#ue4-general

1 messages Β· Page 858 of 1

golden niche
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what

grim ore
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what do you want to attach to a socket

golden niche
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a katana

grim ore
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ok so what is the inherited component?

golden niche
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my character

grim ore
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maybe show what you are trying to do?

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if your katana is part of the character you should be able to attach it to the skeletal mesh if that is your goal

golden niche
grim ore
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yep so wht are you trying to do?

golden niche
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?

grim ore
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there is no parent for the item you are selecting

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that is saying "hey attach this item to a socket in the parent" but that is the parent

wind night
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Hi Guys! I have a question, is it possible to create an array of components? I mean, I have components in my actor and I need iterate over components in selected order. How I can do it?

golden niche
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this happens

grim ore
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you would add the katana to your character, and make it a child of the parent you want to attach it to (I assume the arms) then you can choose the socket on the arms

golden niche
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?

grim ore
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yep your making the sword a child of the camera

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is the camera supposed to be the parent? where is the socket you want to attach the sword to

golden niche
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Im dumb

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thanks

opal lark
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Hello

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anyone around

grim ore
opal lark
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Anybody know of any voice rec for unreal ?

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voice reconition

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yes

grim ore
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do it without voice, that is what I am doing lol

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just use pre canned callouts in male and female because why not, also expands your target platforms as Phantasmophobia uses cortana

opal lark
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Are you working on a ghost game now then matt ?

grim ore
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but anyways to answer the question there are a few free plugins and paid ones that support basic voice recognition

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working on a private variant for the quest itself for learning material

opal lark
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cool

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sounds good

grim ore
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yep. Its also a good way to learn as well by duplicating existing properties

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I don't like playing it tethered and the replication is pretty simple so it makes a good target for oculus quest directly

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its kinda freaky. I played it at first on vr and... I really hate the movement controls (plan on fixing that) but the vibe is very creepy.

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then I tried it on the laptop in bed and... still got creeped out

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its got Single and multi, with varying missions in difficulty and recommended party size

opal lark
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mines gonna be a bit more realistic

grim ore
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what got me is you dont know what type of ghost it is when you start so you could end up with just an easy ID or end up having to fight off a demon so once you are deep in a house and the lights go out.... its eerie

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and yes both myself and my friend when playing have screamed very loudly when we end up with a bad ghost coming after us

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its a good game to examine and try and figure out the mechanics and how they work

opal lark
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Not to difficult

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sneek lol

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Thanks

dawn gull
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Is it possible to programmatically set a particle's instance parameters?

lucid grove
shell hamlet
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stupid suggestion from a fresh unreal user, but have you trid build ?

plush yew
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Hello guys, I imported one shop model that was made by 3d artist and when I import it and try to enter inside of it through the empty space for the door I can't enter-how I can fix this problem? I tried to play with the collusion settings, I added box collusion, used simple collusion as complex, used complex as simple and it stil doesn't work, my 3d artist sent me this: https://www.youtube.com/watch?v=3QwbhZ9dlL4
When I import the mesh I disabled the option "auto generate collusion" but unfortunatelly again doesn't work
@plush yew
can someone help me?

Here I show you a quick tutorial on how to set a custom collision in Blender for Unreal Engine.

β–Ά Play video
grim ore
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what does it say in the bottom log screen @shell hamlet

wind night
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@wind night it certainly looks like you can similar to this
@grim ore is it only options? I want something for level designer, but I expose Order parameter and sort componentes in begin play πŸ™‚

grim ore
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there might be other options, I really dont know what you are trying but you cant really expose and get the blueprints components from what I can tell

shell hamlet
grim ore
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all of the nodes to the left of that error node are float 3 (3 colors, R G and B) and then you are trying to put those 3 values into the alpha which is a Float 1 (R)

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your basically saying blend between A and B by 0 to 100% but you are trying to put in 3 numbers when it wants 1 number so you need to figure out exactly what you are trying to do

shell hamlet
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He get it only before connecting anything

narrow mauve
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I have a landscape material that works just as it should on one landscape..but not on a tiled landscape. It only shows up when I paint...it dissappears whenever I reload the map...and its also a really low blurry quality. I am baffled.

shell hamlet
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@grim ore also there is no errors what so ever before trying to use this nodes inside the Material Function

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what I am trying to do is to put all these nodes inside 1 single node ( material function)

short trellis
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#PortfolioDay works here?

idle needle
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Hi everyone! For any random reason, my project got stucked at 75%. Any had this issue before?

steep thistle
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Are you trying to open your project? @idle needle

idle needle
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Compile it, from c++.

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I made 0 changes. I've tried to re-generate visual studio files, but doesn't work either.

shell hamlet
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@grim ore I don't want to be a PIA but I think this is a problem in newer versions of Unreal

ornate forge
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Is there a way to possess a pawn by its default controller in Blueprints without specifying the controller manually?

lucid grove
shell hamlet
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@grim ore solved, you was right, I had output from RGB, wich is a 3 float, so I output from R instead , thanks man

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@lucid grove this is a texture problem ? or is it a lighting problem?

lucid grove
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@lucid grove this is a texture problem ? or is it a lighting problem?
@shell hamlet Probably material. I have changed material just to check and all looks fine

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The only difference between them - i have 10 layers in this one and only 6 in working one

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Another one - compiling shaders now happens after almot every terrain actions

vagrant hornet
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ue5 seems cool

faint roost
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here's an off the wall question: is it possible to possess a pawn that exists in a level different than the one you're currently in?

hushed cedar
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@faint roost i don't think that is possible unless both levels are sub levels in the same persistent level, i might be wrong

rough knoll
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this is inside my TPC and it damages the person firing

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but i want it to damage the TPC of the player that got hit

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and i assumed hooking hit character (defined from a hit actor hit result) to a cast would do that

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but i guess not

ornate forge
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How do I set up my first trace channel to ignore trigger volumes?

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Nevermind, figured it out

merry gazelle
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I'm sure I could do something with the manual settings, but would rather use the tracking if it's possible

exotic thicket
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Dunno if you can track a component, but you could spawn an empty actor, attach it to your component, and then track the actor

merry gazelle
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yeah I was thinking about that too, I'll give that a go. I think it would be a good option to add perhaps

rough knoll
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how do i set up damage replication by gun (editing a players health value when shot, and also updating the health bar in the hud) with a line trace.

crimson vapor
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I get this error whenever i open up unreal

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Failed to load /Game/NewMaterial.NewMaterial Referenced by Plane

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any ideas why

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i always get this at the start

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I did not even create a plane yet

faint roost
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@hushed cedar thanks for letting me know! I was kinda worried that’d be the case 😬

grim ore
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what part is "this" ?

versed lion
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the wierd green and red cross in the middle of the screen

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weird*

grim ore
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thats the world grid

versed lion
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Fixed

plush yew
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Hey, how can I remove the Gameplay debugger pls ?

sterile tulip
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When will 4.26 get released

grim ore
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couple months

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couple weeks

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maybe next year?

sterile tulip
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Can I upgrade my project from 4.25 to 4.26 or would that cause problems

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When its out

sacred swan
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can i have some help with levels please?

grim ore
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you can upgrade yes, there is no way of knowing if it will cause problems so make a copy and try it

sacred swan
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unreal is saying this:

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it doesnt recognise umap file

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when i try and drag my level in from the backup folder

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unknown extension "umap"

sterile tulip
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Thanks ✌️

grim ore
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the .umap file is the converted asset, it is not an asset you can import. you would need to put it in the correct folder in your project @sacred swan

dawn bloom
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my ball goes through this break

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brick*

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any ideas why?

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(the ball gets blocked by a regular static mesh wall for the record)

grim ore
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what is this brick? how was it made or where did it come from. does it have collision?

dawn bloom
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oh wait let me check, figured collision box auto generated

sacred swan
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@grim ore my level has just disappeared, any thoughts on how to get it back?

dawn bloom
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well apparently it didn't thanks @grim ore

grim ore
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restore it from your last backup

sacred swan
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how do i do that lol

grim ore
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well you would have to back it up in the first place, I assume you did not

sacred swan
grim ore
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in the saved folder in the project there might be auto saves, you can try and get one from there

sacred swan
grim ore
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welp find the latest version of the file, rename it to what it was before and put it where it was before in the project then load the project

sacred swan
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im dumb

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i dont understand

grim ore
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what was the name of the map?

sacred swan
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untitled ll

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lol

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i think

grim ore
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I would assume Untitled based on those names

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so find the newest one, whatever has the newest date, and copy it back where it should be. it looks like in the content folder in your project. then rename it to just Untitled.umap and open the project

sacred swan
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ty

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ill post if it works

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nothing shows

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it literally just disappeared from my content

grim ore
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wrong folder

sacred swan
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content

grim ore
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in the content folder, not the root of the project

sacred swan
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ok my gf just told me xd

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sorry i am dogshite with directories

grim ore
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and files should not just disappear so if it did you have a drive issue or you deleted it

sterile tulip
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to create backups, do I just go in the save file in the explorer and copy it

sacred swan
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its gone

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not showing

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i have the untitled build data

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i keep it on a portable hard drive

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and take it to a different pc

grim ore
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delete the build data and try again

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but if its still not showing up when you restart the editor then it might be corrupted, you can try an older vesion perhaps

sacred swan
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ill try an older version

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not workign still

grim ore
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definitely weird, it should work

past cobalt
sacred swan
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does it matter that i save it on a portable harddrive

grim ore
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@sacred swan it could, your drive could have corrupted it. but the backup should have worked

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@past cobalt you dont have a valid character you are importing

sacred swan
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oh well

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ill just start again, atleast I have my bps.

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make sure to keep separate backups

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so it doesnt happen again

grim ore
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look into using proper source control that is remote so you can try and recover for this

past cobalt
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What does that mean

sacred swan
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what file type are you using @past cobalt

grim ore
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@past cobalt what does your characer look like in your art program? how did you export it? what did you export? the engine is saying you exported nothing it can use

past cobalt
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Okay thank you

dawn bloom
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yall reckon I should work on UI next

versed spear
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lambda and dynamodb vs game spark vs Amazon S3 and Save game object who do you think won in the database matchup?

past cobalt
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@grim ore I fixed it thank you

sudden oriole
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Is that that game about hitting the ball into the blocks to make them disappear?

jovial maple
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Hey guys, I have a hardware-based question. Are DRAM-less SSD's okay to work with UE4? Or do I need to invest a lot more in a expensive Samsung?

sudden oriole
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Huh? I'm pretty sure you can run it on anything that isn't like really old

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Usually more of a cpu, gpu, ram thing

sacred swan
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@grim ore cheers

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i tried again

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think i may have not capitalised the U in Untitled lol

grim ore
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ahh that would do it

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@jovial maple dram mainly causes issues with longer sustained loads, most of your assets will be smaller so you should be fine. with that said, dram cache drives are better overall

sacred swan
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brilliant

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i opened it and 3 of my Bp's are fucked

grim ore
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yep try and track down the broken assets without saving anything, then reopen the project and just those assets and try and fix them, then the other ones should be ok

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looks like your drive ate your project, not much you can do but try and fix it and learn to use better source control

sacred swan
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brand new hard drive as well

grim ore
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yeah but its an external drive so those have inherent issues

sacred swan
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i used onedrive before

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and i transferred a month long project over

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because i was formatting my pc

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it uploaded only the folders and their names with no content in them

grim ore
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yep one drive/google drive/drop box are all sub par as well

sacred swan
grim ore
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proper source control, like git or svn or perforce, is recommended

sacred swan
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ill look into it

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thanks

plush yew
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people i need help

unique kraken
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anyone has a explanation for that?

plush yew
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you need to flip your faces

unique kraken
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look at the normals

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they are correct

plush yew
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oh

unique kraken
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this is why this is so confusing wth

cedar jetty
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having a issue where i cant seem to get the transform of the shirt right on my character all the clothing aspects are seperate and it seems almost impossible to do this manually any suggestions?

unique kraken
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omg they were flipped πŸ€¦β€β™‚οΈ was just hard to see

grim ore
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it sorta looks like one of the faces is backwards based on those normal lines

plush yew
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oh lol

unique kraken
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yea they are πŸ€¦β€β™‚οΈ but bcs of the directions the flipped normals show i thought they were right

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actually no

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wtf

grim ore
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@cedar jetty is the transform of the shirt, the pivot, way below the bottom of it? Im guessing it is which means its probably got the same pivot as the character (at the bottom) and if you have it as a child of the character mesh its going to be incorrect. does that seem right

unique kraken
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i have been exporting stuff the whole day everything works fine

grim ore
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rotate the screen so you are inside that edge, see if the face shows up to indicate the normal is backwards or if its completely missing

unique kraken
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but this one object wtf

plush yew
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@cedar jetty i think you need to child it with the body in your 3d program

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@unique kraken ahahahhahaaha

unique kraken
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got it working now, makes so no sense, thx anyway

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wth

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fricking simple export

cedar jetty
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@grim ore its a skeletal mesh component child to my mesh im assuming i would need to go into blender to correct it?

plush yew
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@cedar jetty yeah it should stick together in blender

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how do i set an idle animation timer?

cedar jetty
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its werid because they have it perfectly fine in here but i do notice a size diffrence

grim ore
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well thats all one mesh is why

cedar jetty
grim ore
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what is in the Mesh part of that structure?

cedar jetty
grim ore
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its also possible they moved all of the items down, we cant really see how this is set up

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@plush yew so it goes to idle after a certain time? you would have an idle animation in your anim blueprint and have it trigger playing it based on a timer you check every so often.

plush yew
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i want an animation to play after 20 seconds of being idle

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Yeah Im in the anim bp right now but i dont know how to set up a timer for the transition

grim ore
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you have a few options, are you using montages or just anim sequences for the animations?

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for example I might use the animation norify system to put a "animation finished" notify on each of my animations I cared about. Then in the anim graph whenever it fired off I would set a timer inside the notify in the anim bp event graph that after X seconds it set a variable in the anim graph that was used to tell my animation system to go to the idle state or play whatever. Naturally tho I assume you should already be idling if doing nothing so I guess this is for special idles

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another way is in the player you keep track of the any key event, you can set up an input event in the settings to fire off on "Any Key" and you keep track of whenever any key is pressed and start an idle timer or counter and reset it every time a key is pressed. at some point it should go off and then you can tell your anim bp to do whatever

plush yew
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Yes Im already idling, this is for a sleeping type animation

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ill use the anykey method i think i know how it works

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I just thought, is there not a way to check for how long this normal idling animation has been playing and then based on this transition into the sleeping anim?

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Then you wouldnt have to constantly check for key inputs

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ill use the anykey method i think i know how it works
NO WAY when i said this it was because i watched your video on it before lmao

dreamy sleet
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Who can help me make a maze

plush yew
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didnt realize it was you

grim ore
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you could use a montage for your idle

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set it up to do the normal idle a few times then you put your sleep idle in there with it set to loop just the sleep idle, this would be a super easy way to do it.

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so Idle -> Idle -> Idle -> Idle -> Sleep <- (set sleep to loop)

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I think that would be like super simple lol

plush yew
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wow that makes so much sense

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thanks alot!

grim ore
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just tested it, it works well and super simple

unique kraken
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hmm is there a way to get glass fully reflective as if it would be solid?

grim ore
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i overcomplicated it as well lol you dont need a separate section for each animation just the range lol

marsh swallow
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Heya @grim ore I am trying to help out Galidar with the Oceanology Plugin. Were hitting a little wall. We have a nice component that works during play, but not in PIE/Simulation because it requires the active camera to give its image to a RT.

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Do you know of ANY way to access the PIE camera?

plush yew
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this is the most helpful thing

grim ore
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you might be able to get the ative camera using he editor utilities but I want to say I tried it and it didnt work 😦

opal carbon
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how do I add animations?

sterile tulip
#

Does it cost money to add multiplayer to a game

grim ore
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it can be done for free or for a cost depending on what you want

sterile tulip
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10 players doing pvp

obsidian wasp
#

I'm trying to apply a knockback when I hit an enemy. Launch Character/Add Impulse both seem to be a bit weird when the enemy is pathing. If I hit an enemy who is mid-air or just waiting around they fly like crazy, but they hardly get knocked back at all when on the ground. Any easy way to get something like this working properly?

mossy nymph
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stop pathfollowing while its knocked back

dense tangle
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Greetings gentlemen, have anyone encountered the problem with localization not "catching" all targets? For example, I have following targets:

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With two similar cultures set on all targets, "Dialogs" for example I can see in my game and this target works very fine with both of the cultures, but other targets like"Missions", for example, do not catch any translation of any culture (still catch "Sources" changes though). I ve gathered, recompiled, danced with timbrel like thousand times. All *.manifest, *.archive, even *.locres look very fine, but localization system does not want to enable translation in game. What could I look to find out where is the problem? Desperately need help.

mystic holly
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I'm really bored, does anyone want to make a quick game together

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just for fun

versed spear
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what game?

dawn bloom
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where do you guys get free textures

exotic thicket
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Quixel Megascans, free for UE projects

atomic viper
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would anyone know how to replace the first character gun?

dawn bloom
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@exotic thicket I signed in with my account but it still asks for payment details

exotic thicket
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Have you connected your epic account into it?

dawn bloom
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yup

exotic thicket
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Hmm, I can't remember whether it asked me for those details or not πŸ€”

dawn bloom
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alright I got it

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worked after downloading bridge

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which one am I supposed to use?

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not sure how to import textures

odd loom
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sry for the question but is megascans free for commercial use or personal use only ?

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im using unreal of course

vernal matrix
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So what is the best way to go about killing actor then eating it, i am making a dino game, need to eat fish, i have the health, hunger and thirst set up, and have the add thirst and hunger variables up, so i can walk though a trigger box and it will give me water and such, but how do i add that to for something i kill

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@odd loom commercial

odd loom
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ok

plush yew
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@dawn bloom use the images drag and drop it into the blank space on the bottom of the screen in ue4 make a material and put the images where they need to be

dawn bloom
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i did the former

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not sure how to do the latter

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@plush yew

plush yew
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can someone please post the link to the most helpful tutorial to help make beautiful third person games

vernal matrix
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i dont think there is just one tutorial on that my friend

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just search unreal engine for beginners in youtube

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and try to find a long series

plush yew
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albedo should be alpha ect there is another way of importing the textures tho on the buttom left of ue4 well close to the middle you will see add new and next to that is import @dawn bloom

vernal matrix
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there are several, with like 26 epispodes you will learn a lot

plush yew
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maybe it'll be worth it.

vernal matrix
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if you want to do unreal, gotta start from the bottom and slowly climb up, it takes a long time to get

plush yew
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@plush yew DevSquad is a youtube channel for beginners

vernal matrix
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yeah and the more you learn, the better you will get at wording what your looking for, finding more tutorials

plush yew
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makes tps fps and rpgs ect

dawn bloom
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@plush yew yah I found a guide, there is a way to export directly ue4 using Bridge

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no need to do anything

plush yew
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ok i never used bridge before i usually make my own textures but om happy to help

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yeah, I've used Bridge before and I really recommend everyone who uses Unreal Engine to give it a look.

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Anyone know how to make curved walls?

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in ue4 or blender?

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UE4

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Gone through some tutorials about "splines"

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you could try using splines ive never done curved walls before but here ill send you a video on how to use splines

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its old but still works

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there are multiple ways of doing it tho

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heres something a little better tho and sorry for spam

karmic cloud
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does anyone here use quixel bridge?

plush yew
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I do.

vale osprey
dawn bloom
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You guys know when you apply a material the pattern endless repeats and looks unnatural on a large surface

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How do you remedy that?

barren flume
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Accidentally switched the shader model thing to android and now the unreal engine project is crashing on startup

pliant rose
safe dock
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Hey guys, regarding ball physics, I have material physics for the ball and for the ground with 5000 friction each but the ball keeps rolling fast and it stops after a very long time. How can I set it up so that I can run with the ball?

radiant sleet
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how do I set up state machine so when my character moves he switches animations

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I have another animation

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this is all I have so far

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LIke is there a way for the animation blueprint

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to get if the player is running

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does that make any sense?

sinful bone
#

Hey Unreal experts! Can someone give me a hint how to create this kind of effect in unreal? In Unity I've used a trail renderer, which was a child of the sphere object to make it follow the object and create this trail. How could this be achieve in Unreal?

I need to create a trail for a ship similar to Zelda's Windwaker

heavy tundra
#

Hello guys I have assigned 2 skeletons together and now all my animations aren't working anymore. Anyone can help me return them back to normal?

verbal shoal
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So..got a brand new rtx 3090 and unreal keeps crashing when opening some of the purchased environments i have. Any ideas, guys? My RTX2070 opens the same scene without a problem.

gritty finch
#

hey guys please help me
i am creating a web app. I want to have a gaming section, where there is an download icon beside the game. When the user downloads, a new folder is created within the computer for that game. After the game is downloaded, play icon appears. Can user open that game which is in computer from the play icon in web? Please let me know. Any resources will be helpful

mint umbra
#

Hey guys. I'm trying to import a tiled build from World Machine into UE4 using World Composition. I've exported weightmaps for each layer, which is 256 each, 1009x1009 resolution 16x16 tiles. So, there's approx. 8 layers that have 256 files each ready for import. However, importing the map makes the engine crash. Does anyone have some tips/suggestions? Crash code:
LoginId:e643187543e5d2941e541b8a6e74058c
EpicAccountId:5b7c2a4e85f3451fb76d8567477922db

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 314] ShaderCompileWorker crashed! Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 186] Ran out of memory allocating 7560240 bytes with alignment 0 0x00007ff8d65e3b29 KERNELBASE.dll!UnknownFunction [] 0x00007ff84351a306 ShaderCompileWorker-Core.dll!ReportAssert() [] 0x00007ff84351d998 ShaderCompileWorker-Core.dll!FWindowsErrorOutputDevice::Serialize() [] 0x00007ff8433b1c6d ShaderCompileWorker-Core.dll!FOutputDevice::LogfImpl() [] 0x00007ff84321c68c ShaderCompileWorker-Core.dll!FGenericPlatformMemory::OnOutOfMemory() [] 0x00007ff84324f418

Looks like it ran out of memory. Would lowering the engine's graphic quality maybe help me out in this situation?

loud knoll
#

break it into smaller chunks or and load a few chunks at a time

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like try 8 tiles as an export see if that works

mint umbra
#

Can I actually import like 50% of the landscape at one tiled import, and then the next 50%? I.e I just import 50% of the height outputs and 50% of the weight layers? Is that what you mean?@loud knoll

loud knoll
#

I am assuming you can select a few sections of what you want to export and just export that

#

or you could bring it into another program is that is a pain and break it up there

#

also 8 layers is a lot of layers

#

I maxed out with 6

#

I could be that the 8 layers is the issue and not the rest of the data

#

it also depends on your machines memory and all that

mint umbra
#

Hmmm alright, I see. Well, I'll try to import sections of the map and see if that works wonders or not πŸ™‚

loud knoll
#

I had to force it to use 6 layers it was having troubles

#

6 layers + 6 layers of normal maps

#

but this was a few years ago

gritty finch
#

Please look at my question too

mint umbra
#

Oh, I've already run a testmap of 8k resolution which handled 10 layers quite nicely, but that wasn't tiled and importing the weightmaps was very straightforward πŸ™‚

lusty carbon
zenith flower
#

Then engine needs to stop nulling out bad references when re-saving files, unless explicitly asked to. K, thanks.

#

@lusty carbon You are showing the bottom of the calls stack, which is usually useless info

lusty carbon
#

Seems like my lightmaps are all too large and I've run out of memory

loud knoll
#

@mint umbra yeah it could have been my hardware at the time, I think I was using a 580GTX then moved 1080GTX so I am not sure how much more I could do now with a 2070S

#

@mint umbra If you done this all before then I would need to see what is crashing, do you have debug symbols and image of the crash?

mint umbra
#

I can send you a screenshot if the engine crashes, it's importing the height files now πŸ™‚

loud knoll
#

@lusty carbon how much memory do you have on your system right now?

cosmic axle
#

Hey guys, so I have been researching and it seems that I must fill some forms before I distribute my game. I saw that are 2: the Notification of Release form, and the Payment/Royalty tracking. The Notification of Release I must fill for sure. But my question is, do I have to fill the Payment/Royalty tracking as well or I only have to fill this one when I achieve the 1.000.000 (when I start paying 5% to Epic)?

lusty carbon
#

@loud knoll 32GB

zenith flower
#

Whoa, you haven't singed that yet? You are supposed to sign it when you start developing your game, or else you forfeit your rights to the 5% at 1 million. You have to pay 5% on ANY amount now!

lusty carbon
#

But I think I know what the problem is

zenith flower
#

@cosmic axle

cosmic axle
#

Actually I'm am asking this before I start developing

#

So which I must fill?

#

Both of them?

zenith flower
#

Nah, im just fucking with you. If I wasn't so busy, I would keep pulling your chain by telling you to read the fine print xD

#

Idk

cosmic axle
#

Hahahahaah that was a good one

loud knoll
#

@lusty carbon well you can see what is happening you just need to figure out what needs a lightmap and or reducing the quality until you actually generate it

zenith flower
#

It would have been great, if you were like 5 years in xD

cosmic axle
#

So seriously, do you know about this forms?

#

It would have been great, if you were like 5 years in xD
Hahaah yeah

zenith flower
#

No, not at that stage, never worried about it

#

You can email epic

cosmic axle
#

Hm I see, thx anyway, I think I'll email Epic then

merry gazelle
#

Should "get player character" be available in a blueprint node? For some reason I can't access player, pawn, character, etc node (even with case sensitive off)

glacial pecan
#

I got the dreaded "X could not be compiled. try rerbuilding from source manually." in a project that's NOT built from source, but does include the source files for a plugin...

#

anyone know what to do? the plugin doesn't have a .sln file to build itself, like I've seen suggestions on the web...

mint umbra
#

No memory reports for this crash. I'll try with even smaller chunks this time.

loud knoll
#

I see that nt.dll means memory to me

#

Did you try rebooting and trying it?

mint umbra
#

Oh, alright, I didn't know that πŸ™‚ Yeah I've rebooted, gonna try again with a 1x1 tile import, previously it was a 6x6. Using 4.24 btw

dim merlin
#

Hi, i just installed 4.26 Preview 2, the new water plugin should be within it? cant find

zenith flower
#

I was supposed to make it into preview 2 because it didn't make the cut for preview 1

#

Either its a plugin you need to enable

#

or its not ready yet

dim merlin
#

seems its still not included in preview 2

#

but well, i dont think preview 2 is even being updated right? (that never happens)

#

so we might say it didn't made it to preview 2 to 😦

dim merlin
#

@plush yew good question, i was thinking the same yesterday

ripe coral
#

I have a blueprint function in which I want to access a "Join Session" function. I have access to this function in the event graph but not in my custom blueprint function, why?

#

Ah thanks! πŸ™‚

kindred orbit
#

Would you guys say that it's generally easier to create 2d games than 3d?

dim merlin
#

@plush yew one thing i found helpfull is to use git so be able to revert files

#

might be possible to revert without closing the editor

rancid lynx
#

when importing textures, how do i get rid of this trash compression? i opened the image in UE4, i selected "lowest compression - biggest file size" the difference was quite trivial.

fervent sigil
#

@rancid lynx What's lowest? There should be various different compression implementations you can choose from

rancid lynx
#

lowest, low, medium, high highest.

#

i tried lowest and highest.

fervent sigil
#

Screenshot

rancid lynx
#

unless im missing something

fervent sigil
#

Look at the Compression Setting. Also, can you show the image outside and inside UE4, so we can see the difference the compression is making?

ripe coral
#

This is making no sense. Why is the error telling me there is no variable in session_item? I am not even accessing a variable in session_item

fervent sigil
#

@ripe coral is Attemptnig To Join is a variable. At least that is what that node is

rancid lynx
#

sure. one moment. i painted myself in krita, i wouldnt be here if they were similar. brb

ripe coral
#

@fervent sigil I know. It is locasted in Lobby Game Mode BP

#

And I am trying to access it

#

But it tells me that the variable is not in session_item

fervent sigil
#

@rancid lynx np, just trying to see if I could give you better direction when I know what kind of detail is being "destroyed" in compression

#

@ripe coral Make sure to recompile it

ripe coral
#

@plush yew I cant compile it

rancid lynx
#

it may be a tga thing on export, the opened tha is alittle worse.

ripe coral
#

@plush yew BEcause of this error

rancid lynx
#

I see banding in both programs, maybe the ue4 light is higher, so its easier to see

fervent sigil
#

@ripe coral I believe it's looking at the variable inside Lobby Game Mode BP, not the session_item. Verify that is compiled.
After that, recreate the "set is... " node

rancid lynx
#

but the color range seems very much less in ue4

ripe coral
#

@fervent sigil Okay I will try it

rancid lynx
#

srgb settings are the same, enabled.

fervent sigil
#

@rancid lynx I can't help you with the general bands, but only suggest you try different format. Specifically sometimes UE4 made the image brighter when the file was png (compared to tga). Generally the imamge look fine, just with more light. You can try to show "unlit" mode, it should be better.

Regarding those 2 specific faces, I believe it's about the normals

rancid lynx
#

i agree, but the greens also appear much more ranomized

ripe coral
#

@fervent sigil Okay restarted the engine. Compiled my Gamemode BP again. Recreated the set nodes and now it is working. thanks!

fervent sigil
#

@rancid lynx Try unlit mode. how does it look now?

rancid lynx
#

okilldo

#

the same. just 20 percent brighter. my light engine is pretty balanced. it took me 2 years to figure out

#

i usee less directional light than normal, and a little extra global and exposure

#

terrain and other meshes look fine. it seems to be common when i use "grandient" from 1 shade of green to another darker green

#

if i use grandient blends in krita, or anything else, the banding becomes much more extreme.

#

the other colors look much smoother

#

saved as TGA from krita, just like normal

fervent sigil
#

@rancid lynx Can you show the image in the texture editor in UE4?

dim merlin
#

Hey guys so, ive been asking around for really months about virtual texturing, noone knows, trying again:
Does anyone its even possible to update a runtime virtual texture at runtime.. ?

rancid lynx
#

the picture above was "UE4" and "krita.

fervent sigil
#

yeah but it wasn't the texture editor, it was the scene

rancid lynx
#

i put ue4 on the left and krita on the right, of my monitor

#

ok ill do now

#

i do see some banding on krita. i guess the extra ue4 lighting makes it stand out more

fervent sigil
#

That doesn't look the same?

rancid lynx
#

maybe lil try more blue

#

well , i cant see strange browns and yellows in the krita

fervent sigil
#

It just looks more zoomed in on the left tbh

rancid lynx
#

but it is kinda the same. ill try some blur in krita, maybe thatll help

fervent sigil
#

try open it in an external program like gimp btw?

#

I trust gimp more than UE4 and Krita tbh

#

it will tell you for sure if there are any blue/brown pixels in there or not.

rancid lynx
#

thanks. i might learn gimp again. the interface pushed me away

fervent sigil
#

you don't need to learn it, you just need to open it and use the color picker. But yeah the interface isn't very intuitive, I agree

rancid lynx
#

krita wasnt either X_x hehe

fervent sigil
#

it's better than gimp imo :p

golden niche
#

I touched somethin in my character and now I can only look left or right

plush yew
#

Hello guys, I imported one shop model that was made by 3d artist and when I import it and try to enter inside of it through the empty space for the door I can't enter-how I can fix this problem? I tried to play with the collusion settings, I added box collusion, used simple collusion as complex, used complex as simple and it stil doesn't work, my 3d artist sent me this: https://www.youtube.com/watch?v=3QwbhZ9dlL4
When I import the mesh I disabled the option "auto generate collusion" but unfortunatelly again doesn't work

Here I show you a quick tutorial on how to set a custom collision in Blender for Unreal Engine.

β–Ά Play video
#

if someone can help me, please tag me or write in DM

rancid lynx
#

auto generate collisions works very well, but it does not like convex shapes, for example , it will not understand the empty space inside a pot - pan - barrel.

#

anything auto generated wont understand "innter empty space" very well, especially box style.

#

but creating collisions manually is really easy.

plush yew
#

okay so how to fix this problem?

rancid lynx
#

well you could manually add a box - cube for each wall. and set the sizes inside unreal really quickly.

#

goto "collisions, on the top bar, add a "box" collision, then "SCALE" so that its roughtly allighed with a wall, then move it into place. you could create 4 collisions for each wall, 1 for floor and ceiling or, ill try and find the "blender" it yourself because its not that hard "Tutorial" on google

#

just needs practice an two hours to jack with testing

#

this will get ya going in the right direction quickly if you want manual control

#

i barely know what im doing

supple totem
#

getting this issue suddently where I can't create new assets until I reset editor, all new options are greyed out.

plush yew
#

it doesn't work again 😦 @rancid lynx

#

ah why it doesn't work

#

I remembered the last year when I had problem with this and the modeler could fix it

fervent sigil
#

@supple totem I had a similar issue where a drag operation was always in progress. You could try dragging a docked tab to somewhere. You don't have to actually drop it, you can cancel it

supple totem
#

thanks, I actually just figured it out. See how multiple folders are selected on far left?

#

so yeah similiar to a stuck drag

#

thanks

plush yew
#

I have other problem, when I don't sprint I made the energy to regenerate but slowly, the problem is that it doesn't stop regenerate, after it reach 100 it should stop but it doesn't, how to fix it?

fervent sigil
#

@plush yew Wrong screenshot? I don't see any energy

plush yew
#

o yeah

#

XD

#

wait moment

#

I opened wrong project

#

lmao

#

this is

fervent sigil
#

@plush yew Delay is kind of werid but possible. Create widget make sense though inside a branch inside tick. It's usually inside a function called by tick, but still

#

@plush yew btw instead of delay, use the number you want (e.g. 5) "divided by 1", and multiply by time passed.

#

so if time passed is 1s, you'll add 5 * 1 = 5. If 2s has passed, you'll add 10. If 0.5 seconds passed, you'll add 2.5.

#

Anyway if you don't want to add stamina after 100, easiest thing would be to clamp it.

plush yew
#

okay how

#

yeah after 100 no adding stamina-lol

fervent sigil
#

clamp it. Clamp node

humble yacht
#

Does anyone know how to achieve team based visibility in an multiplayer environment where
A team is made up on players
There are numerous teams
Only certain teams can see certain teams

tight prawn
#

is there a guide on event dispatchers' "proper" usage ?

#

I don't want to have a ton of assigned events in my begin play

plush yew
#

I found the clamp node

#

what to do with it? @fervent sigil

#

nrm I fixed it

#

I am jesus

#

I am proud of myself

fervent sigil
#

πŸ‘

hollow compass
#

does anybody know why launching a character down will not launch them faster than terminal velocity

weary storm
#

Ok tmr

serene birch
#

isn't that the very reason of existence of a terminal velocity stat?

hollow compass
#

ya but you will break terminal velocity if you are launched toward the mass pulling you?

#

ive altered it before to get it closer to 120mph like earth

#

but ive noticed that launch character does not break this

serene birch
#

physically, terminal velocity is because air friction starts slowing you down more than gravity accelerates if you go faster than that

#

as a result something falling too fast will slow down to reach terminal velocity, same that it would accelerate to reach it if too slow

hollow compass
#

ya but if you had thrust would you not accelerate?

serene birch
#

likely in UE4 the physics for this "terminal velocity" paramter are pretty simplified and just coded as a flat cap on vertical velocity

hollow compass
#

define actual falling and set accordingly?

plush yew
#

another problem guys that I remembered is I want to make when the character dies:

  • set game paused - working
  • popup widget that you are dead- working
    • in this widget there is text and button revive, this button revive needs to do these things:
  • set the thirsty and hungry to 100 -working
  • teleport the character from the begining of the game, I mean to teleport you on the coordinates where the "PlayerStart" is - this part idk how to do it
#

can someone help me?

#

I will be more than happy, thank you in advance

#

any idea for this problem? @fervent sigil

fervent sigil
#

I would just create a variable in the player called "Spawn Point", and in BeginPlay will set it to the current place.
Then use that variable

#

@plush yew

plush yew
#

oo nice idea

#

where to do this code?

#

doesn't work 😦

#

oke

#

let me check

digital rover
#

hello anyone know how we can get an image to unreal from database ?

lusty carbon
#

Question- when I build a project with tons of assets that I don't use. do they go into the final build aswell and contribute to its size?

plush yew
#

o really?

#

let me try

fervent sigil
plush yew
#

good suggestion

#

if I keep setting the thirsty and hungry to 100 will it be problem? just asking

#

@plush yew Or if you dont need any check points, you could just simply restart the level with 'open level' node
@plush yew it works, but when I click revive it seems like it freezes and after 5-10 seconds then loads, idk how to ifx this laggy stuff-hmmm, any idea?

mental helm
humble yacht
#

Anyone know how to create teams in a multiplayer environment where players of the same team are visible only amongst themselves ?

dire sentinel
#

these

#

they are really dark compared to the shadows created by the mesh

mental helm
#

Don't use an AO texture, if it's a tiling normal map, decrease the intensity of the normal map

humble yacht
#

Is there something wrong with this code ? Its not translucent

tall wraith
#

Hello, does anyone know how to un-inherit a camera in a third person cpp file

dreamy sleet
#

how do i make a maze in unreal

warm portal
#

Hello guys, I am trying to create a modification by using Unreal Engine 4.18 and when I cook my mod by default this version create .uasset with .uexp file. I need to cook mesh only in uasset without uexp. Can someone tell me please how to turn off this system which split one uasset on two files?

grim ore
#

@dreamy sleet it depends on if it needs to be random or not. IF it does look into procedural generation, there are docs and videos on it. There is also a learn example on the launcher

dreamy sleet
#

@grim ore ok thanks

plush yew
#

hey guys I recently installed the polygon plug-in and it told me to restart the engine and I did but when I look for it in plug ins it says it's already installed even though it's not an option in the modes tab.

grim ore
#

which plugin?

plush yew
grim ore
#

yep read the decription for it

plush yew
#

I look so dumb rn

#

lmaoooo

grim ore
#

the actual mesh editing in the viewport is the modeling tools plugin

plush yew
#

are there any plugins that make I don't know how to say this

#

like making modern home easy

hushed wind
#

Hello! How i can change decal drawing distance ?

tall wraith
#

No one in here even helps

wet trout
#

youve got to be specific

regal zephyr
#

Hello, can anyone suggest a good learning book regarding lighting ?

grim ore
clear coyote
#

hello! I prepared an asset with several meshes and textures and made a blueprint out of it. the problem is that when I try to import that to another project all the references to my meshes are gone and I can't see the asset on the viewport. any idea?

#

I tried to do this in 2 ways: migrating the folder to the other project's content and simply copy pasting the folders on the windows explorer

grim ore
#

copy pasting in the folder is not the best way, how did you migrate?

clear coyote
#

right click on the parent folder to the ones in the picture->migrate->select all dependencies on the list->select the other porject's content folder

grim ore
#

when it showed the dependencies did it list the missing content? the ones you say are gone

clear coyote
#

hmmm let me check

grim ore
#

I would try migrating the object you want, not the folder, so migrate the blueprint and it should show all required files by default

clear coyote
#

It did check everything, yes

#

okay I'll try

#

it worked! thanks! do you know why all the way around isnt working?

#

migrating the folder I mean

#

now.. one more question, this migrated it to a new folder with the name of my original project's folder name, but on the new project I'd like to keep it organized and have it on a different one, how can I do that?

grim ore
#

I dont know why the folder wouldnt work, Ive never migrated a folder. perhaps you arent really migrating anything that way since the folder has nothing required

clear coyote
#

I see

grim ore
#

you can move items around in the content browser or rename it if you need

clear coyote
#

I've been using the folder migrate so far and never got that issue

grim ore
#

just make sure you right click the folders after you move it and fix up redirectors

clear coyote
#

sweet. thanks!

tender haven
#

like making modern home easy
@plush yew ?
are you asking about Architectural Visualisation type of design?
Autodesk has a bunch of apps for this and you could use a free trial... it's not "easy", but there are lots of tutorials and resources

if you want something super easy as an intro into layout and placement, IKEA has planning tools and I think a 3D renderer

plush yew
#

@tender haven yes please.

open wadi
#

Anyone know how to generate an "open file" dialogue on Mac or Windows?

#

via Blueprints?

#

I'm searching the web for examples and finding conflicting information on this topic.

weary storm
#

Wsh

sterile tulip
#

Projects will be upgradable to UE5 once its out

sterile tulip
#

It will take 1 year tho

#

They said it will be released end of 2021

#

Previews for testing will be available early 2021

opal lark
#

what node can i use to randomize light etc

dawn bloom
#

You guys know when you apply a material the pattern endless repeats and looks unnatural on a large surface
How do you remedy that?

fierce forge
#

hello , i'm making a open world game and i have over 200 NPCs with complex AI , what types of optimization i can use to get more fps ?

left elk
#

So VR Editor in 4.24, 4.25, and 4.26 Preview 2.

Using the Vive Pro HMD and Controllers.

The Undo function is basically broken. Swipe Right-to-Left doesn't Undo anything. I can tap Right then tap Left on the trackpad and have it work.. sometimes. Any idea what's going wrong?

More generally, for the VR Editor, can I access the Control scheme web somewhere?

open wadi
#

Yet I do not see this directory within my project, despite having multiple plugins installed and enabled.

#

Normally I use the Unreal marketplace to install and manage plugin, but this particular plugin is not available on the marketplace.

#

Never mind, it's in the c:\Program Files\Epic Games\UE_4.25\Engine\Plugins directory, disregard.

subtle orchid
hushed wind
#

thank you so much for what I did without you)

subtle orchid
#

you change that value @hushed wind

#

lol okay no need to be nasty

vernal relic
plush yew
#

Helloo!

#

Unreal engine does not support WebGL?

#

But was possible in older versions?

#

Anyone could explain me please?

#

I'm confused!

crimson vapor
#

is it connector?

#

or node?

#

or function

warm hornet
#

Anyone able to tell me how to delete projects from Epic Launcher WITHOUT deleting your actual project files? Can't believe this isn't a feature... argh

summer matrix
#

iv downloaded the free park tree asset from the store and the folder is empty?

delicate coral
#

Does anybody here use a rigify and Uefy 2. Please for everything holy and unholy. Going to need some help

exotic thicket
#

@warm hornet copy your project folder somewhere else, then delete project from EGL.. probably not ideal but should work.

abstract prism
#

allright im having a issue

#

i just downloaded the quixel bridge plugin and finally got it working but i cant start ue4 up now

rich furnace
#

anybody know if Media Textures can support .webm videos?

abstract prism
#

is nobody gonna swer me

#

answer*

#

i need to get ue4 working again

#

all i try and do is open ue4 and that message pops up

whole quarry
#

i just downloaded the quixel bridge plugin and finally got it working but i cant start ue4 up now
@abstract prism appearently you didnt get it to work then?

rich furnace
#

The Media Framework has "Allow Non Standard Codecs" does this mean it can be made to support m3u8, or webm?

abstract prism
#

dragonbally please dont interupt

#

theres allready a convo here

rich furnace
abstract prism
#

and remco i dont understand why i cant start ue4

#

its saying python console isnt there despite clearly being there

exotic thicket
#

There's no such thing as "interrupting" in chats like this unless they are literally pestering you directly. Asking other questions during other conversations is normal and acceptable

abstract prism
#

ok fair enough

#

i just i was slightly expecting more support from ue4's featured discord server

exotic thicket
#

Keep in mind that everyone here are either other UE4 users or volunteers :)

whole quarry
#

The error said it cant find it

abstract prism
#

its in the plugins file like it should be

#

i havnt moved it

whole quarry
#

Did you try to search it online?

abstract prism
#

no id figured id ask a human being who can give a more direct answer than a search engine

whole quarry
#

Searching online first is a good starting point

abstract prism
#

theres a fix ive found but it doesnt appear to work anymore

#

hell this just appears to be a general issue with bridge

#

that the devs are looking into but will take a while

grim ore
#

remove the plugin from your engine -> problem solved

#

and its not a general issue with bridge, its when its installed incorrectly this happens

abstract prism
#

yeah ive been installing it with there installer mathew

#

4.25 installer is glitched\

grim ore
#

I have it working on 4.25 on another machine and in a sec I will have it installed fresh on this one

abstract prism
#

i can install and delete it 100 times and it wont work for me

#

hold up mathew lets get in a call so i stream my screen

grim ore
#

i dont do calls

#

and if you cant get the engine to load it never got installed properly

abstract prism
#

dude

#

ive reinstalled and deleted it 5 dozen times now

#

same issue

#

anyways ill try a few dozen more times

grim ore
abstract prism
#

bruh allright

grim ore
abstract prism
#

let me explain how im installing it

grim ore
#

well I would hope the proper way

#

install bridge, run bridge, during setup of bridge point to an empty folder somewhere to hold stuff and choose unreal engine as the engine being used. sign into your epic account when the program starts. Find something and click download. Go into the export settings once downloaded, choose the correct engine version then point the installation folder to the engine base folder, wait for install of plugin to finish. start project you want the item in. once it is open click export and wait for the item to export to the project.

#

and don't do this on a Ryzen APU... its torture lol

#

2k was a much smarter choice

abstract prism
#

download asset > export settings > unreal engine > download plugin > engine version 4.25 > select installation folder > C:\Program Files\Epic Games\UE_4.25\Engine\Plugins > select folder > wait to install > open ue4 > gets to 75% >

#

every time

grim ore
#

nope

#

your install folder is wrong

abstract prism
#

that was where i was told to install it

#

so where is it supposed to go for plugin install

grim ore
#

welp the correct folder to select is the root of your engine

#

it will then install it in the plugins folder correctly

#

but if you still have it installed in the wrong place in the first place it has to be corrected, the engine needs to start up normally

abstract prism
#

allright just gonna clear support and restart and try what you sait

#

said*

grim ore
#

make sure the engine starts up normally or doing it again isnt going to help

grim juniper
#

I hear the new water feature is in Preview 3 that released a few hours ago eyesShook

abstract prism
#

yeah mathew it aint working

#

nvm

#

i hadnt finnished installing it

#

just did

#

and im getting the same results

grim ore
#

did you fix the error in the first place?

abstract prism
#

i tried your solution

#

and im getting same results

grim ore
#

did you fix the error in the first place?

abstract prism
#

the python console not found

grim ore
#

yes, if you have not fixed that then installing it correctly is not going to remove the bad install

abstract prism
#

how am i supposed to fix it when it is caused by incorrect install which ive tried your way the reccomended way and the solution in this

#

what i need

#

is a fucking step by step instruction

grim ore
#

if you never fixed the first issue, you cant just "install it correctly"

abstract prism
#

dude

#

if you read that artical

#

you will notice

grim ore
#

all you are doing is arguing with someone trying to help saying "nuh uh, i dont want to do it that way"

abstract prism
#

thats not what im saying

#

look just give me step by step

#

thats all im looking for

grim ore
#

did you ever fix the issue in the first place? can you start the editor without the error

abstract prism
#

no i cant mathew

grim ore
#

ok so trying to reinstall it is not going to fix this issue, we have to remove he bad install first

abstract prism
#

thats what ive been doing

grim ore
abstract prism
grim ore
#

yep so thats the issue

#

what does your plugins folder look like, the entire folder, in your 4.25 install

abstract prism
grim ore
#

go into your support folder

#

I am willing to bet you will find a plugins and utils folder

abstract prism
grim ore
#

yep back out

#

delete the two lowercase folders, support and temp

abstract prism
#

done

grim ore
#

your local library path in megascans needs to be fixed, its a blank folder NOT the engine folder

#

so pick something like c:\megascans or something else

#

then re open UE4

abstract prism
#

what is the damn engine folder is it not litterally engine

grim ore
#

there is a good chance starting bridge up again if its not already open will redownload the plugin in the wrong spot until you change that

#

that does not say engine folder

scarlet birch
#

Checking that it's not a folder managed by one drive will also make life easier.

lethal vapor
#

Guys im having problem with VR Preview in Unreal engine with quest 2. its grayed out. any solutions to get it working?

grim ore
#

that says local library path, it does not say engine folder there

#

that is a separate folder you chose when it was installed

abstract prism
#

there???

grim ore
#

thats nothing we are concerned about

#

your local library path in bridge needs to be changed

#

the settings in bridge

#

it needs to be a new blank folder where the plugin temp files and your downloaded assets from megascans can be saved

abstract prism
grim ore
#

sure why not

abstract prism
#

save changes then???

grim ore
#

yep close out bridge if you have to

#

just make sure the support folder and temp folder did not get put back into the plugins folder then restart the editor

abstract prism
#

crap forgot to do that

#

but it seems they arnt

#

and it works

#

editor starts up

#

look im sorry if i was a bit mean

grim ore
#

now you can go back into bridge, download an asset, make sure the correct folders are chosen in the export options, and export

abstract prism
#

where do i export say folliage to

grim ore
#

bridge exports to a megascans folder in the project you have open, or another folder if you change those settings in the project

abstract prism
#

please be a bit more specific

grim ore
#

about what? cant be more specific than that

abstract prism
#

im new to this forgive me

grim ore
#

after it imports them you can move them, they go into the megascans folder

abstract prism
#

k

sterile tulip
#

What graphics card do you guys program with

abstract prism
#

i program with a rx xfx 580 8gb xxx edition

grim ore
#

750ti to a 3080 depending on the machine

abstract prism
#

and a i5-6400 cpu i was gonna get a 2700x but my mom cheaped out on ram and only got 2400 mhz

#

a 2700x cpu along with a compatible motherboard

#

so we had to return the barebones kit

grim ore
#

I ran my 2700x with 2400 memory for a while, its not a ton slower

abstract prism
#

the dim slots on the motherboard didnt support 2400

grim ore
#

oh super weird

abstract prism
#

either that or they were generally broken durring shipping

#

man the pc looked sick

supple totem
#

mattheww you have god like patience

grim ore
#

5 kids

supple totem
#

haha

sterile tulip
#

I have 12gb 800 mhz ram

abstract prism
#

new issue mathew

#

quixel bridge wont load anymore...

warm hornet
#

Hi guys
Don't see a hardware channel so thought I'd ask here.
I have twin Titan Volta GPU's gathering dust on an idle PC and am wondering about raytracing.
After some googling get mixed results.
Will I be able to enable raytracing in UE4 on this PC?
And if so does Unreal benefit from multiple GPUs?

Thanks in advance for any feedback.

grim ore
#

and no for multi gpu and sli is annoying. you can get it to "work" but anything beyond learning how it works would be unusable

plush yew
#

I've got a particle emitter that I want to loop until a boolean on the BP is false, then it should destroy itself after the last emitted particle finishes its time. I could just delete the system but then all the particles very clearly vanish all at once, I'd prefer to have the sytem delete itself once the particles are finished doing their thing. How can I do that with blueprints?

grim ore
#

I assumed the TV was closerer to the TXP but I am wrong, you can get adequate testing performance out of the TV but without the dedicated cores you will lose out on some stuff

plush yew
#

like I've got smoke plumes coming out of a source and once I get rid of the source I need the particles to just finish their lifetime then expire. If I outright delte the emitter once the source is gone then the smoke will disappear all at once

#

figured it out, it's the deactivate node

#

Hey guys, I need help.

#

I'm getting this feeling like I'm gonna faint every time I look at the screen and I realize why now.

#

It's the effect in unreal that adjusts your eyes to the lighting

#

how do I turn it off?

#

idk how to turn it off but you could temporarily avoid it by going into unlit mode

#

I'd also like to know how to turn it off though

formal quiver
#

in post process, you can turn off the adaption by setting both variables to the same number

#

I think the default is 2? I don't have UE open, so I can't verify

plush yew
#

thank you

formal quiver
#

npnp

plush yew
#

@plush yew did you find out how to?

#

Yeah thanks I caught their answer

#

okay I'm glad, I just wanted to confirm you got it as well.

#

thanks!

#

guys

#

is there any way to make something happen on collision with an object

#

Im trying to make my character transform into another character as soon as it hits water

#

and i have no clue how to do so

sterile tulip
#

Make first character invisible, make 2. Character visible when entering water

hushed cedar
#

every object in a blueprint has these events that you can use and collision hit is one of them, scroll down when you select something in a blueprint

sterile tulip
#

Have both characters in characters blueprint

scarlet birch
plush yew
#

@sterile tulip you can put two meshes there?

sterile tulip
#

I think so

grim ore
#

you need to define what you mean by transform. is this completely different everything, or just visuals

plush yew
#

@hushed cedar you mean in the Character blueprint?

#

@grim ore its a new character model with a new rig

hushed cedar
plush yew
#

similar but different

grim ore
#

so its a different skeletal mesh?

hushed cedar
#

these are what i mean

plush yew
#

@hushed cedar ohh i see

#

yes its a new skeletal mesh

#

i dont need a transform animation, a quick exchange would be enough

grim ore
#

does it have different animations than the one that the character is already using

plush yew
#

yes

#

for diving

grim ore
#

then you can swap out the animation blueprint and the skeletal mesh and it should work, unless this is a separate control scheme as well

#

you can do something like was shown above, your water can have a begin overlap event and you can swap it out when they enter and when they end you can swap it back out. Might want to do some cooldown timers or something similar otherwise just going in and out will pop you back and forth over and over unless that is what you want

plush yew
#

Yeah i think it wouldn't have a different control scheme so this should work

#

I'll try your suggestions now thanks everyone!

thick herald
#

Genuinely thought there would be more chat about the water. How odd.. πŸ˜„

grim juniper
sterile tulip
#

Whats water

thick herald
#

wet stuff falls from the sky and fills oceans and lakes and rivers etc

plush yew
#

@thick herald is water wet tho

zinc shore
#

is there a way i can tell if a key was pressed in a widget blueprint

grim juniper
#

Aw man, looks like water splines don't have the extra visualizers unless the blueprint is a child of one of the water classes. I was looking forward to using the extra visualizers for other things since you can't make your own visualizers in blueprint yet

#

Plus I don't see any extra nodes to get the values of depth, width and velocity

humble yacht
#

How do i disable the spawn of a playercontroller/actor if you're the server
So the server can be a pure server with only client playercontrollers/pawns

arctic horizon
#

A dedicated server shouldn't count as a player so it won't spawn a pawn or controller for it.

humble yacht
#

What if you're using game sessions

#

How will that work ?

arctic horizon
#

Not sure I follow what you're asking.

humble yacht
#

So i have a main menu level, its basically a ui
When you press the host button you host/create a game session
And then you need to open another instance of the game
And clicking the find game from the main menu will find you the game session you created in the other instance

versed spear
#

I think that is more game mode

arctic horizon
#

If you want one client to host a game then it's not a dedicated server you're looking for so you can ignore what I posted.

humble yacht
#

Nah eventually i want to remove that

#

Well what are my choices

versed spear
#

do you run gamelift local? look into that

sterile tulip
#

Maybe they arent yet available in the preview @grim juniper

arctic horizon
#

If you want to host dedicated servers somewhere you can look into things like gamelift or playfab. There's nothing in unreal that works out of the box for that, hosting and spinning up servers is not in the engine's purview.
If all you want is to change what kind of controller or pawn spawns for the host that's probably something you can control from your gamemode.

versed spear
#

there are some good aws plugins on the market that would get you through all the dev work of exposing that code to blueprints

grim juniper
#

Maybe they arent yet available in the preview @grim juniper
@sterile tulip I'm actually able to find the Depth using this node. Just need to figure out the property names for the others

#

Width is "RiverWidth"

sterile tulip
#

Is that handled via blueprints?

grim juniper
#

Yeah, I'm testing in a blueprint that's a child of the Water Body class so that I can use the visualizers.

sterile tulip
#

Have they added volumetric clouds in the preview?

grim juniper
#

Volumetric clouds have been in since preview 1

sterile tulip
#

Is it expensive?

#

On the performance

grim juniper
#

I'm not really the guy to ask about performance, but I will say that it doesn't slow down my empty test scene at all. I remember the experimental test version of volumetric clouds from previous engine versions would slow it down massively

sterile tulip
#

I remember in Ac Odyssey, volumetric clouds were like the most expensive setting

#

But also when looking at flight simulator for example

#

Volumetric clouds can add alot to your game when you have vertical heights in it

plush yew
#

Why does my ActorEndOverlap not work? The BeginOverlap works and transforms my Character into the other Mesh, but i cant seem to get out of it

grim juniper
#

Velocity is "WaterVelocityScalar"

#

I'm no expert, but these property names are all over the place

plush yew
#

should the bottom one not work the same as the top one?

grim ore
#

not unless you re changing the entire blueprint

plush yew
#

wait im dumb

grim ore
#

the begin is checking for one actor, the end is checking for another. All you are doing is changing parts of the actor not the entire thing

plush yew
#

i see

#

so i gotta use the same blueprint for the both of them right?

grim ore
#

your cast should be the same for both yes

plush yew
#

but when i press play now im in first person huh

grim ore
#

unhook it and play again and see what happens, if it fixes it that is weird. are you anywhere near this item you are overlapping?

plush yew
#

Ok so my character was just invisible for some reason but relaunching the project fixed it

grim ore
#

yay

plush yew
#

now for the final test

#

it works thanks so much

dawn bloom
#

not sure what I did wrong here πŸ˜›

#

wait whats the different between actually releasing a game and packaging it

grim ore
#

packaging it is when you make it ready for release, it turns it into an executable

dawn bloom
#

packaging it via "package project" and "project launcher" seem to do different things

grim ore
#

you would be packging it using package project from the file menu unless you knew what you were doing with the project launcher

dawn bloom
#

why does it say "Couldn't start"

#

do I have to build lighting or something

grim ore
#

is that packaging it or doing the launcher?

#

because you shouldnt have a manifest file in there

dawn bloom
#

that manifest file was just via packaging

grim ore
#

maybe delete that folder and try again, using file -> package project -> platform

#

but that also looks like it is trying to run it from the project folder so its definitely not packaged right

dawn bloom
#

do I just delete the "Staging" folder

#

?

grim ore
#

Which folder is this in?

#

if this is in your project you can just leave it alone and package it correctly to a new different non project directory

dawn bloom
#

Game_name/Intermediate/Staging/the files are here

#

oh ok I'll try that

obsidian wasp
#

Does the Friendly/Neutral/Enemy system for AIPerception work with blueprints? Or would I have to set it up with C++?

grim ore
#

C++, you cant modify it with pure BP

obsidian wasp
#

Crap, I was really hoping that wouldn't be the case 😦 But thanks for the quick answer!

plush yew
#

Hi all, hoping an expert can help me once again. I was hoping the "Random Unit Vector in Cone in Degrees" would add some variance to the projectile direction here, but the weapon shoots straight. What am I missing? Thanks!

exotic thicket
#

You need to randomize the projectile's rotation. You're rotating its position which doesn't really do anything

vernal matrix
#

anyone have experience with github and source control?

dawn bloom
#

wow a simple brick break game is 200 MB

#

thats a lot

plush yew
#

thanks zomg, will take a look

#

I'm trying to use a mask for my smoke material, I only want the red part of the texture to appear, the rest should be transparent. How can I do this?

#

at the moment I get the red texture filled in with the other parameter which is great but rather than being transparent the black parts are solid black

arctic horizon
#

@plush yew drag the red channel of your mask texture to the opacity output of the material

plush yew
#

thanks I plugged it into the mask thing actually and it works even though its greyed out

#

I deleted my old account and made a new one on the same e-mail address and now I can’t log into the forums or post questions on the answering hub. Any ideas on how to fix that?

dawn bloom
#

When start in a given level, my object spawns on "player start"

#

however when I start in a level and transition to that given level, nothing spawns at "player start"

#

what could I be doing wrong?

trim silo
#

how can i spawnn decals on instanced grass? there is no receive decall option anywhere, i'm sure it used to work for me

echo oar
#

@vernal matrix Github is great for programmers but not good for managing assets. It's best to use Perforce/SVN for in engine source control.

hot pine
#

What's everybody doing in the vc

fervent sigil
#

@vernal matrix Github is great for programmers but not good for managing assets. It's best to use Perforce/SVN for in engine source control.
@echo oar I'm using git-lfs btw

echo oar
#

@fervent sigil I tried git-lfs, Lots of hoops to jump through and it failed pushes often. This was years ago, havent tried again since.

fervent sigil
#

@echo oar True. I never tried SVN or Perforce, I heard perforce is good. Didn't hear much about SVN tbh (in UE4 context).

echo oar
#

Perforce is really powerful, but wicked expensive if you have alot of users, svn works well but leaves alot of the management up to the user

flat trail
#

Im not sure where to ask this question but here we go

We are using a computer to run an LED screen ndisplay with surround. Does two graphic cards increase performance?
And is Sli supported for ue4 yet?

echo oar
#

SLI is not supported in editor

#

You can utilize SLI in your packaged applications though

flat trail
#

Hmmm, interesting

echo oar
#

the more screens you ahve the more machines you need

#

they scale together

#

and you can use gen lock to sync everyhting

flat trail
#

So one computer cant run an led screen alone?

echo oar
#

it can, i assumed by using ndisplay, you had more than one

flat trail
#

Well, we are doing a twst project for a music production, qfter this we will invest in more equipment to sync camera, genlock and more

Since the budget is low for the technical stuff (as usual) we are expected to use 1 computer since we cant achieve genlock without proper equipment

echo oar
#

yea, then your limited by the performance of your scene, total resolution and hardware inputs.

flat trail
#

Yeah thats what i thought. We have the possibilty to use one more graphicscard from another computer, so my main question is if this will improve performance at all

echo oar
#

only if you package it. which i havent tried or looked into for ndisplay use.

surreal laurel
#

Are volumetric clouds expensive, and/or suitable for a basic indie game that ideally could be played on a range of systems?

rancid bramble
#

Have a problem with streaming levels. It seems to make new assets for loaded streaming level with UEDPIE_0 prefix. I gather this must be related to Play In Editor, but why does it make these? It's a problem because it doesn't seem to let me save a level after UEDPIE versions of it have been created. Only fix I found are to delete these assets or restart UE. Anyone know what this is about?

willow vapor
#

Does anyone here have experience in tracking changes of text for localisation after gathering text (loc dashboard) and delivering .po to external parties? Can I use the manifest or something else to see changes/additions the next time I run gather?

echo oar
#

@surreal laurel They can be optimized or replaced with a substitute for lower end systems, assuming it isnt critical to your gameplay mechanics.

glacial pecan
#

I get a complaint about Android on a plugin I'm trying to build

echo oar
#

@rancid bramble Use Standalone, it better represents your game logic. I really only use PIE for checking art and navigation.

rancid bramble
#

Alright, thanks @echo oar πŸ™‚

sinful bone
#

Quick question: I'm trying to debug a normal map and I would like to see what kind of range it has (red values going from -1 to 1? from 0 to 1? from 0.2342 to 0.2384?). What would be good way to find out this information?

serene birch
#

RenderDoc

low brook
#

Anyone know why I always start UE4Editor instead of Unreal Engine? It always seemed to be the same thing but we currently try to test our game and we use the right click play option to do so. Thing is.. I dont have that button and i THINK its because I am starting a "different" program

sinful bone
#

@serene birch what's renderdoc?

low brook
#

I have searched for Unreal Engine in the directory and its just not there

echo oar
#

@sinful bone photoshop histogram and info panel

serene birch
#

ah if you have the file itself at hand probably that Photoshop can do πŸ˜„

#

RenderDoc is a kind of "renderer debugger/inspector"

echo oar
#

renderdoc is awesome, but theres a learning curve there πŸ˜„

surreal laurel
#

If I wanted to have a specific light have a custom glare, Is there a setting for that buried somewhere or do I need to make a material and plane and code the thing myself?

echo oar
#

glare, meaning lens flare?

surreal laurel
#

yeah

echo oar
#

the post process version is global

#

so youll need to place it yourself, and update its location if needed

#

for a specific one

surreal laurel
#

right that's what I thought

#

thanks

sinful bone
#

thanks guys! πŸ™‚

frank iron
#

Anyone here have ulnar nerve or carpal tunnel?

trim silo
#

Is there ANY way to interact and detect collision of foliagetype ??

balmy sage
#

well hello there

trim silo
#

Also why instanced foliage doesn't work with decals?

#

Unreal is making me so sad sometimes 😦

#

When simple stuff in theory turns out to be super complicated

#

ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

#

or maybe it's just me being bad

serene birch
#

is your foliage translucent?

trim silo
#

you mean the material?

#

foliage isn't translucent

#

material itself is masked

#

All i want is to literally change my grass material to make it look like it's burned

#

or place a decal over it

#

so it appears like it's burned

#

but for some reason that is super complicated with the instanced foliage

#

decals literally are placed under the grass

#

and they don't go over it

serene birch
#

there is a flag for meshes to receive decals or not