#ue4-general

1 messages ยท Page 859 of 1

serene birch
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but it's "on" by default

trim silo
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that's the problem

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there isn't

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for instanced foliage meshes

serene birch
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it probably would look pretty ugly for vertical meshes like that anyway

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(streched decal texture)

trim silo
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Well even if it will be ugly i still need to do it somehow

serene birch
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seems foliage don't receive decals by default in fact ๐Ÿ™‚

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does that work for you?

trim silo
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there is no receive decal option

serene birch
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funny, which version of UE4 are you on?

trim silo
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4.22

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knowing my luck this probably isn't supported in my version

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............

serene birch
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if it was removed between 4.17 and 4.22 it would be surprising

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either the feature moved somewhere or they had real problems keeping it working

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and I don't really see why

trim silo
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:/

serene birch
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still works in 4.26

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did you open the "more/advanced settings" part?

trim silo
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Yeah i did try that

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still not there

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maybe it's a bug?

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are you using FoliageType?

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Ok i found it

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omg this is so stupid

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so it shows when you go for advanced options

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in the actual foliage painter

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but not in the foliagetype itself

serene birch
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but no it does in the foliage itself?

echo oar
trim silo
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Thank you guys

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this should help

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now grass decals

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epic

echo oar
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BOOM!

trim silo
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now i can burn it all down

echo oar
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name checks out ๐Ÿ˜›

trim silo
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:>

low brook
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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. I have searched for Unreal Engine in the directory and it's just not there.

sour slate
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guys id like to create a melting effect, like a solid mesh becoming liquid...any idea how to do this?

fervent sigil
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@sour slate Niagara with the static mesh module

sour slate
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nice, i am already trying with niagara, but how to create (quite)realistic water particles?

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i mean i can place static mesh and set particles spawning also from top to bottom but are there any realistic water particles generated with niagara? @fervent sigil

fervent sigil
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i mean i can place static mesh and set particles spawning also from top to bottom but are there any realistic water particles generated with niagara? @fervent sigil
@sour slate It really depends what you mean by water particles. If you're talking a full water fluids simulation then no, but usually you'll want a small water effect; e.g. puddle or even just drops of water. That could be faked to some extent

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so I wouldn't look for "water particles", but rather the effect you actually want.

sour slate
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something close to this

worthy fox
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What is a Spectator in UE? ๐Ÿง

unique meadow
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i wanted to move a modular big building from one of my old maps to a new one, so I decided to make a prefab (blueprint) of it, just for the move. I realized quickly, that I cant revert the prefab to mesh parts after importing to the new map. Is there a way to do so? Or is there another tool which can make grouped objects which I can ungroup after I move it to another level?

chrome summit
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for some reason client side cant find the other actor to destroy it

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but it works fine from the server side

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any helpM/

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?

surreal laurel
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I'm making a post process material to generate a custom lens flare when the player looks at a certain light. But I can't figure out how to set up the UVs so that the glare texture is projected at the same screen coordinates as the object when it's on the players screen. Does anyone have any advice?

plush yew
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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
    @plush yew can someone help me with this problem?
    I can't still fix it
plush yew
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im making a grass landscape material i was wondering how do i make it not look so weird like with lines i was wondering how i can turn the texture randomly so it dosent look like its being copied over and over im not use to making landscape materials so just wanted to know if you could make the texture turn if that makes sense

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anyone know why my character mesh is miles away when i open it? i've "Reset Camera" and my mesh is at 0,0,0. Weird bug O_o

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never mind i found out how

tame marsh
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I haven't opened up the editor in a while and I've come back to find out my projects are all capped at 30FPS for some reason, both in 4.24 and 4.25. t.MaxFPS doesn't do anything and the framerate settins in Project Settings don't do anything either. Has anyone experienced this

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Ok, changed my monitor's refresh rate from 60Hz to 75Hz and my FPS is capped at 37.5 so for some reason it's only running at half....

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Ok a restart seems to have fixed it. I think what happened when my computer started, my monitor was still turned off and that must have snafud something

hasty wharf
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I have a cabinet im opening and when the player character is too close to the drawer, the player gets moved ontop of the drawer instead of being pushed back

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wouldnt the collisions just push each other back instead of the player being moved ontop of the object?

dense gate
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Is your step height over the drawer?

plush yew
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Helloo

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Anyone know

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UE4 webgl?

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Does not support?

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Just in old versions?

next badger
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Epic dropped WGL support

plush yew
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Thank you!

next badger
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@plush yew yep, WebGL now is a community project

plush yew
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But is possible?

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I'm confused

next badger
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yes, it's not maintained by Epic however

plush yew
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But I can't with 2020 version

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I need older?

next badger
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2020?

plush yew
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I don't know

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I mean with last version

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I can't build with webgl

next badger
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ue4 labeled by version that goes after the first dot: 4.25 etc

plush yew
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But how do I do it?

next badger
plush yew
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Ohh!

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Thank yoou!!!

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That's what I wanted ๐Ÿ™‚ You are awesome!

rotund yew
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So im trying to make hair buns via a physics asset

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and it keeps falling off

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the selected part

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it falls off

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how to i make it connected to the head or something

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wait...

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found out nevermind

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wait no i still havent ๐Ÿ˜”

cold condor
dense knoll
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depends, do you have a device thats better? if not then yes

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or you can be like me burning my pc to the ground

hushed cedar
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well, what's the spec?

low brook
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yea a picture doesnt tell much

cold condor
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Wait

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512 gb

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16 gb ram

plush yew
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Hello guys I have problem with the collusion of my shop building

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which option I need to use?

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in this empty space which should be for door, there the player can't enter

brittle adder
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You can use Complex as Simple but there is a cost of doing this

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I would recomend you to add Simple collision boxes

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Click on the big green collision box that is showing and hit delete, and then click on the collision menu on the top and add box simplified collision. you can move/rotate/resize with W E R

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maybe 8 boxes will do the job

hasty wharf
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Is your step height over the drawer?
@dense gate step height? didnt know that wasa thing

plush yew
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this is a vr game.

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he made a lot money. cause its vr

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so you should also make every game VR! dont forget VR

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i dont wanna see anybody here not making vr native

hasty wharf
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that game looks good

plush yew
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maybe 8 boxes will do the job
@brittle adder ah this is alot work for one mesh, if I need to setup 50 meshes what will happen?

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isn't there a better way?

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@hasty wharf if it werent for the vr youtubers this game wouldnt be so known

abstract prism
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i finally got bridge to load again

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16 gb ram
@cold condor i highly reccomend 32gb of ram with unreal engine as i myself nearly fill up my 32gb of ram when unreal engine 4.25.3 is running

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if your good at ram management you might get away with it

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but still

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its ok if you buy 16gb ram laptop just remember to upgrade it streight away to 32gb

barren flume
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No idea what happened but clicked the compile button and unreal crashed and now my project isn't opening anymore and not sure what to do to fix this issue

abstract prism
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oooof

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this is why you keep backups of your projects

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uh i dont know how to help ya man

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im still learning ue4

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ima be getting myself a new server blade here soon to run a huge simulation that ill be doing

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thanks to a few favors i pulled

plush yew
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@abstract prism quixel bridge?

abstract prism
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its working now yes

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quixel bridge working now

brittle adder
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@plush yew nope. You can use the Complex as Simple, and test if it is running smoothly . Or create collisions for every mesh. It is awful but I guess thats how its done. You can try using Convex Decompositon but will be a mess for some meshes

plush yew
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I succeed enter the shop but somewhere I am stucked ๐Ÿ˜ฆ @brittle adder

grim beacon
abstract prism
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and bridged wont load again

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๐Ÿ˜ž

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yesterday it was starting up just fine tell i actually installed the plugin correctly

strong sapphire
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Hey guys, I have problem with Full Screen window (that one without windows bar). No matter in which mode game was started, Standalone, PIE, packed project i have lack of V-Sync.
Smooth Frame Rate either hard clamping isn't working.
Do some one know what it is and how it can be fixed?

abstract prism
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may i ask your specs

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because it could be spec related

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Hey guys, I have problem with Full Screen window (that one without windows bar). No matter in which mode game was started, Standalone, PIE, packed project i have lack of V-Sync.
Smooth Frame Rate either hard clamping isn't working.
Do some one know what it is and how it can be fixed?
@strong sapphire

strong sapphire
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9900k + 2070 Super + 16Gb 3200 RAM

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@abstract prism

slender oyster
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@limpid knoll could do with some help here

limpid knoll
clear coyote
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does anyone know why unreal is not showing me anything when I try to edit a blueprint?

cold condor
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Wait it actually has 24 gb not 16

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The asus Rog Zepyrus G14

grim ore
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@clear coyote go up to the window options and reset it

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@cold condor out of the box the g14 has 16gb, you can replace one of the 8's with a 16 and turn it into 24gb. the machine is fine for dev work but has high latency on the monitor if you want to do high precision gaming.

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with that said you pay a premium for the 14" form factor, if you dont need that get something comparable like the omen 15 or the XMG/Eluktronics machines with comparable specs for less which also give you the ability to replace both memory chips for 64GB if you really are crazy and need it at some point

cursive coral
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is there a way to add it back?

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i can't start another project, spent far too long on this one

clear coyote
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@clear coyote go up to the window options and reset it
@grim ore sorry I didn find the option to do so

grim ore
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you can do that from the main editor window as well

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that works for both of your problems lol

clear coyote
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I selected default editor layout and nothing really changed :/

grim ore
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did you close that blueprint first

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it should restart the editor quickly and it should all be at default

clear coyote
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oh no okay gotcha

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done, thanks!

cursive coral
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still did not fix it :(

grim ore
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did you close your blueprint before doing it?

cursive coral
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yes

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i'm trying to find the button where i can get oncomponent hit

grim ore
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all of the windows are in the window menu, you can bring it back from there manually

cold condor
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I plan to use it for dev not really gaming

grim ore
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if you want a 14" dev laptop you can't get better, if you want a dev laptop and the size is not important you can get better

cursive coral
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i have clicked it and reset everything, yet the events panel thingy where i can get the oncomponent hit is still missing

grim ore
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well its enabled, perhaps you hid it or dragged it off the screen. what does your screen look like

cold condor
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Or the Razer blade 15?

grim ore
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overpriced for what you get unless you need the form factor and the weight

cursive coral
cold condor
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If I want that I would need to start working part time for like 3-4 months

grim ore
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that thingy is part of the details panel, where is your details panel?

cold condor
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I just need something to replace my old shitty laptop

grim ore
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it's also only going to show up for components that have events, does your item have those events?

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considering i see Input in there I am guessing you are choosing the character itself and not a component

cursive coral
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trying to make a trap, i assume i should choose the mesh instead?

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not them esh

grim ore
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you would choose whatever has the event you want to use

cursive coral
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capsule component

grim ore
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the capsule is normally what you overlap/hit stuff with on the character so I would use it for collision

ebon spindle
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What plugin to buy with 20โ‚ฌ any
recommendations?

cursive coral
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alright, thank you

ebon spindle
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send me a dm

plush yew
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I need help.

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Hi. How could i check if class uses specific variable and use it if it has it?

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when I zoom in on my landscape or when I go into play mode I see these.

dire sentinel
plush yew
grim ore
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@plush yew well the class has the variable or it doesnt, are you trying to see if it's been changed?

plush yew
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No that class is random. Game doesnt know what it is before it is needed.

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@dire sentinel did you try pressing build?

dire sentinel
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yea

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nothing

grim ore
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then you can look into using generic blueprint interfaces to ask the question of the actor

plush yew
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I have no idea how to do it. I tried it

grim ore
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well its how you communicate with stuff generically, otherwise you can use parent classes that have the variables and then make children

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we really dont know what you are doing so we can only give generic answers

plush yew
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@dire sentinel in the viewport go to show and make sure fog is checked

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@grim ore Im basicly making "inventory system". Each slot is its own widget and has its own variable for example that class which is set by inventory widget, not that widget itself where variable belongs.

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@dire sentinel did that fix your problem?

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So thats why i cant know what class it is. Then inside that slot widget, im trying to do stuff with it.

grim ore
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so each slot has a widget that holds info? is that info different for each widget?

plush yew
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ye every slot has different information

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different classes

grim ore
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what information is unique to each widget?

plush yew
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class is important one

grim ore
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how are they all different? if these are items why not have an "item" class then each "item" is a child of it?

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then each widget holds an item class

plush yew
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i have done it so

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every item is child of item

grim ore
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then each widget holds an item class. Is every child item completely different for what it has or are they just changed properties/variables?

plush yew
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every child has just changed properties, variables that i need to use

grim ore
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yep so whats the issue?

plush yew
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i dont know how to use them

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get out of there

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blueprint doesnt know which class is it going to be. Right now class is none in blueprint

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Then it is set in inventory when it is opened.

grim ore
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do you have an example of how this is set up in the widget?

plush yew
grim ore
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Its hard to guess based on we dont know what your current setup is but something like this for example, get the values from the class I have set in the widget, works as expected.

plush yew
hasty wharf
plush yew
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And that class inside that structure is always item which has same structure, but i dont know how to get it to use

hasty wharf
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my first time publishing, apologies for the simpleton question

grim ore
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If its a variable get the reference to that class, then get the class defaults and go from there?

plush yew
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alright i try it

dire sentinel
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@plush yew it's checked

plush yew
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@hasty wharf and yes. Fix those problems

hasty wharf
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ty, im guessing a blueprint is referencing that stuff

grim ore
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you can see the screenshot I posted. That Item Reference variable is of type BP_Item Class and I can have any of the children of BP_Item show up in there and it gets the childs default values

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@hasty wharf what do you mean exactly by publishing?

dim saddle
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unreal slappers

plush yew
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Like this? I cant get that structure out of class by this way because class is now none. Its nothing.

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Thats what im trying to get out of that class

grim ore
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so your class is set to none at design time?

plush yew
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Ye

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ye

grim ore
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why is it not set to item?

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all of the things that will go in that property are supposed to be of item class right?

plush yew
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even if it set it to for example that battery

hasty wharf
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@grim ore file - package -win64

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my mistake. meant package not publish

plush yew
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it still doesnt show me that itemdata variable that exists inside it

grim ore
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does your battery have an item data variable?

plush yew
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yes

grim ore
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something is definitely weird there, you should not be seeing what you are seeing if you just use the normal node

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you can see what I saw

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also it shouldnt be battery, it should be your base item class since everything is a child of that

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@hasty wharf well those are just yellow warnings, the red errors are the issue. you want to find those (but yes the yellow ones could point to red ones)

plush yew
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I set it to item which is owner of battery

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It still shows all of these

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Not itemdatra

grim ore
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what is the class type of the variable?

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your slot contents class, what variable type is that

plush yew
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class variable is "Item"

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owner of battery

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and all other items

mystic shard
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So I'm currently following a tutorial and while trying to replace everything in BaseGround_VII (the asset )though it seems like i have replaced everything, what is painted on the video look nothing alike to what I'm painting. Any ideas ?

grim ore
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are your SURE its not actor for the variable type? I am pretty sure its actor

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because when I choose actor I get the same list you do, when I choose the actual class of the parent item I get my list

plush yew
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Its that

grim ore
plush yew
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item

grim ore
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this is what I am referring to

plush yew
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alrightt

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what do i need to do?

grim ore
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change that variable type to your item variable type

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you only want items in there, you only want properties from the items, so set it to the item variable type

plush yew
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so i set class variable to actor?

grim ore
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@mystic shard are you using the same textures as the video? if not that would be why it's not the same

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no

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what is it set to now? I am guessing actor

mystic shard
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i mean the names match

grim ore
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What is your Slot Contents variable? I am guessing a struct

mystic shard
plush yew
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ye

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slot content is struct

mystic shard
plush yew
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and "class variable" is class which is set to "item" actor

grim ore
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@mystic shard well I mean the materials dont look the same in the two screenshots

mystic shard
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Thats my problem

grim ore
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open up the struct and show me what the Class variable is set to

mystic shard
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Sorry for interrupting should i let you guys finish first

plush yew
grim ore
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well those are the textures, not the actual material

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ugh open up the struct itself

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where you define those properties

valid canopy
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hello! I'm not that good at using unreal engine so I would appreciate it alot if someone could help me. I have alot of lights in my scene and the editor is lagging.how can I make the lights more optimised? Thank you in advance!

plush yew
grim ore
#

yes

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your Class is set to Actor

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not your item class

plush yew
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what do i do?

grim ore
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change the class from actor to your item parent type

plush yew
grim ore
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@valid canopy change your lights to static and build lighting, beyond that reduce the range they cast lights and shadows or get a better computer

plush yew
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Hmm like this?

grim ore
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yes now that "Class" property in that struct will only allow your Item Class

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and then any properties in your Item class should show up as class defaults if you ask for them

plush yew
#

ok i see if it works

valid canopy
plush yew
#

Omg its finally working

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thank you so much mathew

grim ore
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if this is a light, no

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your light has a range

valid canopy
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the attenuation radius?

grim ore
covert hedge
#

dual screen screenshot FeelsDankMan

grim ore
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yeah stupid clipping tool kills tooltips so had to paint it lol

covert hedge
#

alt + printscrn captures only the active window

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(just a tip i use)

grim ore
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yep I hit the windows key on accident lol

valid canopy
#

done it, and for the shadows is it the same radius?

grim ore
#

click the advanced dropdown (the little arrow) and there are shadow settings like scale

covert hedge
#

you changed pfp mathew didn't you? peepoG

grim ore
#

for the most part you want to use static lighting if possible if performance is an issue

mystic shard
#

@grim ore you got any suggestions for me ?

valid canopy
#

I guess the resolution scale it's the bingo

grim ore
#

@mystic shard what does your material actually look like that you are using? is it the same

mystic shard
#

you mean what should it look like or what is being painted

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and these ones take effect

grim ore
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well I mean... the textures are not the same

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like literally you have 2 different textgures for your Albedo in those 2 pictures

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actually its 2 different textures for ao and normal so 100% different

mystic shard
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Sorry im new not quite sure im following

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you want me to link you the point in the video im talking about ?

grim ore
#

i guess i am confused, you are asking why the 2 pictures dont paint the same right?

mystic shard
#

no

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im saying they are painting the same

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when they shouldnt

sharp oasis
mystic shard
#

thats my issue

grim ore
#

so what does YOURS look like?

mystic shard
#

like this

covert hedge
#

your character has fracture

mystic shard
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when it should look like this

grim ore
#

what does that material look like you are painting with?

valid canopy
grim ore
#

are the lights set to static?

valid canopy
#

yeah

mystic shard
grim ore
#

definitely weird then

valid canopy
#

it might be something related to the lightmap stuff that is completely alien to me

grim ore
#

@mystic shard no, that is the texture. On the left you have a material selected to pain with (#7 I would guess) what does that look like when you double click on it

mystic shard
grim ore
#

@valid canopy you could try changing those settings back that you adjusted, for the attenuation radius and shadow fallow, make sure all the lights are set to static, then rebuild

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yes if that is the one you are painting with what does it look like when you open it

mystic shard
#

And i open it by

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Sorry im really new at this

grim ore
#

double click on it or the eyeglass icon

mystic shard
grim ore
#

open up the layer info

valid canopy
#

still messed up, hmm could it be because of the way I made the lamp post? the light inside it?

mystic shard
grim ore
#

@valid canopy that could cause it yes, especially if the lamp post "glass" part is blocking it with collision

valid canopy
#

turned off collision, time to see

grim ore
#

@mystic shard at this point you need to find your landscape material and open it up, it should be in the landscape

valid canopy
#

same thing...

grim ore
#

super weird. do a quick test, just drag another light into the level in that same spot without changing anything but to static and rebuild

dense knoll
#

anyone know how to fix this shading issue with static lighting disabled

mystic shard
grim ore
#

@mystic shard yes

mystic shard
grim ore
#

@mystic shard you dont, that is not for textures

dense knoll
#

anyone know how to fix the shading issue?

valid canopy
grim ore
#

@valid canopy uh... if you are referring to the black stuff your meshes might not have proper UV layouts to use lightmaps

mystic shard
grim ore
#

I just assumed the lights where not being bright enough but pure black might mean bad UV's

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@mystic shard if you double clicked the landscape material and that opened, then yes that is where all of the textures are set up

valid canopy
#

so should I just google how to set lightmaps?

grim ore
#

@valid canopy yes or the docs have them. I dont know where the meshes came from but you can have the engine generate them for you if needed

valid canopy
#

oh so I don't have to open my 3d modelling program, I can just do that from the engine?

mystic shard
#

thank you so much !

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appreciate it

sharp oasis
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does some one know how to fix it?

valid canopy
#

hmm my meshes already have the auto generate turned on

grim ore
#

check your UV's for 0 and 1 at the top

valid canopy
#

both empty

#

but the auto generate is on

grim ore
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yeah but auto generate builds from 0, and if you made them without any at all then nopers

grim ore
#

so if 0 is empty you probably have to fix it in your 3d software

dense knoll
#

im trying to get rid of that shading

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which spazes

valid canopy
#

theoretically I just have to unwrap the uvs

grim ore
#

yep

#

then you can let the engine generate them or you can make your own

valid canopy
#

ok tried the wall, let's see

#

I owe you a big pack of beer

#

thank you very very much and sorry for wasting so much of your time

grim ore
#

not a waste, figured out the problem ๐Ÿ™‚

gaunt rover
#

does anyone know where the unreal to blender addons went on github?

sharp oasis
gaunt rover
#

nvm they were private

#

SMDH

sharp oasis
#

some one pls help me

grim ore
#

look at the bones when you step thru the animation and see what is happening to them

#

was this an imported character with its own skeleton and animations or did you retarget?

sharp oasis
#

i did the skeleton and the animation in blender ,then imported it in UN4

flat trail
#

Is sequencer not supported by ndisplay?

grim ore
#

weird, it should work then unless a bone got stripped. click on character at the top and show the bones then watch it as it animates

#

we cant see what is going on

sharp oasis
#

ok

harsh tiger
#

hello everyone. how would you recommend optimising a scene with quite a few trigger boxes?

grim ore
#

trigger boxes should be fine, are they an actual issue?

open wadi
#

Hi gang: I need the ability to download an image from the web and place it in UMG img palette element, how might one start with such a thing?

harsh tiger
#

nope, not currently. i just don't like the idea of trigger boxes being active when the player is not close to the trigger box

grim ore
#

you could have a weird check every so often and activate them if the player is near, like a collision around the player that activates stuff it is near, but I would actually make sure it's an issue first and it should not be

#

@open wadi look at the download image node in umg

open wadi
#

@grim ore Simple enough, thank you.

echo juniper
#

hello
I read here that it can be possible
https://forums.unrealengine.com/development-discussion/animation/1769304-control-rigs-driving-morphs-with-controllers

but i cant manage to get the name of my curve (which is the morph name )

winterbaby: anyon e?

harsh tiger
#

you could have a weird check every so often and activate them if the player is near, like a collision around the player that activates stuff it is near, but I would actually make sure it's an issue first and it should not be
@grim ore
i have a small 3 x 3 grid of trigger boxes in one actor. so i was thinking about creating a timer event that every (x) amount of seconds it checks the distance between itself an the player an then actives or deactives the trigger boxes based on the result

#

but i'm not sure how effective that method would be

sharp oasis
brisk shadow
#

hello new best friends

abstract prism
#

@grim ore bridge doesnt wanna load now

#

not for me

flat trail
#

Ndisplay is acting weird, suddenly sequencer works playing, then suddenly it dont ๐Ÿคทโ€โ™‚๏ธ

abstract prism
#

bridge works upon restart but when i close it and open it after I open unreal engine which does work the screen is just blank

#

and when bridge screws up while downloading i have to restart the application

#

and i dont feel like restarting my pc everytime bridge fucks up\

echo juniper
#

anyone would know why i cant access my morphs curves inside control rig ? thanks (with the setcurve value node)

#

?

abstract prism
#

bridge works upon restart but when i close it and open it after I open unreal engine which does work the screen is just blank
scratch that not even resart fixes it

echo juniper
#

Here are my nodes, and I cant pick or type he name of my morph curve, and even when I get a name, and type, does not work. anyone ?

grim ore
#

@harsh tiger from a pure performance standpoint it would be better as your checking less but again it might not even be needed if the physics system is already doing culling based on distance and sleeping items out of range.

#

@sharp oasis all I can suggest is try exporting out again and making sure all your transforms are zeroed out before exporting.

sharp oasis
#

ok i will try

harsh tiger
#

@harsh tiger from a pure performance standpoint it would be better as your checking less but again it might not even be needed if the physics system is already doing culling based on distance and sleeping items out of range.
@grim ore
i didn't actually know about the last point you mentioned! is there a way for me to see this working in the editor? like a console command or something to visualize the trigger boxes being culled?

grim ore
#

well I say culled but its more putting the physics to sleep and I am not 100% sure on how the UE4 system handles it (especially since it is/was physx and going to chaos in .26)

harsh tiger
#

ahh fair enough, well thank you for the insight anyway! learn something new everyday haha ๐Ÿ‘

dense knoll
glad ferry
#

Compiled engine from source. Trying to add volumetric clouds via native Volumetrics plugin. However, there are no sky options. Only fall off sphere, fog, fog sheet, and light beam.

What am I missing here?

surreal laurel
#

I'm trying to create a global wind effect that's based off of a texture, or some sort of visual noise. Instead of the wind being purely random, I want the wind patterns to cascade through the world. I know I can accomplish this with a world position offset for things like grass and trees, but I also want the visual noise pattern to effect actors spread throughout the landscape, like, signs blowing in the wind, flags, various sound cues, etc. How can I drive these actors using a texture/noise that is moving across the world?

grave nebula
#

@surreal laurel It is simple. Have a copy of the texture on the game side.

surreal laurel
#

How do you mean?

#

Or how does that tie into using a texture to drive BP parameters

cold vortex
#

My player inherits from character.
Should I make the enemy AI inherit from character as well?

#

Or is it better for AI that will never be controlled by the player to inherit from something else?

barren flume
#

Dang thought uninstalling and reinstalling ue4 would fix it but nope still crashes on startup of project and just installed debug symbols

undone spear
#

i have a question how would i make a blueprint that checks if an actor is in frame or not might be a dumb question but im new

lament star
#

Do we have news of the release date of .26 by any chance?

undone spear
#

forgot i can just use a box trigger and delay it based off the speed my character is "moving"

rotund tiger
barren flume
#

this is so weird ue4 crashed again when i clicked on the compile button

rotund tiger
#

Has anyone encountered this problem before?

#

This happened shortly after building lighting

#

It's the same even if i use the default material

#

If the scene is unlit i get my textures back hmmn

#

I'm only asking because it's for an assignment that is due tomorrow. I'm not very emotionally connected to this abomination

plush yew
#

dude my game instance variables aren't working correctly, when i bind my umg text asset it disappears ???

lucid grove
#

Anyone experienced with lights? Im using dynamic lightning. And on this part of island it looks like this.

undone spear
#

any reason why when i use get actor forward vector my actor can move through X but it cannot move through Z when i use the Get actor up node]

lucid grove
#

Sky is more dark, overall image is more darker

grim ore
#

do you have auto exposure turned on? or perhaps a post process volume only affecting one area?

#

@undone spear does this actor have gravity applied to it?

undone spear
#

wow thats funny this whole time the object was moving i just couldn't see it because i didn't have another object as reference

#

yes it has gravity

grim ore
#

yeah that was my only thought your fighting the gravity but it sounds like you figured it out

undone spear
#

yes but thanks

lucid grove
#

do you have auto exposure turned on? or perhaps a post process volume only affecting one area?
@grim ore That might be the case. I have several landscapes on the map.

GlobalPostPrecessVolume affects whole level right? (unbound is checked)
and i have lightmassimportancevolume3 which is not affecting world at all.

#

I found the spot, maybe that will help. Here all ok.

undone spear
#

is there a way to make the get vector value -1 instead of 1

empty dawn
#

How do I open the console window to write console commands?

undone spear
#

press `

#

above tab

#

@empty dawn

empty dawn
#

ffs thanks !

undone spear
#

no problem

lucid grove
#

Exposure settings didnt didnt did the trick

empty dawn
#

That's called a tilde Thanks!

plush yew
#

my for loop in my endscreen widget doesn't print anything not even zero is this because of UI only mode?

#

Spending 5 hours on a game instance bug that you can't test is really fun

grim ore
#

ui only mode just restricts inputs, it should not cause an issue with widgets

plush yew
#

this makes no sense then, how could a while loop print nothing ?

grim ore
#

@undone spear multiplying a vector by -1 will flip it if that is what you want

#

well check to see if the while loop is actually running, use debugging

plush yew
grim ore
#

if your cast fails your loop will never run, that is one way

undone spear
#

thanks mathew i've learned a lot today

grim ore
#

also... while loop... not a good use for that

#

that will lock up the project if it gets to that part

lucid grove
#

Ok, so... probably all becomes darker when im below this sand material O_O

plush yew
#

Yeah i was planning on removing it but i just wanted a endless loop that just shows me that there is an actual number

lucid grove
#

Why is that?

grim ore
#

@lucid grove so that's the same area on the right but when you move the camera it changes colors basically? it almost seems like you have shadows working properly on one part and not the other

#

@plush yew print out from the cast failed, see if that prints, remove the loop and just print the value

lucid grove
#

Yeah, all the map is doing great but this sand part is make everything darker

#

Just an inch away - all great

plush yew
#

ahh the cast is failing

#

really silly of me not to check that, getting all emotional lol

grim ore
#

yep that is weird... I would disable all post process just to be safe but does it just snap change the colors?

plush yew
#

didn't realize i had to set it up in the project settings, i think that might be my issue lol

grim ore
#

you have multiple landscapes it looks like as well, perhaps your lighting is only affecting one?

lucid grove
#

you have multiple landscapes it looks like as well, perhaps your lighting is only affecting one?
@grim ore yep, just painted this part. All become darker.

grim ore
#

you didnt disable the on screen messages relating to building lighting did you?

lucid grove
#

No i didnt disable

#

But i dont have light messages since im using real time lightning

plush yew
#

I can't find any setting within the project settings for the game instance am i blind or is it in a different menu

grim ore
#

project settings -> maps and modes

plush yew
#

awesome thanks !

grim ore
#

maybe its your blending settings then? when its blending in that layer for some reason

#

which I admit makes no sense at all

undone spear
#

theres something weird with the physics of my character. he's able to magically float above movinbg objects when he's jumping even though he should fall off

lucid grove
#

maybe its your blending settings then? when its blending in that layer for some reason
@grim ore Gonna check all mats, but i never faced anything like that before.

grim ore
#

yep it makes no sense honestly, once you are rendering that material on the screen it does that weirdness

#

all I could think is that path in the material somehow changes the overall result but... thats weird

#

or its not the material itself but the fact you are now using X number of textures at once. perhaps try resetting that area back tot he light version, change the texture of that sand to something else, then repainting in that area. It would eliminate the texture itself

lucid grove
#

That sand is eating all the happiness for breakfast ha

grim ore
#

that is definitely on the weird scale

lucid grove
#

Just changed textures, normal, ao, noise and textures to other one. Same effect.

#

Probably something with mat settings

grim ore
#

yep that is my only thought

#

part of the blend

#

but..... i have no idea why it would literally change the renderer basically lol

past cobalt
#

What a good beginner tutorial for blueprints

plush yew
#

X,D

grim ore
#

@past cobalt there are some on the pinned message at the top of this channel

lucid grove
#

Is blending 100%. Just checked material and 3 first layers that not impact colors have some blending settings. The other two (with sand for example) does not - and they impact colors.

#

But it doesnt give me clue how to fix that. Im still want to use my other materials on landscape.

#

Without making them scene darker

plush yew
#

Okay, ENum switches are awesome, and so is the select node

lucid grove
#

It wasnt the material. Its texture. Now im completly lost ha

#

Bright texture (white or yellow) make scene darker. Green and others - keeps it untouched.

#

Where to look? Whats the reason of that?

plush yew
#

@plush yew maybe you forgot to do your uvs properly?
@plush yew i fix it thanks

modern sinew
#

For some reason, in my inventory slot code here, if the Slot Button is disabled (in which case the slot is empty), On Mouse Button Down works, and it prints 1 3, but when the slot button is enabled (and the slot has an item) On Mouse Button Down doesn't even trigger, anyone know why?

plush yew
#

how could i make a sort of upwards boost when jumping underwater?

#

do you use Event on jumped for that?

sterile tulip
#

Add force

plush yew
#

thanks that saved me

strong schooner
#

will unreal make two working versions like blender LTS? like they have an ongoing super stable version on 4.25** and a working version 4.26**

plush yew
#

damn

#
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\XD\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
lucid grove
#

How do i set physical material to layered master material?

arctic horizon
#

I believe that's correct... documentation says they're used by ULevel exclusively (which isn't an actor). BSP geo in general is a bit weird, avoid it except for prototyping if you can.

somber crown
#

Is there a way to make a string property get its value from an array of strings in the details view?

#

I don't want to let them type anything, just select from an array of values that I have

#

Without using an enum

arctic horizon
#

was about to suggest an enum... oh well. I don't think there's any way to do that without some custom ui.

#

You could always convert the enum to a string ๐Ÿ™‚

somber crown
#

cant make an enum if its dynamic

arctic horizon
#

Ah, didn't know that was a requirement.

#

Yeah, don't think that's possible unless you want to dive into custom ui.

somber crown
#

got it

#

thanks

surreal laurel
#

I'm trying to create a global wind effect that's based off of a texture, or some sort of visual noise. Instead of the wind being purely random, I want the wind patterns to cascade through the world. I know I can accomplish this with a world position offset for things like grass and trees, but I also want the visual noise pattern to effect actors spread throughout the landscape, like, signs blowing in the wind, flags, various sound cues, etc. How can I drive these actors using a texture/noise that is moving across the world?

dire sentinel
#

whaccha think?

barren flume
#

Now I can't make any sort of c++ class

plush yew
#

@dire sentinel looks great

#

ahh i was also wondering that i forgot what to use haha

#

what's wrong with the loop ? ๐Ÿ™‚

#

right that's very odd then

#

what is the switch node called ?

dire sentinel
#

The buildings are in the shadow

#

Bur i think ill have to change that

grim ore
#

you could use a switch on int, but I think a select node would be much cleaner

dire sentinel
#

@plush yew thx, but its just a portfolio piece

grim ore
#

its just pseudo code but should work if you swap parts

#

its not perfect, whatever you are doing feels weird heh

plush yew
#

I'm trying to change the image of the level selector buttons based on whether the boolean for the corresponding level is true

grim ore
#

especially since I forgot to break after the change image is called so its like not perfect

#

so if 0-2 in the array are true then 3 buttons will be changed?

plush yew
#

yup

grim ore
#

array goes into loop, loop if true calls the change image directly with the button you want to be changed, the select has the buttons in it

plush yew
#

wait sorry maybe i misread, if 0 is true, and 1, 2 and false only 0 (corresponds to 1 as index) will have it's buttons image changed

grim ore
#

my first image was based on wrong assumptions on what you are doing, that current one should work

#

and yes thats what you donow isnt it? if 0 is true you want button 1B to change

#

if 1 is true you want button 2B to change

plush yew
#

Currently it wasn't working but i assumed that it was because of the loop or the event that retrieves the button

grim ore
#

well I dont know the rest of your code but basd on what you put it should be working

plush yew
#

ill make the changes quickly and see if the problem persists ๐Ÿ™‚

grim ore
#

this would be what you want to see basically, with more buttons of course

#

start loop -> is index 0 true? if so call change image with the button that is set for index 0 in the select.

#

repeat loop -> is index 1 true? etc.. etc.. if its false nothing happens

#

continue till loop is done, profit

plush yew
#

sounds bloody beautiful too me

#

fingers crossed i haven't broken it

grim ore
#

I dont know what your change image does so hopefully that works ๐Ÿ˜‰

plush yew
#

Any idea on how can i get my swimming mesh to play one of its animations instead of the not swimming one to do so?

grim ore
#

most of that code with the buttons should probably be in the widget btw, all this code should do is tell it which button to change based on the # and the code in the widget should change it since it has the reference to the buttons probably

#

oh lol nevermind this is in the widget, duh.. target self

plush yew
#

hahaha

#

i was worried for a second

#

i thought there was some other way to code in the designer or something lol

grim ore
#

nah the brain saw the target was a widget in the node name and I assumed it was in another blueprint

plush yew
#

ahh i see

grim ore
#

@plush yew if you are swapping the meshes you should swap the anim blueprint on it as well then it will play whatever animation you want

#

if you arent using an anim blueprint, you need to keep track of if you are swimming or not probably then based on that play the correct animation

plush yew
#

I do have an extra anim blueprint for the other mesh its just that i dont know how to get the other mesh into this blueprint

grim ore
#

you would at some point change the mesh on the skeletal mesh component and the anim bp on the anim instance on that skeletal mesh

#

you dont have 2 skeletal mesh components, just at some point you change the 1 skeletal mesh components mesh property

plush yew
#

ooh yes

#

but i cant choose the animation from the other anim bp

grim ore
#

you would have an anim bp for the 1 mesh and another for the 2nd mesh and swap that anim bp when you swamp the mesh you re using

#

the anim just works like normal

strong schooner
#

@strong schooner if someone has told you that preview versions are stable, they lied
@plush yew

Hehe. I know it is still preview though but in the event that there will be a officual stable release of 4.26. Maybe 4.25** super stable version should still be released before a 4.27 comes out, just my idea. Hehe. But I do get out of one version once an official version comes out.

plush yew
#

I have the animation bp for the second mesh setup already but the dropdown menu in my screenshot on Play Animation wont let me choose any of those animations from it

#

wait i can

polar verge
#

Hi everyone. I'

grim ore
#

you might want to consider trying to get that animation into the anim bp itself instead of triggering in manually

polar verge
#

I'm trying to move a pawn without moving the camera. Is this possible? I'm searching online but not finding anything useful.

grim ore
#

jump -> set boolean in the anim bp that you are jumping -> anim bp transitions to the swimming animation if you are in the swim bp or the jump animation if in the jump bp

dark stag
#

you know what would be great.... if duplicating static meshes didnt fucking move them.,

grim ore
#

@polar verge it depends on where the camera is. Is the camera part of your pawn? its gonna move

dark stag
#

that would be great.

grim ore
#

@dark stag ๐Ÿ˜ฆ have to make a custom editor utility widget BP to do that if you want or start wacking that source code lol

polar verge
#

How can I apply input to a separate pawn so that the controller camera isn't moving? This is a VR project if that helps.

dark stag
#

yeah.

#

lol

#

still tho... who does this.

plush yew
#

@grim ore ill try that out thanks

grim ore
#

alot of stuff does, its so you know it duplicated and you can select the original or duplicate easily

dark stag
grim ore
#

the original UMG editor didnt and it was annoying

plush yew
#

@dark stag i like ur music

dark stag
#

thanks.

grim ore
#

it would be nice if it was a toggle tho

#

but pull requests.... they don't really get accepted much anymore lol

dark stag
#

yeah... snapping tools would be nice as well.

#

snap to axis for starters

#

when placing crap.

versed lion
#

How can I make a collision box detect a geometry floor?

flat trail
#

Im having the weirdest issue with ndisplay.

Im trying to use open level towards loading a new level, it works the first time i do it. If i close the ndisplay nodes and restart, it crashes on open level the next time.

grim ore
#

ok so it doesnt help much but there is a boolean for the offset that doesnt seem to be accessible but the offset size is based on the grid snap size

plush yew
#

So the image isn't changing still, the branch that leads to the image being set isn't being executed, i'm assuming this is due to me incorrectly setting the completed level boolean array values

#

blue line that comes in is from the game instance

grim ore
#

welp start debugging. use the F9 breakpoint key and start walking thru your code

plush yew
#

ok cheers

grim ore
#

also that first picture, when you are checking to see if the level has been completed is always checking against the array at index 0

#

that seems wrong?

plush yew
#

yeah saw that just now

#

meant to be current level

grim ore
#

well would have to be curent level - 1

plush yew
#

yes

grim ore
#

and theres nothing with having your array "start" at 1 if it makes it easier, just keep that in mind and ignore results from index 0

plush yew
#

for sure, cheers

grim ore
#

but yeah just walk thru each step and mouse over the variables as they are being used and actually see if that array is being set and if when you check that array is being read

polar verge
#

This is not advertising. If I'm braking a rule please let me know. The effect I'm after can be seen in the first section of this video. The character can be controlled but the camera remains fixed. Any pointers on how to implement this? https://www.youtube.com/watch?v=wsrANZeJOVs&list=PLKbTp7wbwv3FM7oG4U8NLYfT8qTo0IwPX&index=5

Marketplace link: https://www.unrealengine.com/marketplace/en-US/product/8ba2d0f4627c4f9eb7e32bad672925f0
This asset provides all core functionalities to create your own VR Platformer!

Easy to use and modular project for beginners (100% Blueprint) or experienced developers. T...

โ–ถ Play video
grim ore
#

yes you make the player camera separate from the character

#

your character does not have to have a camera, you can auto possess a different actor to be your camera or do it in blueprint with nodes

polar verge
#

I see. Thanks for the tip.

plush yew
#

it makes no sense ๐Ÿ˜  the array elem is being written but when it loops through the list it doesn't view any of them as true

#

Turns out it was another instance of a cast failing hahaha

#

I was attempting to cast a player pawn that was failing because it isn't created in the menu level ! ๐Ÿ™‚

versed lion
#

Hey guys, does anyone know how can I make collision box detect geometry floor?

echo juniper
#

Anyone familiar with control rig ? I would to know if I can drive the curves of my morphs target via controller inside the control rig bp

dark stag
#

dumb question:

#

which of these methods is better?

#

to either add as child actor or just spawn it?

#

then attach to compnent

exotic thicket
#

The direct method to spawn it is probably better if you're doing it at runtime, I think the child actor component is mostly there for being able to define child actors as part of blueprints

dark stag
#

ah ok

#

yeah coz it has to attach to a scene component so it can use the parents transform when it moves around or w/e

exotic thicket
#

Actually there's one benefit from the child actor - if you destroy the parent actor, all its child actor components and their spawned actors will also destroy

dark stag
#

both seem to work. just wanted to know if child actors = bad

#

yeahhh thats kinda abgtter idea

#

coz they get called / destroyed @ runtime

surreal laurel
#

Rehashing a question from earlier - Is there a way to drive a BP's parameters with a texture? I'd like a number of actors spread out across my world to have certain parameters affected by the strength of how they align with a global texture. So actors that fall within a lighter range of the texture would have their param set at 0% lets say, and actors that fall within a darker range would get set to 100%.

#

Like this, actors A B and C are spread throughout the world but are driven by a global noise texture

dim arch
#

its not straightforward but possible, you can use a scenecapture component to read a pixel value in the location of the actor

upper wasp
#

Hello, I need some help with the crouching transition

dim arch
#

if you are using a procedural noise texture, the easiest way is to calculate its extents/pixelvalue in c++ and pass it the XYZ location to BP

surreal laurel
#

Cool I'll take a look at that

#

if you are using a procedural noise texture, the easiest way is to calculate its extents/pixelvalue in c++ and pass it the XYZ location to BP
@dim arch That's not something I had thought of either. Don't have much experience with c++ though, would there be a way to do that within BP?

dim arch
#

you cant do a linetrace to the surface to find the pixelvalue, and even if you could, the actors being placed would not be rendered in all situations, so they couldnt trace to the surface

#

if you knew the extents and the pattern of your noise texture, you could calculate the value for each point, then pass in the actors location to find its value

#

same thing with a static texture, you could loop through the pixel array, but in BP thats pretty slow

grim ore
#

you can look at a texure on a surface and find the pixel value, its just a slow lookup. I know it works on a static/skeletal mesh, I assume it would work on a landscape

surreal laurel
#

That would only work for a visible texture though, right? I'm trying to use the noise texture as a hidden backend thing that drives the weather patterning in my world, so it wouldn't be visible

dim arch
#

can you pass that to BP?

#

I didnt know you could trace pixel value

grim ore
#

and yep it would need to be a visible one, if you want to read straight from a texture 2D you need to crack open C++

#

its not that complicated and I wouldnt be surprised if something like the victory BP library can do it

surreal laurel
#

C++ is pretty beyond me for now unfortunately so I'll have to figure out another hacky way to accomplish this ๐Ÿคทโ€โ™‚๏ธ

#

thanks for the help though

dim arch
#

make a scenecapture component to render a top-down view of the world within a large area

#

then you can get a view of the surface with all the actors on it

surreal laurel
#

make a scenecapture component to render a top-down view of the world within a large area
@dim arch That's pretty clever!

dim arch
#

you can put your noise texture in another channel, like custom depth possibly

#

if you have a topdown view, you can then trace the pixel values at specific UV co-ordinates which are each actors position

grim ore
#

I think the issue is his top down view wont match his "heatmap" texture basically

dim arch
#

yeah it wouldnt work in all cases

grim ore
#

tho even then the issue might be how are you mapping that texture to your "world" in terms of coordinates

surreal laurel
#

Lol maybe this will finally be my reckoning with C++. I've been putting it off for a while

#

Hadn't figured out the mapping just yet

#

I imagined it would start with using the texture to drive the WPO of my grass, then somehow translating that projection to drive the other actors sitting on top of it

regal widget
#

hows it going

surreal laurel
#

Just spitballing here, but If I projected the texture onto a giant plane that sits far beneath the world, then did a trace beneath each actor to read the color value it is sitting above, could that potentially work?

regal widget
#

I haven't used unreal in a while recently have gotten back to it

#

so wouldn't be able to tell you

uneven cloak
#

why not convert texture to other format for the purpose you are looking for, before its used ingame? will it be generated ingame and can't be processed before?

#

u could convert it (even outside of UE4) to some kind of coordinate+value thing

grim ore
#

@surreal laurel it could work, just would have to make a special trace channel to ignore everything but that texture

#

but reading from a texture is not a quick lookup so doing it once for like setup would be fine but per frame would not be

surreal laurel
#

@uneven cloak I'm not sure I know what that would look like?

grim ore
#

converting it into a data lookup table might be easier in the end

uneven cloak
#

like array

#

it could be for example text file read and parsed, or database, or idk

surreal laurel
#

that could work, but would limit me to non-procedural textures

uneven cloak
#

no if u export the procedural texture out and then process it

grim ore
#

back to the C++ option!

surreal laurel
#

@uneven cloak I mean procedural as in generated at runtime

uneven cloak
#

ye that was part of my question @ start... then its not possible ofc

surreal laurel
#

right

#

well! this has pointed me in some good directions thanks yall

#

one last question though, how would I go about converting a texture into a data lookup table?

grim ore
#

inside or out of the engine? either way good question lol. in the engine you would do one of those methods for finding the pixel values then just saving it out to an array

#

outside I am sure there are plugins or something

surreal laurel
#

got ya

waxen jasper
#

Hi, I'm struggling with crashes when importing images, I'm using v 4.25.3, my images is material maps with 4k res 16 MB png

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I don't want to reduce anything

#

anyone can help me fixing this please?

plush yew
#

just gotta say the epic launcher is so crap and never downloads ue4 ;/

#

i love how epic does not know how to code launchers

grim ore
#

can't say never, plenty of people have it working

waxen jasper
#

can't say never, plenty of people have it working
@grim ore with me?

plush yew
#

its like please wait

grim ore
#

answering the person who said the launcher never downloads

plush yew
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i been waiting for 1 hour lol

grim ore
#

@waxen jasper there is no real way to help you without any crash error messages, what does the log say?

waxen jasper
#

ok, let me make the crash, 1 min

#

๐Ÿ™‚

grim ore
#

@plush yew maybe stop it and start over, the downloads window in the bottom left should show you if it's downloading

plush yew
#

ah got it xD

#

but cant wait to try preview 3

#

better have water

grim ore
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it does

waxen jasper
#

@waxen jasper there is no real way to help you without any crash error messages, what does the log say?
@grim ore

honest vale
#

install debug symbols from launcher

waxen jasper
#

ok

grim ore
#

well the crash is on a check at check(InExtent.X);

waxen jasper
#

so?

#

sorry but I'm quite beginner ๐Ÿ™‚

grim ore
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doesnt make much sense on why it would crash, have you tried making it 2k to see if its the size causing it?

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and it makes no sense since this is a check on a brand new intpoint, it literally is crashing on the defaults

waxen jasper
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I'll make it 2k

grim ore
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it cant hurt to try

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oh blah I was reading it wrong, whatever is calling this is calling it with bad data

open mirage
#

unreal engine vs unity

grim ore
#

so your texture size could be causing the issue but it shouldnt be

#

there is no unreal engine vs unity, they are both software that can be used to accomplish your goals. pick the one that works for the project

open mirage
#

which one do you enjoy more

#

lets say for 3d games in this instance

grim ore
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I enjoy UE more because I like to use blueprints

open mirage
#

i dont really have the time to learn both rn so i wanna pick one and stick with it just looking for opinions and i enjoy 3d games so

grim ore
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welp rush into using one and then possibly make a bad decision or take the time with both for a bit and learn them both a bit and make a more informed decision

open mirage
#

true thanks

plush yew
#

preview 3 is so broken

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good job epic xD

#

none of the water stuff works they all have blueprint errors

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welp preview 3 is a waste of my time haha

small sigil
#

Anyone know how to "Grab" Cloth?

uneven cloak
#

@plush yew thx for informing... i would waste my time today with it ๐Ÿ˜„

plush yew
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yeah you would

uneven cloak
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@small sigil what you mean exactly?

plush yew
#

nothing works on the preview

uneven cloak
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how grab, where

plush yew
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every blueprint is broken

#

when epic has had this water system in fortnite but cant even give it to us

small sigil
#

Well as an example. Use a line trace to allow the mouse cursor to pull back a curtain

plush yew
#

lol

uneven cloak
#

oh so u mean runtime, in world hm

small sigil
#

Yea

#

The Physics handle doesn't seem to see it.

#

Add force at location isnt effecting it. but it works great as cloth

uneven cloak
#

i wonder if you can just attach the part of curtain to other object (maybe even invisible) , and move that object instead

small sigil
#

hmm

uneven cloak
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never tried, just guessing, then you could use physics or whatever to move the object, and curtain could follow it ...

small sigil
#

Seems odd not having it built in as base functionality to pinch the material. Not sure how to go about attaching to it but il look into it.

uneven cloak
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ye i imagine that if you have cloth on your character, and you move, the cloth is animated with the movement of character, so similarly it could work for curtain attached to something

grave aspen
#

test

ancient fiber
#

hey all, back again with another vague question: Is there a good resource for building projects that can run in browser? context if it helps: I have a UE4 program i built that i run when i stream as a loading screen of sorts. part of it involves a chat command with a random chance of spawning a randomized item and showing it to the chat member who used the command (which gets saved on my end). some people have suggested a browser based program where people could view the items they get and mess with them or whatever. I'm just not entirely sure if the deprecated html stuff is useable / what pixel streaming is lol. any advice would be amazing because I am completely lost

waxen jasper
#

so your texture size could be causing the issue but it shouldnt be
@grim ore it loaded just in a sec

#

with no issue

#

so the problem with the resolution

#

may be it's something related to RAM?

#

just to recap:
importing png image 4096x4096 6 MB causing engine v 4.25.3 to crash
Importing the same image in 2048 work fine.

storm glen
#

Hi guys

#

Iโ€™ve downloaded ue4 just yesterday

#

I wanted to make a game like, smash bros, but in 3d with wall running (a little crazy idea)

#

But I donโ€™t know where to start, if you guys could give me some indications it would be amazing! I would like to use blueprints instead of c++ if possible

#

Thanks for your help in advance

grim ore
#

read the getting started stuff, the pinned message in here has tutorials

#

@waxen jasper maybe you dont have enough memory but that would be weird. What if you open that exported 2k image, resize it to 4k and save it

waxen jasper
#

my ram is 32 GB

storm glen
#

Thanks

waxen jasper
#

and it's not the first time for me

rough finch
#

is there a reason why megascans from Quixel imported through bridge into UE4 isn't appearing 3D? I'm applying them to geometry shapes (pre-built and custom) and basic actors like the cube, cylinder, etc. Is there honestly a reason why it wouldn't be?

waxen jasper
#

there are other 4k I imported before with no issue

rough finch
#

It has roughness, normal, displacement, AO, albedo and the regular texture wrapped to a sphere used for dragging and dropping

#

this is the quixel appearance

#

and then in UE4:

small sigil
#

Width and height dividable by 2?

waxen jasper
#

yes

#

4069

small sigil
#

4068?

rough finch
waxen jasper
#

ohhhh, sorry, thats it

#

ty

#

๐Ÿ™‚

surreal laurel
#

are these dark spots accumulating in the crevices of this mesh a lightmap uv problem?

unique meadow
#

Hi, I wanted to move a big modular building from a level to another, so I decided to make prefab of it (selected the parts and converted to blueprint). I added the house to the new map, but since it contains nearly 200 small mesh-parts, its really laggy to move or edit it. Is there a way to ungroup it again to object parts from bluperint?

small sigil
#

Blueprints can do that but there not the best way

#

Copy paste would be a better option

#

Open Donor project select all Ctrl + C

unique meadow
#

my problem is, the levels are big (map file is 1:2gb), and i can only open a map once, if i try to open another, the editor crashes with out of memory ๐Ÿ˜„

small sigil
#

Clipboard will persist

#

Copy close open paste

unique meadow
#

๐Ÿ˜ฎ

#

thanks for the info

small sigil
#

Also check out the migrate function for cross project

rough finch
#

Would I need to adjust the Normal texture strength?

#

or would I be missing something?

small sigil
#

Im not a materials guy Ethno. I dable until its looks ok. thats my limit ๐Ÿ˜„ Sorry

rough finch
#

all g man

unique meadow
#

I have another problem, maybe you can help. I asked it a few times in the cinematics topic, but never got a response. I have a camera cutscene (with 3 cameras + movements). I redesigned the map, and moved the building and the street around it to another area. I'd like to move the camera cutscene too because it will fit, but I cant move it. I can only move the key frames one by one. Is there a way to select all waypoints and move the whole movement to a new place?

neon cave
#

does anyone know how to fix this annoying thing when enable raytracing? anything i hover over in the editor its takes the whole screen

small sigil
#

If you move it to a new map (assuming your using world comp

unique meadow
#

i havent used world composition yet, I just want to move the cameras like 100meter away from current location ๐Ÿ˜„

small sigil
#

Ooow

#

Huge world no world comp. Your self harming sir....

unique meadow
#

but each camera movement has 2minutes long recorded movement (nearly 100 keyframes each)

#

yes I know, its planned to enable it, just no idea how would it work

small sigil
#

Time to add world comp ๐Ÿ˜„

#

Its quite simple

unique meadow
#

its a 20km2 terrain, with several villages, castles, forests etc

small sigil
#

So think of world comp like having a parent level that can load and unlod other levels inside it. if there in the same Directory as it. Then you can cull or move huge parts of the world with ease

sterile tulip
#

How do you measure maps in ue4 @unique meadow

small sigil
#

Depends on the application.

unique meadow
#

I used brushify to create the terrain and biome

sterile tulip
#

In landscape mode

#

I have landscape

#

Is brushify from blender?

unique meadow
#

nope, its a plugin for ue4

small sigil
#

To calculate exact size you need to do a little math: (Overall Resolution - 1) * 100 (which is X scale) by (Overall Resolution - 1) * 100 (which is Y scale)

unique meadow
sterile tulip
#

Is brushifry free?

unique meadow
#

the basic edition is free + it randomly has some assets for free on the marketplace

plush yew
#

has anyone fixed 4.26 preview 3 water system

#

itsso broken

#

i feel like epic was lazy

dark stag
#

im gunna get this one framed

azure reef
#

Guys. I've build UE 4.26 from source and now I want to update to 4.26.3. I only need to fetch upstream and after that pull to update to latest version on Github for Windows? Or after that I also need to build again from VS?

plush yew
#

do you mean

#

preview 3

azure reef
#

Yes

plush yew
#

oh

#

i wouldnt use that

#

its real broken

azure reef
#

Just for testing

plush yew
#

but the water does not work

#

it has abunch of errors

azure reef
#

And I'm new building from source

plush yew
#

oh

#

why not just get it from the aluncher for now?

#

its out xD

dim merlin
#

Hey guys, also checking out the new water? Got blueprint errors to?

elfin wave
#

Hellow everyone does anyone know any good tutorial about double wishbone suspension Maya to UE4? I can only find one, in blender, I will prefer if I can find one in Maya

plush yew
#

yeah mich

#

preview 3 water system is real broken

#

nothing works

#

its usless lol

dim merlin
#

yeah, i guess the same

#

but well, i think 4.26 will be released pretty soon though

plush yew
#

i hope

#

i hope epic does not be lazy and mess it up

#

i wasted time trying to see whats new ๐Ÿ˜ฆ

safe dock
#

Hello guys, I need some help. I want to be able to run with a ball but it goes way to fast. I have material physics with friction of 5000 on both objects but still the same issue. Any advice?

#

I even tried increasing the mass of the ball

plush yew
#

hi all - got another weird one. The cast to FIN_Instance here fails (ONLY in a published .exe, not within the editor!!). The only place I can work out where to set the game instance is in the project settings, which I've done.

#

any ideas why it fails in a published project?

#

been trying to work this out for hours

dim merlin
#

So anyone knows Fortnite uses world composition?

burnt iron
#

Guys, is there a way to remote compile UE4 project on remote server?
my PC can't handle the burden of compiling FPS game which im working on,
but i have a server with Ubuntu OS, which has more stronger hardware

half turtle
#

i am having an issue with the editor, when i move my content browser to the second screen it turns into a black square (second screen is managed by a different video card)

#

it works for like a second until i maximize it

burnt iron
#

thank you lorash

half turtle
#

Urga try deleting the cache and rebuilding the project

#

it might have different info in the cache and is doing a fast build instead of full compile

plush yew
#

hi FangJi - I had full rebuild ticked, but will try it. Thanks!

#

is there a way i can make the shadows look a little more soft and not so ragged? ive tried playing with the objects uv but not sure what to do there also added lighting instance but theres nothing in the tool bar to help me

#

sorry LightmassImportanceVolume that thing someone told me to use it to fix the error

#

how can i use megascans with 4.26

#

the plugin does install but does not show up

sterile tulip
#

4.26 is not out yet

#

Its just a preview

plush yew
#

@plush yew the same question. Don't know actually. Installed it just for testing Water plugin

placid orbit
#

Anyone have any recommendations for tools or methods to animate mouths based on a audio files, like speech dialog?

plush yew
#

yeh serge

#

but water plugin is broken

bitter iris
#

is groom heavy on ue4? never used it

covert hedge
#

hello folks, what would be the best template to create a project with several gameplays in it? possible some 2D levels, other 3Ds etc ? FeelsDankMan

plush yew
#

when i export a model do i use obj or fbx for ue4?

#

ive been using fbx but when i do i get an error and when i use obj i dont get that error but the model is super tiny

#

thanks @half turtle i found the answer. Apparently there is a bug with the DefaultEngine.ini not updating correctly if files are renamed. The project settings thus showed the correct file name, but DefaultEngine.ini linked to the old file name, thus causing the build to be incorrect. Manually editing the file fixed the issue.

#

never mind found out why i was getting errors

oblique tangle
#

any1 know what the white flickering on distant blind textures is from?

plush yew
#

might be overlapping each other? or mabye import the texture on its own for the windows or its probably the uv's

oblique tangle
#

seperate from the rest of the brick/window overlay, pre sure textures aren't overlapping each other/can't overlap as it's all clamped

pure maple
#

for a virtual production livestream ๐Ÿ™‚

safe dock
#

Hello guys, I need some help. I want to be able to run with a ball but it goes way to fast. I have material physics with friction of 5000 on both objects but still the same issue. I even tried increasing the mass of the ball Any advice?

covert hedge
#

apply a force against the direction of the ball Kapp

echo juniper
#

Anyone familiar with the ue4 control rig ? I would to know if I can drive the curves of my morphs target via controller inside the control rig bp

dim merlin
#

@pure maple in world settings, set your game mode