#ue4-general
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it probably would look pretty ugly for vertical meshes like that anyway
(streched decal texture)
Well even if it will be ugly i still need to do it somehow
seems foliage don't receive decals by default in fact ๐
does that work for you?
funny, which version of UE4 are you on?
if it was removed between 4.17 and 4.22 it would be surprising
either the feature moved somewhere or they had real problems keeping it working
and I don't really see why
:/
Yeah i did try that
still not there
maybe it's a bug?
are you using FoliageType?
Ok i found it
omg this is so stupid
so it shows when you go for advanced options
in the actual foliage painter
but not in the foliagetype itself
also for collision https://forums.unrealengine.com/development-discussion/content-creation/96443-foliage-overlap-with-static-mesh-or-triggerbox
Talk about Level Design, Static Meshes, Physics, and more.
BOOM!
name checks out ๐
:>
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.
guys id like to create a melting effect, like a solid mesh becoming liquid...any idea how to do this?
@sour slate Niagara with the static mesh module
nice, i am already trying with niagara, but how to create (quite)realistic water particles?
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
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
so I wouldn't look for "water particles", but rather the effect you actually want.
In this Quick Tip, I demonstrate the use of Solid To Liquid Tool, showing how it can be employed using different parameters.
โบ Learn more at : www.mustaphafersaoui.fr/solid-to-liquid-tool-for-cinema-4d/
something close to this
What is a Spectator in UE? ๐ง
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?
for some reason client side cant find the other actor to destroy it
but it works fine from the server side
any helpM/
?
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?
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
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
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
never mind i found out how
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
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....
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
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
wouldnt the collisions just push each other back instead of the player being moved ontop of the object?
Is your step height over the drawer?
Epic dropped WGL support
i think you still can publish it
https://docs.unrealengine.com/en-US/Platforms/HTML5/GettingStarted/index.html
Setting up UE4 for HTML5 development.
Thank you!
@plush yew yep, WebGL now is a community project
Platform Extensions (and how they may impact you)
Background
Unreal has a rich history of multi-platform support. We have had various methods of separating out
yes, it's not maintained by Epic however
2020?
ue4 labeled by version that goes after the first dot: 4.25 etc
But how do I do it?
So im trying to make hair buns via a physics asset
and it keeps falling off
the selected part
it falls off
how to i make it connected to the head or something
wait...
found out nevermind
wait no i still havent ๐
Is this worth it for UE4?
depends, do you have a device thats better? if not then yes
or you can be like me burning my pc to the ground
well, what's the spec?
yea a picture doesnt tell much
Hello guys I have problem with the collusion of my shop building
which option I need to use?
in this empty space which should be for door, there the player can't enter
You can use Complex as Simple but there is a cost of doing this
I would recomend you to add Simple collision boxes
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
maybe 8 boxes will do the job
Is your step height over the drawer?
@dense gate step height? didnt know that wasa thing
this is a vr game.
he made a lot money. cause its vr
so you should also make every game VR! dont forget VR
i dont wanna see anybody here not making vr native
that game looks good
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?
isn't there a better way?
@hasty wharf if it werent for the vr youtubers this game wouldnt be so known
i finally got bridge to load again
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
if your good at ram management you might get away with it
but still
its ok if you buy 16gb ram laptop just remember to upgrade it streight away to 32gb
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
oooof
this is why you keep backups of your projects
uh i dont know how to help ya man
im still learning ue4
ima be getting myself a new server blade here soon to run a huge simulation that ill be doing
thanks to a few favors i pulled
@abstract prism quixel bridge?
@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
I succeed enter the shop but somewhere I am stucked ๐ฆ @brittle adder
Is there any way I can set this to false as default in regular ue4?
and bridged wont load again
๐
yesterday it was starting up just fine tell i actually installed the plugin correctly
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?
may i ask your specs
because it could be spec related
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
@limpid knoll could do with some help here

does anyone know why unreal is not showing me anything when I try to edit a blueprint?
@clear coyote go up to the window options and reset it
@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.
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
details panel is gone
is there a way to add it back?
i can't start another project, spent far too long on this one
@clear coyote go up to the window options and reset it
@grim ore sorry I didn find the option to do so
you can do that from the main editor window as well
that works for both of your problems lol
I selected default editor layout and nothing really changed :/
did you close that blueprint first
it should restart the editor quickly and it should all be at default
still did not fix it :(
did you close your blueprint before doing it?
all of the windows are in the window menu, you can bring it back from there manually
I plan to use it for dev not really gaming
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
i have clicked it and reset everything, yet the events panel thingy where i can get the oncomponent hit is still missing
well its enabled, perhaps you hid it or dragged it off the screen. what does your screen look like
Or the Razer blade 15?
overpriced for what you get unless you need the form factor and the weight
If I want that I would need to start working part time for like 3-4 months
that thingy is part of the details panel, where is your details panel?
I just need something to replace my old shitty laptop
it's also only going to show up for components that have events, does your item have those events?
considering i see Input in there I am guessing you are choosing the character itself and not a component
you would choose whatever has the event you want to use
capsule component
the capsule is normally what you overlap/hit stuff with on the character so I would use it for collision
What plugin to buy with 20โฌ any
recommendations?
alright, thank you
send me a dm
I need help.
Hi. How could i check if class uses specific variable and use it if it has it?
when I zoom in on my landscape or when I go into play mode I see these.
https://cdn.discordapp.com/attachments/371739852758319114/766343691958616084/unknown.png
https://cdn.discordapp.com/attachments/371739852758319114/766343780416094248/unknown.png
https://cdn.discordapp.com/attachments/371739852758319114/766343870924455966/unknown.png
does anyone know why my atmospheric fog isnt working? you can see in the first image that height fog works, but the second one is with the atmospheric fog on and the last one is with atmospheric fog off
can't paint over it
@plush yew well the class has the variable or it doesnt, are you trying to see if it's been changed?
No that class is random. Game doesnt know what it is before it is needed.
@dire sentinel did you try pressing build?
then you can look into using generic blueprint interfaces to ask the question of the actor
I have no idea how to do it. I tried it
well its how you communicate with stuff generically, otherwise you can use parent classes that have the variables and then make children
we really dont know what you are doing so we can only give generic answers
@dire sentinel in the viewport go to show and make sure fog is checked
@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.
@dire sentinel did that fix your problem?
So thats why i cant know what class it is. Then inside that slot widget, im trying to do stuff with it.
so each slot has a widget that holds info? is that info different for each widget?
what information is unique to each widget?
class is important one
how are they all different? if these are items why not have an "item" class then each "item" is a child of it?
then each widget holds an item class
then each widget holds an item class. Is every child item completely different for what it has or are they just changed properties/variables?
every child has just changed properties, variables that i need to use
yep so whats the issue?
i dont know how to use them
get out of there
blueprint doesnt know which class is it going to be. Right now class is none in blueprint
Then it is set in inventory when it is opened.
do you have an example of how this is set up in the widget?
These are variables inside that widget
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.
This is how i set them up in other widget
could this be the reason my game isnt publishing?
And that class inside that structure is always item which has same structure, but i dont know how to get it to use
my first time publishing, apologies for the simpleton question
If its a variable get the reference to that class, then get the class defaults and go from there?
alright i try it
@plush yew it's checked
@hasty wharf and yes. Fix those problems
ty, im guessing a blueprint is referencing that stuff
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
@hasty wharf what do you mean exactly by publishing?
unreal slappers
Like this? I cant get that structure out of class by this way because class is now none. Its nothing.
All these items have that variable.
Thats what im trying to get out of that class
so your class is set to none at design time?
why is it not set to item?
all of the things that will go in that property are supposed to be of item class right?
does your battery have an item data variable?
yes
something is definitely weird there, you should not be seeing what you are seeing if you just use the normal node
you can see what I saw
also it shouldnt be battery, it should be your base item class since everything is a child of that
@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)
I set it to item which is owner of battery
It still shows all of these
Not itemdatra
what is the class type of the variable?
your slot contents class, what variable type is that
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 ?
are your SURE its not actor for the variable type? I am pretty sure its actor
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
this is not what you want, your variable type should not be actor
item
this is what I am referring to
change that variable type to your item variable type
you only want items in there, you only want properties from the items, so set it to the item variable type
so for me it would look like this
so i set class variable to actor?
@mystic shard are you using the same textures as the video? if not that would be why it's not the same
no
what is it set to now? I am guessing actor
i mean the names match
What is your Slot Contents variable? I am guessing a struct
Video
Mine
and "class variable" is class which is set to "item" actor
@mystic shard well I mean the materials dont look the same in the two screenshots
Thats my problem
open up the struct and show me what the Class variable is set to
Sorry for interrupting should i let you guys finish first
well those are the textures, not the actual material
ugh open up the struct itself
where you define those properties
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!
what do i do?
change the class from actor to your item parent type
@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
Hmm like this?
yes now that "Class" property in that struct will only allow your Item Class
and then any properties in your Item class should show up as class defaults if you ask for them
ok i see if it works
this?
the attenuation radius?
dual screen screenshot 
yeah stupid clipping tool kills tooltips so had to paint it lol
yep I hit the windows key on accident lol
done it, and for the shadows is it the same radius?
click the advanced dropdown (the little arrow) and there are shadow settings like scale
you changed pfp mathew didn't you? 
for the most part you want to use static lighting if possible if performance is an issue
@grim ore you got any suggestions for me ?
@mystic shard what does your material actually look like that you are using? is it the same
you mean what should it look like or what is being painted
its as if these setting dont place
and these ones take effect
this is what comes out when i paint
and this is what it should look like
well I mean... the textures are not the same
like literally you have 2 different textgures for your Albedo in those 2 pictures
actually its 2 different textures for ao and normal so 100% different
Sorry im new not quite sure im following
you want me to link you the point in the video im talking about ?
i guess i am confused, you are asking why the 2 pictures dont paint the same right?
Hi every one can some one help me on this :every time my character is going to take a step this happens to his legs ,how can i fix it?
thats my issue
so what does YOURS look like?
like this
what does that material look like you are painting with?
i built the lights and it didn't turn out that great ๐
are the lights set to static?
yeah
you mean this
definitely weird then
it might be something related to the lightmap stuff that is completely alien to me
@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
this one ?
@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
yes if that is the one you are painting with what does it look like when you open it
double click on it or the eyeglass icon
it opens up this
open up the layer info
still messed up, hmm could it be because of the way I made the lamp post? the light inside it?
@valid canopy that could cause it yes, especially if the lamp post "glass" part is blocking it with collision
turned off collision, time to see
@mystic shard at this point you need to find your landscape material and open it up, it should be in the landscape
same thing...
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
this one ?
@mystic shard yes
now do i just add the asset here
@mystic shard you dont, that is not for textures
anyone know how to fix the shading issue?
seems like it's something wrong with the meshes
@valid canopy uh... if you are referring to the black stuff your meshes might not have proper UV layouts to use lightmaps
oh im supposed to apply the changes from this material ?
I just assumed the lights where not being bright enough but pure black might mean bad UV's
@mystic shard if you double clicked the landscape material and that opened, then yes that is where all of the textures are set up
so should I just google how to set lightmaps?
@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
oh so I don't have to open my 3d modelling program, I can just do that from the engine?
hmm my meshes already have the auto generate turned on
yeah but auto generate builds from 0, and if you made them without any at all then nopers
so if 0 is empty you probably have to fix it in your 3d software
theoretically I just have to unwrap the uvs
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
not a waste, figured out the problem ๐
does anyone know where the unreal to blender addons went on github?
hi every time my character is going to take a steep this happens to his legs ,how can i fix it?
some one pls help me
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?
i did the skeleton and the animation in blender ,then imported it in UN4
Is sequencer not supported by ndisplay?
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
ok
hello everyone. how would you recommend optimising a scene with quite a few trigger boxes?
trigger boxes should be fine, are they an actual issue?
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?
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
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
@grim ore Simple enough, thank you.
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?
Yo, I've been experimenting a decent bit with the control rigs (4.25), since they seem like an appealing way to plot out animations in-scene, in-engine.
But one aspect I just can't get to work is driving morphs with the controllers directly, so that I can for example set up a...
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
@grim ore this is what happens
hello new best friends
Ndisplay is acting weird, suddenly sequencer works playing, then suddenly it dont ๐คทโโ๏ธ
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\
anyone would know why i cant access my morphs curves inside control rig ? thanks (with the setcurve value node)
?
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
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 ?
@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.
ok i will try
@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?
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)
ahh fair enough, well thank you for the insight anyway! learn something new everyday haha ๐
whaccha guys thinK'
too much fog?
how do i fix this issue?
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?
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?
@surreal laurel It is simple. Have a copy of the texture on the game side.
How do you mean?
Or how does that tie into using a texture to drive BP parameters
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?
Dang thought uninstalling and reinstalling ue4 would fix it but nope still crashes on startup of project and just installed debug symbols
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
Do we have news of the release date of .26 by any chance?
forgot i can just use a box trigger and delay it based off the speed my character is "moving"
this is so weird ue4 crashed again when i clicked on the compile button
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
dude my game instance variables aren't working correctly, when i bind my umg text asset it disappears ???
Anyone experienced with lights? Im using dynamic lightning. And on this part of island it looks like this.
And on other like this
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]
Sky is more dark, overall image is more darker
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?
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
yeah that was my only thought your fighting the gravity but it sounds like you figured it out
yes but thanks
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.
Just left a little bit and all become darker
is there a way to make the get vector value -1 instead of 1
How do I open the console window to write console commands?
ffs thanks !
no problem
Exposure settings didnt didnt did the trick
That's called a tilde Thanks!
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
ui only mode just restricts inputs, it should not cause an issue with widgets
this makes no sense then, how could a while loop print nothing ?
@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
if your cast fails your loop will never run, that is one way
thanks mathew i've learned a lot today
also... while loop... not a good use for that
that will lock up the project if it gets to that part
Yeah i was planning on removing it but i just wanted a endless loop that just shows me that there is an actual number
Why is that?
@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
Yeah, all the map is doing great but this sand part is make everything darker
Just an inch away - all great
ahh the cast is failing
really silly of me not to check that, getting all emotional lol
yep that is weird... I would disable all post process just to be safe but does it just snap change the colors?
didn't realize i had to set it up in the project settings, i think that might be my issue lol
you have multiple landscapes it looks like as well, perhaps your lighting is only affecting one?
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.
without
you didnt disable the on screen messages relating to building lighting did you?
No i didnt disable
But i dont have light messages since im using real time lightning
I can't find any setting within the project settings for the game instance am i blind or is it in a different menu
project settings -> maps and modes
awesome thanks !
maybe its your blending settings then? when its blending in that layer for some reason
which I admit makes no sense at all
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
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.
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
Basic color is set. All bright.
Boom
That sand is eating all the happiness for breakfast ha
that is definitely on the weird scale
Just changed textures, normal, ao, noise and textures to other one. Same effect.
Probably something with mat settings
yep that is my only thought
part of the blend
but..... i have no idea why it would literally change the renderer basically lol
What a good beginner tutorial for blueprints
@past cobalt there are some on the pinned message at the top of this channel
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
Okay, ENum switches are awesome, and so is the select node
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.
Green grass
yellow sand
Where to look? Whats the reason of that?
@plush yew maybe you forgot to do your uvs properly?
@plush yew i fix it thanks
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?
how could i make a sort of upwards boost when jumping underwater?
do you use Event on jumped for that?
Add force
thanks that saved me
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**
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

How do i set physical material to layered master material?
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.
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
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 ๐
cant make an enum if its dynamic
Ah, didn't know that was a requirement.
Yeah, don't think that's possible unless you want to dive into custom ui.
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?
Now I can't make any sort of c++ class
Am i using the for loop incorrectly?
@dire sentinel looks great
ahh i was also wondering that i forgot what to use haha
what's wrong with the loop ? ๐
right that's very odd then
what is the switch node called ?
you could use a switch on int, but I think a select node would be much cleaner
@plush yew thx, but its just a portfolio piece
something like this should do what you need basically without all the extra stuff?
its just pseudo code but should work if you swap parts
its not perfect, whatever you are doing feels weird heh
I'm trying to change the image of the level selector buttons based on whether the boolean for the corresponding level is true
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?
yup
yeah then would do that
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
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
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
Currently it wasn't working but i assumed that it was because of the loop or the event that retrieves the button
well I dont know the rest of your code but basd on what you put it should be working
ill make the changes quickly and see if the problem persists ๐
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
I dont know what your change image does so hopefully that works ๐
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?
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
hahaha
i was worried for a second
i thought there was some other way to code in the designer or something lol
nah the brain saw the target was a widget in the node name and I assumed it was in another blueprint
ahh i see
@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
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
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
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 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.
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
Hi everyone. I'
you might want to consider trying to get that animation into the anim bp itself instead of triggering in manually
I'm trying to move a pawn without moving the camera. Is this possible? I'm searching online but not finding anything useful.
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
you know what would be great.... if duplicating static meshes didnt fucking move them.,
@polar verge it depends on where the camera is. Is the camera part of your pawn? its gonna move
that would be great.
@dark stag ๐ฆ have to make a custom editor utility widget BP to do that if you want or start wacking that source code lol
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.
@grim ore ill try that out thanks
alot of stuff does, its so you know it duplicated and you can select the original or duplicate easily
nice.
the original UMG editor didnt and it was annoying
@dark stag i like ur music
thanks.
it would be nice if it was a toggle tho
but pull requests.... they don't really get accepted much anymore lol
yeah... snapping tools would be nice as well.
snap to axis for starters
when placing crap.
How can I make a collision box detect a geometry floor?
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.
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
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
this is the way the image is set
welp start debugging. use the F9 breakpoint key and start walking thru your code
ok cheers
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?
well would have to be curent level - 1
yes
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
for sure, cheers
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
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...
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
I see. Thanks for the tip.
it makes no sense ๐ 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 ! ๐
Hey guys, does anyone know how can I make collision box detect geometry floor?
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
dumb question:
which of these methods is better?
to either add as child actor or just spawn it?
then attach to compnent
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
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
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
both seem to work. just wanted to know if child actors = bad
yeahhh thats kinda abgtter idea
coz they get called / destroyed @ runtime
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
its not straightforward but possible, you can use a scenecapture component to read a pixel value in the location of the actor
Hello, I need some help with the crouching transition
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
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?
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
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
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
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
C++ is pretty beyond me for now unfortunately so I'll have to figure out another hacky way to accomplish this ๐คทโโ๏ธ
thanks for the help though
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
make a scenecapture component to render a top-down view of the world within a large area
@dim arch That's pretty clever!
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
I think the issue is his top down view wont match his "heatmap" texture basically
yeah it wouldnt work in all cases
so break out the learning and get to making a C++ library ๐ https://isaratech.com/ue4-reading-the-pixels-from-a-utexture2d/
tho even then the issue might be how are you mapping that texture to your "world" in terms of coordinates
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
hows it going
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?
I haven't used unreal in a while recently have gotten back to it
so wouldn't be able to tell you
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
@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
@uneven cloak I'm not sure I know what that would look like?
converting it into a data lookup table might be easier in the end
that could work, but would limit me to non-procedural textures
no if u export the procedural texture out and then process it
back to the C++ option!
@uneven cloak I mean procedural as in generated at runtime
ye that was part of my question @ start... then its not possible ofc
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?
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
got ya
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
I don't want to reduce anything
anyone can help me fixing this please?
just gotta say the epic launcher is so crap and never downloads ue4 ;/
i love how epic does not know how to code launchers
can't say never, plenty of people have it working
can't say never, plenty of people have it working
@grim ore with me?
its like please wait
answering the person who said the launcher never downloads
i been waiting for 1 hour lol
@waxen jasper there is no real way to help you without any crash error messages, what does the log say?
@plush yew maybe stop it and start over, the downloads window in the bottom left should show you if it's downloading
it does
@waxen jasper there is no real way to help you without any crash error messages, what does the log say?
@grim ore
install debug symbols from launcher
ok
well the crash is on a check at check(InExtent.X);
doesnt make much sense on why it would crash, have you tried making it 2k to see if its the size causing it?
and it makes no sense since this is a check on a brand new intpoint, it literally is crashing on the defaults
I'll make it 2k
it cant hurt to try
oh blah I was reading it wrong, whatever is calling this is calling it with bad data
unreal engine vs unity
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
I enjoy UE more because I like to use blueprints
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
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
true thanks
preview 3 is so broken
good job epic xD
none of the water stuff works they all have blueprint errors
welp preview 3 is a waste of my time haha
Anyone know how to "Grab" Cloth?
@plush yew thx for informing... i would waste my time today with it ๐
yeah you would
@small sigil what you mean exactly?
nothing works on the preview
how grab, where
every blueprint is broken
when epic has had this water system in fortnite but cant even give it to us
Well as an example. Use a line trace to allow the mouse cursor to pull back a curtain
lol
oh so u mean runtime, in world hm
Yea
The Physics handle doesn't seem to see it.
Add force at location isnt effecting it. but it works great as cloth
i wonder if you can just attach the part of curtain to other object (maybe even invisible) , and move that object instead
hmm
never tried, just guessing, then you could use physics or whatever to move the object, and curtain could follow it ...
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.
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
test
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
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.
Hi guys
Iโve 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 donโt 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
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
my ram is 32 GB
Thanks
and it's not the first time for me
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?
there are other 4k I imported before with no issue
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:
Width and height dividable by 2?
4068?
are these dark spots accumulating in the crevices of this mesh a lightmap uv problem?
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?
Blueprints can do that but there not the best way
Copy paste would be a better option
Open Donor project select all Ctrl + C
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 ๐
Also check out the migrate function for cross project
Would I need to adjust the Normal texture strength?
or would I be missing something?
Im not a materials guy Ethno. I dable until its looks ok. thats my limit ๐ Sorry
all g man
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?
does anyone know how to fix this annoying thing when enable raytracing? anything i hover over in the editor its takes the whole screen
If you move it to a new map (assuming your using world comp
i havent used world composition yet, I just want to move the cameras like 100meter away from current location ๐
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
its a 20km2 terrain, with several villages, castles, forests etc
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
How do you measure maps in ue4 @unique meadow
Depends on the application.
I used brushify to create the terrain and biome
nope, its a plugin for ue4
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)
there is a good post for this https://forums.unrealengine.com/development-discussion/content-creation/28153-calculating-exact-map-size?p=309777#post309777
Talk about Level Design, Static Meshes, Physics, and more.
Is brushifry free?
the basic edition is free + it randomly has some assets for free on the marketplace
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?
Yes
Just for testing
And I'm new building from source
Hey guys, also checking out the new water? Got blueprint errors to?
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
i hope
i hope epic does not be lazy and mess it up
i wasted time trying to see whats new ๐ฆ
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
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
So anyone knows Fortnite uses world composition?
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
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
thank you lorash
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
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
@plush yew the same question. Don't know actually. Installed it just for testing Water plugin
Anyone have any recommendations for tools or methods to animate mouths based on a audio files, like speech dialog?
is groom heavy on ue4? never used it
hello folks, what would be the best template to create a project with several gameplays in it? possible some 2D levels, other 3Ds etc ? 
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
might be overlapping each other? or mabye import the texture on its own for the windows or its probably the uv's
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
Just started UE a month ago. When I click play, how can I view from the cine camera? Help would be greatly appreciated ๐
for a virtual production livestream ๐
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?
apply a force against the direction of the ball 
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
@pure maple in world settings, set your game mode
