Play Montage cant use root motion?
Anim Montage is doing great, but Play Montage isnt.
Super random, but could someone with a bit more animation knowledge than me give me some insight into how this swinging system probably handles anims? I've got no clue, I can't tell if it's all handkeyed anims or if it's procedural
Anti-Grav is my fav
Music Used:
WRLD - By Design
Download:
https://standingstill.itch.io/grapple-guy
Links:
https://www.patreon.com/StandingStill
http://www.indiedb.com/games/grapple-guy
https://twitter.com/GrapGuyOfficial
...
im using blender to ue plugin but using autosmooth doesnt actually work it just smoothes everything instead. I know I should use import with normals and tangents but I dont know where to change that in the addon settings
anyone ever tried doing that?
Bump: what are good cloth physics config settings for hair buns and tied hair
this still looks like a deflated baloon
Hey guys, gonna ask here since I can't seem to find any other appropriate section. Anyway, Unreal resetted the UI to the old version to use with VR, does anyone know how to change that back to the new UI?
hi]
hi*
can you help me with UE4
i want to learn it
but i didnot find any tutorials that i can undertstand
water system didnt get a release in preview 2?
?
there's a setting somewhere for texture streaming pool size which you can increase to get rid of it
but not really sure if it's recommended or not, I'd assume it relates to VRAM amount or something
is it hardware related or software? Is it because my pc is bad? I only have 2gb vram. Maybe its because my vram?
I don't remember what the default value on the setting is... I know increasing it got rid of the warning in one of my projects
at least it should be worth a try
@sterile tulip I just dealt with this today. First suggestion online was to use stat Streaming, although personally I couldn't find anything useful in there.
I used list Textures though, which lists all textures and the size they take in memory.
Personally I was loading a big tiled landscape in memory, and list Textures told me a lot of heightmaps were taking memory. Since I knew it was fine,
I simply increased the pool size. But you'll want to verify it is fine.
Also note you can go to Build -> Build streaming pool (or something like that). it can help.
If I had a bigger vram and ram, would this same problem occur aswell? Or is it not on my hardware related?
The message is saying the textures that are loaded into memory are bigger than the pool (the memory it dedicated) for it.
The default is 1000mb, and I'm pretty sure it's not hardware related it's the same regardless of your hardware
just to compare, I got 32gb memory and 8gb vram
hmmm
I googled and it says you can increase the texture streaming pool and make it bigger
Personally I was loading a big tiled landscape in memory, and
list Texturestold me a lot of heightmaps were taking memory. Since I knew it was fine,
I simply increased the pool size. But you'll want to verify it is fine.
Yeah like I said
Is it expensive to use an array of structs?
The pool size is it taking up its memory from VRAM or RAM? @fervent sigil
How much did you made your pool?
Actually, I'm not 100% sure. Let me see if I can verify that.
And I increased mine to 2000mb btw
I am wondering because I'm making a friends list in my game, I can do one of two things, either cast to game mode to get a players friends ID and then fetch their data from there, OR I could store the players data in an array struct that is stored in the player who holds the friend list
Which do you think it's more efficient?
@neat forge I believe you're talking about multiplayer, you're probably better off asking there. But as far as I know that info should be inside Game State; it's a class that is replicated to both clients and servers. This should help: http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf
@sterile tulip My bad, it's vram. Note however I was loading a lot of textures in memory, and not something that usually happen. so 1gb should be more than enough.
Which is why I suggested first seeing why all the memory is being used and if you really need to enlarge the pool or unload some textures from it
Thanks I'll check that out
If I have 8gb vram, can I increase the pool to 8gb?
Increasing your pool won't use my vram :p
yes I mean mine
yeah I was j/k. Probably not btw, your pc is probably using some vram
hmm
I'm on windows 10 and there's even a metric for it in Task Manager. With my editor closed, I'm using around 0.7gb of dedicated gpu memory
But if I have 8gb of vram, I can dedicate 5gb I think
probably. But you really shouldn't. Don't forget about the people who will use your game too btw; I doubt most of them have 8gb of vram. That's a high-end pc
Why does it not use all my vram on standard? If I dont increase the streaming pool, will it not go over 1gb vram? Because the streaming pool is standard at 1gb?
yes. The default is at 1gb for low-end pcs which doesn't have much. from what I know an app can easily crash if you try to overload it with too much gpu memory, and that's the best case scenario.
so I should dedicate to texture streaming only as much as it needs
prob increase pool size to 2gb if 1gb is not enough
1gb should be enough
mine is capping
@sterile tulip I just dealt with this today. First suggestion online was to use
stat Streaming, although personally I couldn't find anything useful in there.
I usedlist Texturesthough, which lists all textures and the size they take in memory.
do that
I havent even loaded much
the 2nd line specifically
Is that what the list textures says? perhaps the textures for them is too big and doesn't have mips or something like that
I had huge fields of grass and no warnings about texture streaming. You should probably check into that
increasing pool size by 1gb means everyone playing this game will also use 1gb more vram?
I think I will increase the pool size if thats possible only for the ultra quality, and for the low graphics settings I will lower the foliage and set pool size back to 1gb
so the people with more vram can play with more pool size and others with smaller one
from what I understand the pool size is only a limitation in the editor. It's not even a limitation as you can see btw, it's just a warning.
So anyone playing the game will require the same amount of vram as when you're playing it, yes. It can differ in the editor, but mostly dependent on the pov
didnt realise 4.26 was so crashy
How to fix the issue with CPU Stalls?
hello, does anyone know if A boy and his Kite is still available on the marketplace? can't find it for some reason
hello, does anyone know if A boy and his Kite is still available on the marketplace? can't find it for some reason
@foggy shuttle Weirdly enough I can't find it either. I have it in my vault so I can just click on it in my launcher, but no results when using the search.
strange, maybe it was discontinued for 4.25, too bad
it didnt work on newer releases
hey guys, does anyone has the latest iPad or iphone? Wanted to test out if webgl implementation works okay on the website (still wip). let me know if any lags www.petepolyakov.com
@plush yew key/bake each frame then export as FBX with skeletal mesh import
how do i key / bake ? @thorn scarab
okey
Hi all, I have read the tutorials for UGC Mod Engines.
Now I would like to follow along:
it refers to needing a "Source Build of Unreal" < Does this mean downloading the GitHub Source and compiling it yourself?__ Is there a tutorial?__****
would anyone know how to create ENEMY AI? I'm trying to use the paragon assets for my project
@atomic viper use google. bunch of tutorials on youtube. like too many
@atomic viper https://learn.unrealengine.com/course/3318392?r=False&ts=637380245894117613
Introduction to AI with Blueprints
@foggy shuttle and @fervent sigil The kite demo can be found via the Launcher, in the Learn tab. ๐
thanks, like I created a first person shooter game but I kind of added my own enemies (there just basic spheres for now) but idk if its possible to replace those with the assets? Or do I have to create it from scratch?
@thick herald can t find it dude. Do I have to install an older version on the engine?
It has nothing to do with engine version. It's found in the actual launcher
i tried looking for a YT video, maybe Im not wording it right because I cant find it, could be me just not wording it right
@thick herald I thought so too, but there's no search in there and I was too lazy to go over too many pages. Couldn't find it on the first few though
It's half way down on the page ๐
for me it wasn't
@vale egret yup, source = git
@atomic viper If you have an actor selected in the browser and one in the game view, you can right click on the asset and you have an option like "Replace selected object with <asset name>". So yeah, it's possible
Are you viewing it via the launcher and not the website?
@vale egret I wouldn't be so eager to use the source if you're new to UE4 though; it just takes a lot of time. (you might not be new though, just saying)
@fervent sigil what really? Like even if the actors/objects are completely different shapes?
@atomic viper Yup. It will simply create new ones, set their positions accordingly, and delete the old ones. Not really a big thing
You can replace anything with anything. Mostly. ๐
Whether it works is another matter of course ๐
You can replace anything with anything. Mostly. ๐
@thick herald Except material instance with material :p that bite me a few times ><
yea, Im not worried too much with materials just the asset itself
I would caution against using anything from the kite demo. They are not performant at all, and will likely cause you problems
So i tried replacing it and it uhhhh, didn't really work, some crazy things happened
Hi, how to change SetPeripheralVisionAngle value in component AI Perception ?
can use in blueprint - in documentation. How ???
That moment when you find someone on answers.unrealengine who has had the exact same problem as you do, and then later reads the name of the person and realize it was you who asked that question there a year ago...
IKR!!!!
Luckily, someone had helped me solve it back then, so I could easily apply the same fix this time ๐
I literally had that problem a couple years ago in Unity where I had a problem, looked up Stack Overflow, found the EXACT ANSWER i needed to get going... went to upvote the answer:
You cannot upvote your own answers
lol
2 years later the EXACT SAME THING happened again (yep, bugfixes dont really happen in Unity once there is a hacky work-around on Stack Overflow) and then I vowed to start writing a blog - for literally no other reason than "in 2 years time I am going to have the same question again"
Probably a good idea. Except writing a blog sounds like even more effort than writing comments... which is also too much of an effort most days!
ok for the THIRD time. Why can't i see the damn transform widget?
@alpine laurel Did you hit G for game mode?
I've got a bit of an issue. I'm currently using the name variable to open up the wiki for my game's hyperlink. This will not work for players using a language other than english as the hyperlink that is created will be 404d. Any idea how to get a text variable which is the original untranslated text?
I was wondering, would a better GPU improve sequencer renders? I have a GTX 1080 (no RTX), so I'm considering upgrading to a 3080 now I'm making cinematics
Are Steam Uploads broken for anyone else? We have been using the same upload script for a year. Even just 2 days ago it was working. Now im getting thrown a failure saying paths are right and nothing has changed, other than SteamCMD running an update today.
Can anyone tell me where I can grab the 'ColorCalibrator' asset? Watching this tips session and he referencines it inside 'Engine Content' https://youtu.be/A5UA1_dZW70?t=191
Have you started your Unreal Engine journey and now you're ready to move a little faster? Join Chris Murray, Sr. Manager of Online Learning at Epic Games, for a productive jump start as he shares 20 Unreal Engine tips in 20 minutes. You can begin using all of these tips immedi...
Any quick ideas on how to reduce freezing when background level streaming (loading) ? I have a "waiting" anim screen with a Niagara particlesystem running and it will freeze for upto 10 seconds while backgroundloading a map, the map is somewhat big but I wish I could get it to just use the time it takes to load without freezing or too much stuttering..
guys I am not sure what is wrong, how do I fix this strange foliage placement ?
V4.25 - Megascan Assets
how did you place the foliage?
@queen wasp I believe there is sync and there is an async methods for loading level, so look for that
hey couldnt you copy the folder path in ue4?
@fervent sigil thanks, sort of thought I was OK with async, but tried to tweak the values a bit, ended up with minimum size for async set to 1 and the ms set to 3 and 5, still getting a 7 second total halt in there but slightly better.. weird that it varies but slight improvement..
My impression was that it would load in background and enable me to have a smooth running anim in the foreground though
I also tried sync not async, not much difference hmm..
I can try profile and see if there's any info on the hang..
Sweet heavens just fixed my 4.25 IntelliSense bug. I was about ready to install Unity.
Is 4.26 the last update before UE5?
Am getting "CPU stall wait for event" in the 3-4kms over several frames
And pool thread "wait for work" ..it is halting the foreground waiting animation, what it is doing I have no idea..
Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021.
All I know is that players would feel better about a smooth running waiting anim, than a long freeze, quality wise..
So, I just want to try fix it ๐
I wouldn't be surprised if there are more UE4 patches, but they'll probably halt feature development shortly after 4.26.
could we have a #automation-testing channel?
Some on my wish list: generative landscape engine, landscape modification/morph volumes, tesselation/displacement map decals for landscape.
would anyone know why when I replace an AI with another mesh, it doesnt behave properly? like it goes out of control
Anyone has any idea how the Materials Expression Landscape Layer Blend works internally? I am trying to recreate it outside,, with exported layerinfos reimported as textures and using worldposition for coords. Basically I have a shoreline consisting of some construction generated Instanced Static Mesh actors, and their material needs to (hopefully) match the landscape. I got it semiworking but with eyeballing and tweaking.. I just wish I knew the right formula to recreate the blending in a non-landscape material.
Hi, I'm new here, I was trying to figure out which chat would be best to ask advice on building and working with virtual studios in ue4, where should I write?
