#ue4-general

1 messages Β· Page 865 of 1

hasty wharf
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like a flag i can toggle

plush yew
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were can i ask more about character making and master composing ?

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yes but in unreal engine you need to animate them right ?

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there has to be an base animation character or something

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yeah me to with blender, but its hard xD

austere oxide
plush yew
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yes i know that haha πŸ˜„ im 5 years in the industry xD

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the animation and Master Pose Component is my last thing i have to learn

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thanks lorash

austere oxide
mint umbra
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Hey guys, is there an option to scale up the size of spline points? Finding it difficult to select spline points within a mesh, and they're barely visible.

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Merely the icon, for easier selection

austere oxide
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K thanks, I'll try and figure it out again.

unkempt coyote
open wadi
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Hi everyone, quick question - I am loading a series of posts, akin to a forum, where each post has a profile image (stored on a remote API endpoint). I think it would be unnecessary to re-download the profile image for a given user over and over, so I was thinking of adding a local variable to "cache" these images. What would be the best method to do this?

lucid grove
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Is it possible to finish timer at runtime? Like i have 3 sec left but want to fire custom event from it right now.

covert hedge
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you can cancel timer by handle

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@lucid grove

lucid grove
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It will fire custom event attached to it?

covert hedge
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i thought you wanted to finish a timer? as in, cancel its execution, i might have misunderstood

lucid grove
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Yeah i want to fire its handle event before timer finished. Found a lot ways to cancel it, but not to finish it

covert hedge
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well, just make it call a function and call the same function when you cancel it, noone will be the wiser

upbeat epoch
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is there anything else that can mess up animation rertarget?....all my bones are named identical and the base pose is the same, yet the hips/thighs always end up pushed outward

dire sentinel
misty parrot
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Does anyone know how to turn the physics on an object? I had it working where my character collided with an object, and it tumbled around, but now it doesn’t tumble anymore. My character just goes over it.

thick herald
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Anyone care to hazard a guess as to why 'get bounding box' wouldn't return any values (x,y,z) for a static mesh?

lusty carbon
warm hornet
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I have an fbx imported with the tri's in the mesh clearly visible. Anyone know if there is some fbx import setting that will help smooth the normals?

serene birch
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don't "Recompute Normals" I guess

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it's weird that it's checked on by default though? I mean, I find it weird thinking about it

warm hornet
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Thanks! yes simple fix.

tawdry lion
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Hi guys sorry to ask, so in my case I want to apply dynamic texture on mesh by using classes. However they said the mesh undefined

grim ore
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well... the errors say your thingy doesnt exist, does it exist?

tawdry lion
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yes under a folder

grim ore
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well you need the mesh to work with and you dont have a mesh in there. Where do you define or get your mesh from?

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also.... doing this in the tick? not good

dim merlin
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Hi guys, anyone knows when 4.26 might be released?

grim ore
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between today and UE5

dim merlin
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haha πŸ™‚

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4.26 is the latest for UE4 ?

grim ore
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seriously, there is no ETA but we are on what preview 4? I would expect atleast 7 or 8 out of this version and normally 1 a week

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its the last on the roadmap but people think we might get a .27 as well

dim merlin
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yeah, i actually havent seen previews go further than 6 mostly

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okay hhm

grim ore
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a few versions have hit 7 and 8, this is a "big" one

tawdry lion
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Its exist here is the scene

grim ore
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@tawdry lion ok so you need to make it an exposed parameter you can set at runtime or design time or you need to get the instance of it in the scene to work with

dim merlin
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so i havent really done research, but would we expect a new interface for UE5 ? (i guess its obvious though)

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im both excited about 4.26 and ofcource UE5

grim ore
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as far as I know we havent seen any ui stuff for UE5, just like at runtime stuff

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we can hope tho, they have been changing stuff lately like with the new modes button in .25

dim merlin
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so ive heard often that much stuff regarding engine interface is hardcoded, i mean, wouldnt that be a rewrite for interface ?

tawdry lion
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How to make it as expose parameter? sorry to ask

dim merlin
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e.g. ability to support styles for editor

tawdry lion
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is it by
UStaticMesh* RustedCube = Cast<UStaticMesh>(StaticLoadObject(UStaticMesh::StaticClass(), nullptr, TEXT("/Game/RustExample/RustedCube")));?

grim ore
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@tawdry lion as this is Cpp you might want to get some help in #cpp or check out the tutorials. And that code would work to get a static mesh reference but not one in your scene (your basically making a new one from your content browser)

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if I had to guess I would think they wont support styling the editor directly. It's all exposed and people have done tuff like that but at the code level. They added in layouts but actual styles seems less "Epic way" as its more style over function

dim merlin
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So actually i still kinda 'think' it will change in layout totally, e.g. compare UDK and UE4 ?

grim ore
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thats a good question and we will know in a few months hopefully πŸ™‚

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considering they're promoting the fact that ue4 -> ue5 for projects I have a feeling its more an iterative change if anything

dim merlin
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yeah, ive heard that to.. i kinda doubt its like a converter or kinda like a fix...

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so e.g. there are alot of editor plugins.. sounds a little to hard to convert them to a totally new interface

grim ore
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yep

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but who knows, its got a long preview window so maybe they just throw out the old and remake it all lol

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what else do we have to do during these times

dim merlin
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lol yeah, πŸ™‚

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atleast epic issnt like a scrap company looking for cash πŸ™‚

tawdry lion
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Ok thank you MathewW

grim ore
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you can open both, just make 2 entries one for each

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yeah i was trying to verify on the docs but cant find it, I jus open both. If I had to guess I would say udp. You can try both πŸ™‚

rough knoll
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can i view a sound attenuation sphere?

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as in visualize it sort-of like you can with a collision sphere

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nvm it already does that i assumed it didn't

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even when i get into the inner circle i can hear absolutely nothing

covert hedge
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@tawdry lion NULL is different from nullptr btw

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NULL is a preprocessor macro, usually defined to 0 if i'm not mistaken, nullptr is actually a C++ keyword, not a macro FeelsDankMan
usually it never triggers anything to use NULL but you might aswell use nullptr everywhere :p

rough knoll
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nvm figured it out

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had to make it play while silent

serene birch
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there is no reason to ever use NULL in C++, nullptr will always work better

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(unless you write a C header explicitly)

open wadi
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I have a UTC-timestamp being returned from my API I need to format to a proper datetime via BPs - such as converting to October 27th, 2020 at 9:45 PM. Anyone have an example of this?

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Well, it looks like I can just pull off the UTC datetime and use various functions, but two issues:

  1. GetMonth appears to be returning an integer, is there a node to do this without me having to write a bunch of compare operations to convert 10 to October, etc?

  2. I need to convert the timestamp to the proper time based on the local machine's UTC offset, what node does that?

glossy marten
dim merlin
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its supposed to be released in 2077 right? πŸ™‚

wary wave
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...and this has what to do with UE4?

austere viper
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For 1) I don't know if there's a built-in for this, but a Select node can save you a bunch of comparisons. Add one pin with a string value for each month, and send the month integer to it. The output will be the selected string.

serene birch
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there are a few "AsDate" nodes you can try

bleak raven
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hey guys, any tips as to how to set up these animations without setting Root motion to everything? I hear montages are useful but im unsure how to implement in the project im working on (Currently playing around with TPS Multiplayer pack)

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Ive hooked up the roll animations before with different projects but part of the process was to set root motion everything. Unfortunately when i did it with this package it messed up a lot of other animations

plush yew
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@scenic oasis why u block me and remove me from everything

earnest junco
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there is a setting for "use root motion with montage only" @bleak raven

fossil shadow
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Hello guys! Anyone knows how to fix this type of problem on landscape triangle count?

ornate forge
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How do I make my C++ events useable in level blueprints? Let's say I have an actor that reacts to the player pressing the use key, I need to wire this event to opening a door in my level

bleak raven
earnest junco
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looks like your anim bp is set up with sections, so its only playing on the upper body

bleak raven
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is there a way to override the sections when playing the animation?

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The animation works when I plug it into Play Animation but my character goes into the tpose and i get a bunch of errors

restive zinc
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i have a particle system that spawns ar 5.56 bullets how do i make it for it to make a bullet drop sound when it collides on the ground anyone know

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the bullets come out of the shell eject of my gun

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then hit the ground and collide >>> make sound

grim ore
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I see a few videos on the googles about that, have you tried them?

wide trench
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Anyone know if GetAxisDeltaRotation is safe to override if I want to apply a custom rotation curve instead of a fixed rotationrate?

hardy jewel
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how do you all freelancers get paid in royalty?

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do you sign contracts and stuff?

covert hedge
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wouldn't it be marked final if it wasn't safe to overload?

wide trench
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@covert hedge Makes sense, I'm a bit new to the Unreal engine itself. While it might codewise be safe to overwrite I was just thinking it might have more dependencies lower in the engine and mess up logic elsewhere. I'm just going to try and see if it bites me in the ass later.

covert hedge
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well, try it you'll see if it fucks anything up

restive zinc
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@grim ore can you send the link that you are seeing these videos about?

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on particle collision play sound video

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im not seeing these videos

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that you are seeing

grim ore
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UE4 Tutorial: Bullet Casing (Particle) Bounce Sounds

restive zinc
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@grim ore thank you

green prairie
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I'm getting a ton of "is pending Kill" errors.. I've read somewhere that "isValid" is the solution, and while it does seem to work.. There MUST be a nicer way of doing it, as IsValid can only take in 1 thing pr note.. Meaning I can't plug in all my meshes into ONE IsValid... What do I do?

Here's a screenshot.. It's a simple Gem Pickup, that rotates and animates up and down. When I pick up the Gem, I get errors.. It works, but I get errors..

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Btw, I love you all!! ❀️

grim ore
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which part throws the errors?

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I assume the timeline part? if so you can stop the timeline once it detects an invalid mesh for example

green prairie
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Main mesh is usually an error... It attemps the up and down animation timeline, after the gem is destroyed,. or something like that.. I'm sorry, I'm a newbie here

grim ore
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so does this entire path of code run while its not valid, or does it start the timeline and at some point it becomes invalid and it keeps trying to do the timeline animation?

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but yes checking for is valid is the correct way to prevent this if you have a chance at doing something if something can be destroyed.

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there is another is valid node that returns a boolean, you can use one of those per item and AND check them and only do whatever if they are all valid

green prairie
grim ore
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ugh why are you playing the timeline on tick?

green prairie
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because I'm a newbie I think... I just need the thing to go up and down πŸ˜„

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Sorry

grim ore
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you can start the timeline once and set it to loop internally if that is what you want (assuming this is what the timeline does)

green prairie
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I tried other ways, It just doesn't work on anything else than tick... What I tried

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yes

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oh, I can....?

grim ore
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your one timeline can handle all of this movement of the item if you want it to. and yes when you open the timeline at the top is loop

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you can also have it auto play

green prairie
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oh snap.... So I just run it from event begin play?

grim ore
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your one timeline could have a track for the up and down movement, nad a track for rotation(s) and then it plays them over the time you want

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yes from begin play or turn on auto play and you never have to call it

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its weird but it works

green prairie
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alright... Thank you... I will give it another shot

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πŸ‘

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I might be back though πŸ˜„

grim ore
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I assume this gem is destroyed and the timeline keeps trying to play it?

green prairie
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Yes, I think that is exactly what's happening

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Even when it's destroying, the timeline keeps going

grim ore
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if you destroy the actor completely it should auto stop the timeline but I could be wrong but a simple check on if the actor itself is pending destroy can check as well

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would have to actually see the log and see which nodes exactly are failing and when to track it down

green prairie
grim ore
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yeah its not just the timeline, you can see the rotation in there as well

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your tick is still firing is the issue

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if you end up using the tick you can just do an is valid right after the tick and check for the main mesh and go from there that would solve this issue

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if not the timeline should auto kill itself when the actor is

green prairie
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Thank you.. I will try

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Thanks for the help @grim ore

plush yew
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Can i get an instance or reference to the graphic settings in game so I can alter them? Like altering the fps, shadows, vsync, Alias

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Where are they located?

violet ice
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I dont want to cast in my anim blueprint every frame is there any way i can avoid this?

grim ore
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@plush yew look at the game user settings object as well as the console variables to handle them

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@violet ice you should be able to use the begin play event to get the item and save it to a variable of the casted type so you only have to do it once.

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@ebon linden yes. They use both depending on the weapon type.

violet ice
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@grim ore I get a warning for the first 2 frames is that okay?

grim ore
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Depends on what your doing but it sounds like the item you want doesn’t exist yet. You could use a valid check to eliminate that error.

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Or delay doing whatever your doing perhaps.

violet ice
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Im probably going to set the variable in the constructor of the anim blueprint in c++

grim ore
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You can use a particle effect for the visual.

wheat oak
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Hi there! I’m looking for someone who can help me recreate a cloud animation I’ve done in Houdini (vdb volume which can’t be exported as alembic) in Unreal using either Cascade or Niagara to be deployed on Hololens 2. I can provide the obj mesh, the reference animation and the documentation for deloploying for AR. If interested please contact me for further information. Thanks!

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The animation is not at all complex, just an object turning into a cloud

sleek spear
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i am a bit confused. i get 5fps and my gpu is 30% used. why is that? how can i look into it?

plush yew
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Do standard 3D models work in VR or does VR need special types of 3d models?

narrow glen
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hey! im kinda new to unreal and i wanted to know how to make a sword and combat system like this one https://www.youtube.com/watch?v=i5IBtgwGN00&t=82s

Hey I'll be at Twitchcon in a week, if you're there, feel free to DM me on Twitter or something, I'd love to meet you!

Ronin 2072 is a Cyberpunk Roguelite based in a neo-Tokyo city called 'The Layered City' focused on fluid free-form movement and combat, you're a masterless s...

β–Ά Play video
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if u guys can help me out

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that would be awesome

humble yacht
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How do i reduce the turn amount of the character

inner cloak
plush yew
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How do i reduce the turn amount of the character
@humble yacht When you say amount, do you mean speed?

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oh noooo.. i got the material bug when enabling forward rendering

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😭 NOOO

open wadi
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Hi everyone, I have a question. I have a datetime field returned from my API - I want to convert the month into a proper month name, like October. Is there a node for this or do I have to launch a big compare operation to manually convert 1 to January, 2 to February, so forth?

turbid vigil
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can anyone help me out with and padding issue?

regal mulch
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@open wadi not sure there is a function but more than a switch on int or a SelectString is not needed. Def no Branch needed.

inner cloak
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Just have an array of all the months and select the index for the month needed.

quick plover
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has someone used a leap motion controller for hand tracking?

celest vapor
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when spawning a grid of meshes, is it possible to use the "x,y" locations of each mesh to find a location on an image?

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that image being some sort of perlin noise to be used as an offset on the z axis?

devout swift
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are impure (blue) blueprint functions run every time their output is referenced?

celest vapor
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@devout swift As for 'impure' functions I do not believe so.
(someone correct me if im wrong)

rocky radish
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are impure (blue) blueprint functions run every time their output is referenced?
@devout swift pretty sure they do

dawn gull
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How do I detect not just when a actor enters a Box Collider, but when anything gets inside? (Like, the floor or a landscape)

mental helm
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the camera when playing isn't using the top down view, and "ke * rendertextures" or "rendertextures" do nothing

reef kite
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Hi! I’m currently an indie game developer looking for animators, character makers, musicians, and artists who particularly work with UE4! We our currently working on a mobile open world survival game and looking for a team to work for free and fun! And once profit hits we’d distribute that cash! If anyone is interested, be sure to DM me! Thanks

mental helm
reef kite
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Thank you

tiny eagle
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i'm having trouble making a water shader that works off of texturesamples in 4.25, anyon w where to start?

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no aniation, basically still ocean

chrome sky
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ok i desperately need help

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i did something very stupid

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can someone tell me where this is so i can find it and replace

grim ore
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where what is?

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double click on the macro instance. It seems like you made a macro then deleted it

chrome sky
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i didnt make this thats the problem

devout swift
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Is there a way to detect when two colliders start touching each other and when they stop touching?
For example, my two colliders are my character capsule collider and a wall's collider (which can't overlap).

grim ore
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who made it?

chrome sky
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and i cant click on the macro

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i think it was default

grim ore
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its not likely you deleted an engine macro

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perhaps it was part of a plugin that is not enabled

chrome sky
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yeah but its just comparing strings

grim ore
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do you have any idea what it was called?

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based on the name at the top it doesnt look like a built in set of functions

chrome sky
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it was under utilities?

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sounds like something that i didnt import or make

grim ore
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well i mean thats called lib_string which doesnt seem part of ue4

chrome sky
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hm....u might have a point

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the only reason why i even though i made a huge mistake in the first place is that i have been having difficulty loosing data between levels with a game instance

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specifically with a string so i thought this was it

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but the wat ur describing this it may be something compeltely different

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thanks tho

grim ore
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it could be, you will have to figure out where that code came from

chrome sky
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fair

narrow glen
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:( no one responded

grim ore
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your question was super generic. how do I make a game...

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break it down into the parts you need to learn and try and learn those or ask questions about those parts, not the entire system

rotund scroll
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anyone know anything about behavior tree decorators and how they interact with each other? I have a situation where two opposing decorators somehow cause the node they're on to not trigger at all. (e.g. on true it should trigger the node, on false it should move away from the node)

abstract plank
rotund scroll
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@abstract plank do you have a time code for that or?

abstract plank
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Umm, let me see, 48 minutes?

rotund scroll
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@abstract plank I can't really see the connection between this and my question other than... they're both decorators? the case he's using is not the same

abstract plank
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You didn't specify what decorator you're using.

rotund scroll
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my own, but the content of the decorator doesn't matter. it's the relationship between decorators

abstract plank
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Then what's the problem with the video? He talks about what decorators are and how they influence or interact with things

rotund scroll
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well I looked forward and all I saw was single decorator rudimentary AI stuff. I don't see anywhere he's using two or more decorators on one node

abstract plank
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It's a basic overview, it's not advanced.

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But they specifically cover a decorator that ends current active event tree on update of a custom variable. The exact thing you're trying to accomplish.

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Not sure why you need 2 for that though

rotund scroll
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because in my case one will switch the behavior tree to the current branch where it will stay. since it cannot abort it cannot go back to the path of least resistance

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hence why I asked the question quite specifically

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the case he's using is not comparable

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it's nowhere near advanced enough

abstract plank
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You say specifically, but your question was super generic and vague with little to no detail

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Or screenshot reference

rotund scroll
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I did ask it quite specifically about relationships between decorators, so not that vague. but you're welcome to read it in greater detail over in #gameplay-ai, screenshots and all

abstract plank
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I can't figure out how your question is fundamentally different from the instance I provided. The only thing I can see, is that you're just doing things wrong to begin with.

Your saying you can't get the active tree to abort and switch to another path, yet I literally showed you the solution to that in that video. They don't cover much with decorators in it, but they do very specifically cover aborting one path to go to another path and back. Which is literally what you are trying to accomplish.

rotund scroll
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you showed me a video clip of a basic template setup. this wouldn't work for me for reasons I've already gone over. if you don't know the answer that's fine. but that video doesn't have anything to do with what I'm trying to do

abstract plank
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That's not a basic template setup, it's a method you can use for any template.

You have a variable, that variable returns either true or false, the path the tree takes is dependent on which one it is. The decorator rests the tree back to the start when that variable is updated or changed. That's it, its basic as fuck, it's plain rudimentary AI behavior tree logic. And unless you do it in c++ I'm pretty sure it's practically the only method that works properly

rotund scroll
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yeah except I have a case that it doesn't cover since the tree does not return when the variable is false. I've already said this

supple totem
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Your best bet is to post screen caps of tree and decorator code in #gameplay-ai

abstract plank
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He did, but he hid all the logic so it's effectively useless

supple totem
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Oh haha you have

rotund scroll
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I've already said that the decorator doesn't matter in this case, it happens for any decorator. what other logic do you need?

rigid rock
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in 4.24 theres an option to Force No Precomputed Lighting. Does anyone know what the equivalent is in 4.25?

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in lightmas lightmaps

abstract plank
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I'll continue the talk in ai

rigid rock
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maybe it's precompute visibility?

humble yacht
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@humble yacht When you say amount, do you mean speed?
@plush yew Yeah, its the same thing, in a way

quick kelp
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how can i get the unreal engine source code to build it?

humble yacht
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github ?

quick kelp
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yeah, i followed their guide, but even after linking my account, it still says 404 page not found when i click on the link for UE4 source code

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did they take it down or is it a problem with my account?

grim ore
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@rigid rock it should be the same in .25 in the world settings.

humble yacht
grim ore
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@quick kelp your account. If you don’t see it when you go to the main epic games GitHub and just see like the sign up folders your account is not linked.

quick kelp
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yep, already did that

grim ore
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It could take some time.

quick kelp
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alright, i'll give it some time

humble yacht
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Did you get this

grim ore
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It shouldn’t take too long. It should show when you are on your main repo on GitHub as an organization in the top left.

humble yacht
quick kelp
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yeah, and then authorized it from github, and in my connected page on epic its shows "connected"

humble yacht
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how long has it been

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and did you sign in with the same github ?>

quick kelp
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like 5 minutes

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i did sign in with the same github

humble yacht
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Look in your organizations

quick kelp
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now thats the problem, epic games is not there in organizations

humble yacht
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try to link your epic account with your github again

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and make sure its the right github account

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maybe you might need to email confirm ?

quick kelp
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I was pretty sure its the right github since i only created github account once and it had the same profile picture when i was linking it with epic

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but i'll try relinking and see

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didn't work

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i'll try a few things and comeback if i have any success

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okay nvm problem solved it self, recieved an email to join epic organization just now, i guess it was just the email being late

rigid rock
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my player keeps spawning outside my skydome

wet spire
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That doesn't sound like how it's supposed to work

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Unless that's a new feature you're working on, in that case, I find that approach interesting and Id like to learn more.

rigid rock
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It's like being stuck in space but instead of falling to earth you bounce off earth and fall down into a black hole

dapper kestrel
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Anyone got their Quest 2 working with Unreal in the Engine yet? My headset is not showing up, I have the VIVE installed, and it doesnt see the QUest, I have Virtual Desktop installed and working, Oculus, Revive and SideQuest set up...HOw do I get the Quest 2 to show up in the Steam VR like my VIVE used to so I can do VR preview in Unreal with my Quest 2...any help is GREATLY appreciate thanks!

abstract plank
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@rigid rock delete the character spawn location there

grim ore
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@dapper kestrel you dont need steam vr for testing with the quest. You need to either set it up as a quest and use the android distribution or use oculus software and oculus link and ue4 editor will find it

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you cant use it as a pure quest with the ue4 editor directly for vr preview in the editor as the quest is android based, you can deploy right to the quest as an android build without an issue but if you want to use the vr editor you set up oculus link and use that

dapper kestrel
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@grim ore thanks. I have the Oculus Link and Software, and want to run it hardwire to preview in the Unreal Editor, but it doesnt show up as a headset in Steam VR, which launches with Unreal ENgine for VR stuff. Any suggestions? thanks

grim ore
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well you dont need steamvr for the vr stuff in ue4, you enable the oculus VR stuff and it will work fine

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as for it not showing up in steamvr, does it show up in the oculus software correctly?

#

the only reason steamvr launches with ue4 is you have steamvr installed and the steamvr plugin is enabled by default

grim ore
#

my only other hints are make sure the headset is on and shows up on oculus link in the oculus software, make sure the oculus vr plugin is enabled, and start up the editor with the headset on and connected it only does the detect at start.

versed spear
#

Did ue4 every add in a feature for saving blueprint tabs? I would like to group blueprints and save them some how so that I can open the groups of blueprints when I need them in say one click or a macro.

plush yew
#

Hello guys I made this with the outline when I hover my mouse over mesh but I want to set the material of the mesh to be with the default for the chair not parameter and then after I hover my mouse over the mesh to create the outline

#

this is the material

rough knoll
#

how would i make a beam go in a circle in niagara

scenic fox
#

quick question

#

does volumetric scattering work with static lights?

placid yarrow
vestal copper
#

Say i wanted to create an environment/landscape in my choice of 3D software (blender for example) and port it into ue4, are there any good resources to show me how to do this correctly/efficiently?

Ue4’s built-in terrain editor lacks the abilities i need to make the environment i want and ive tried a plugin to help expand it’s functionality but its a bit buggy and i keep losing progress. Im comfortable with making environments in blender and want to know if i can feasibly make potentially open world maps to port into ue4. Would optimization be an issue? Would it work with some of ue4’s built-in features like level streaming and terrain painting? I just need answers to these questions or resources that have answers

#

Note* i dont mean with full props and assets included, i mainly mean terrain itself

heavy yew
#

I have cooking/VR/Rift issue
Game plays ok in VR preview in editor. The target 90FPS dips to 45 erratically and I started chasing that down.
Tried cooking the game and cooked version (and launching from win explorer) has major issues. I get solid 90FPS on the mirrored capture on monitor until the moment I put the HMD on my head (so it switches on and activates VR). Then framerate collapses to 8 FPS.

Profiler gives me this:

#

4.24 and Oculus Rift (non S)

#

If this is bad channel for this, let me know and I will kill here. VR AR channel is so quiet that resorted to the general

idle needle
#

Hi everyone! I've created two UI variables and they are getting on my class defaults to get initialized. Does someone know how to remove them from the class defaults? By having them here, it feels like they should be initialized when they shouldn't. Thanks alex

wary wave
#

it's probably something like the navigation mesh being updated in real time

#

there's an editor config setting you can use to turn it off

#

then you'll have to build it manually when you want it instead

#

though that's distance fields, not nav mesh

#

I'm not sure if there is something you can diddle to toggle those building in real time

#

I suspect not, since it makes sense to be able to see it

#

I assume you're actually using said distance fields and can't just disable the feature?

#

I don't think it is normally enabled by default

sinful bone
#

Hey guys πŸ™‚ I want to create a system for my VFX, which are played by pressing certain keys (for example space bar). Certain niagara systems will start/stop playing and some meshes are supposed to be moved for the effect. How should I approach this? I've never done any animating in Unreal.

In Unity you have the animator with a controller, is there something equal in Unreal or would I just program it in a blueprint?

wary wave
#

Sequencer, probably

rose quartz
#

Im using Tiles as map and now i want to start to check it with a character i did put in a Playerstart into the tile i want to check. but when i press play im getting only a blue sky with a character in it

sinful bone
#

@wary wave would that be the standard choice? the effect would play, if the character interacts with the world (e.g. press action key on door and door plays vfx).

wary wave
#

yes, trigger the sequence through a blueprint

thorn plank
#

Btw is it possible to put a timer to raycast debug line, so that it lasts set amount of seconds? That'd be super cool.

split tundra
#

Does each GameMode have their own GameInstance instance? Like, if I were to change to a different level with a different GameMode but with the same GameInstance class as the previous one, would they share the same instance or they would be different?

lucid grove
#

Heya, cant find a way to check overlap of component on another actor

#

Right now my sword overlap is colliding with first collision it found (and its not character mesh\capsule) but other box collision for interaction used for other tasks

quick kelp
#

@split tundra same Game Instance with same values

#

Game Instance belongs to the client of the game

#

so its the same from when you launch the game till you close it

split tundra
#

So it's effectively one single instance for the whole game

#

Alright, thank you

#

Should I be keeping my player info in there then? Like stats, inventory and whatnot, since it persists for the whole duration of the game's uptime

quick kelp
#

yeah you could do that if you want it to transfer across levels

split tundra
#

Got it, thank you for your time!

gilded needle
#

@rose quartz if you have not figured this out yet, try moving the player start a touch above the surface of your landscape. I have found if it is in the ground at all I will fall through.

round fossil
#

Hello, I'm new with Unreal Engine. I was working on a VR project and something weird is happening. I'm using SetMaterial from a material array. However, when i play in viewport, I can see material getting updated. But it doesn't update in Oculus Quest. Any ideas?

covert hedge
#

did you login to your facebook account? 4HEad

teal tulip
#

@placid yarrow that kinda looks like a drivers problem or something, you got last drivers for GPU etc ?

placid yarrow
#

@teal tulip, thanks, I'll check that.

sinful bone
#

Is there a way to set variables in a better way? I have a bunch more to set and if I continue like this it will take sooo much horizontal space?

placid yarrow
#

@sinful bone c++ πŸ˜‰

sinful bone
#

no thanks 😦

heavy yew
#

@sinful bone you can always collapse to a macro or function to keep it tidy

plush yew
#

anyone here got access to dlss?

rough knoll
#

(this is if player responds no to the purchase and it should go back to the options instead of restarting the tree or exiting it)

plush yew
#

hello

#

im new

#

@plush yew hello, new, do you have access to dlss 2.0?

#

@plush yew no

#

do u know what dlss is

#

no

#

do you wanna know wht it does πŸ˜„

#

i just saw at ue4 video

sharp oasis
plush yew
#

sure

#

@sharp oasis i think put isinair

#

@plush yew it can double double up your fps πŸ˜„

#

@plush yew what is that?

sharp oasis
#

@plush yew what is isinair?

plush yew
#

the IS IN AIR

#

var

#

if im not wrong

#

@sharp oasis except its diffrent than the third person template

sharp oasis
#

what do u mean is in air?

#

πŸ˜…

plush yew
#

idk

#

lol

#

@sharp oasis you need to put something there or its gonna warning

primal karma
#

@sharp oasis you need to add a boolean, for example bool = Is_Running, Is Running == then attach it to the result.

next badger
#

@narrow glen What part of it exactly you can't understand how to make?

shell hamlet
plush yew
#

@shell hamlet what?

shell hamlet
#

the mode where you can put out basic primitives, and make a wall or something

#

in 4.26

plush yew
#

ohh idk i never use 4.26

shell hamlet
plush yew
#

i have no idea lol

sinful bone
#

@sinful bone you can always collapse to a macro or function to keep it tidy
@heavy yew will do, thank you

hasty wharf
#

whats the most efficient way to change LOD Bias for my entire project before packaging? i tried to run it on my slower pc and was getting max 10 fps. trying to increase performance

plush yew
#

@shell hamlet try go to window tab

#

and is there a place actor?

shell hamlet
#

I am using 4.25.4 sorry, I tought it was 4.26, put its the same interface

plush yew
#

if there is a place actor click it

#

is it works

shell hamlet
#

thanks I will try

narrow glen
#

@narrow glen What part of it exactly you can't understand how to make?
@next badger the entire kinda combat system

shell hamlet
#

haha yes that did it, thank you so much

plush yew
#

np

next badger
#

@narrow glen i don't see any specific combat "system" in the video, all actions are separate it seems

#

@plush yew if you ask about animation, show a video...also #animation

timber mountain
#

i can't see active or deactive actor option in ue4 ... how i can deactive an actor as default and active it in the game by nodes ?

next badger
shell hamlet
#

@plush yew they have something better now, the modeling mode

plush yew
#

@shell hamlet what is that?

timber mountain
#

@next badger thanks for your help. no i want only somethings like Set Active node in editor viewport.

#

what i should to do if i want to set deactive a component in default

next badger
#

@timber mountain set active is for components

narrow glen
#

@next badger at around 0:58

timber mountain
#

@next badger i know but how i can deactive an actor in viewport ?

#

what do you do if you want to have a deactive component when game starts

next badger
#

@narrow glen still nothing, there is no system in what i see

narrow glen
#

ig

#

more of like

#

the sword

#

and shit. the trail of it

next badger
#

@narrow glen those are just separate functions, you may build them on gameplay abilities plugin ( #gameplay-ability-system ) but it handles only the logic of management

narrow glen
#

m ok

#

ty

next badger
timber mountain
#

@next badger i have this option only on my particle component.
not in static mesh or a collision.

next badger
#

@timber mountain static mesh can not tick by default

#

you can check it by bCanEverTick variable

wintry prawn
#

I am using the Panoramic Capture plugin. I have a machine with a 32core AMD Threadripper at 4ghz. I am trying to churn out these pano captures faster, the CPU is only at 2% utilization. Is there way to increase how much unreal uses in that case? On my other machines its like maxing out my i7, but that thread ripper has so much headroom.

next badger
#

@wintry prawn both of the PCs have the same GPU/SSDs?

wary wave
#

GPU will be the limiting factor

wintry prawn
#

Its got a Quadro 5000

#

about 15% average usage on GPU

#

and yes both are SSD

hasty wharf
#

whats the most efficient way to change LOD Bias for my entire project before packaging? i tried to run it on my slower pc and was getting max 10 fps. trying to increase performance

rose quartz
#

im using a procedural foliage spawner on my map now i add some tree`s to it but now i need to set the collision to block the player walk trough the tree where do i need to set it because i change the mesh to Complex collision and also to block the pawn but still i can walk trough it what do i need to do

shell hamlet
#

if you bring in a fbx mesh, would you be able to sculpt and use paint on it? I am not talking about vertex paint

copper flicker
#

howdy y'all! I have a problem with r.ExposureOffset

#

it works just fine in editor... and it worked until now in the built game too

#

all of a sudden it stopped working.. in the built game

#

after doing a full rebuild

#

it still works in the editor

#

any idea?..

#

or maybe how to debug this..?

serene birch
#

isn't that setting available in a postprocessvolume too?

copper flicker
#

I'm using the Player's post process

#

simple example

#

this works fine in engine

#

it stopped working in the built game

#

O o

#

scalability settings seem fine, both in game and in editor

#

exposure is still working even with the lowest settings

royal trail
#

So, i have a kinda weird issue i'd like some opinions on
The engine freezes and then crashes when i try to delete, duplicate or rename objects in the content browser window.
It seems to work fine when playing the game in window and when modifying levels.
What do y'all think it is?

wary wave
#

it's checking references etc

#

this is normal

#

well, the crash isn't normal

#

but hitching is

royal trail
#

hmm, any clue as to what might be causing the crash?

#

How important is this data share thingie?

hexed dagger
#

hey

#

i'm making a horror game

#

though idk what to choose between raytracing disabled and raytracing enabled

shell hamlet
#

@plush yew you can model inside Unreal with it

hexed dagger
#

I want good graphics but also good performance too

#

is raytracing performance hungry?

#

?

shell hamlet
#

yes

hexed dagger
#

so for good graphics & good performance should I keep it turned off?

shell hamlet
#

I do

#

but it depends on your hardware

hexed dagger
#

well I don't make it only for me

shell hamlet
#

I have Intel Coffee Lake i7

copper flicker
#

raytracing is not for this generation of gpus

hexed dagger
#

so raytracing off?

copper flicker
#

sometimes in the future maybe

#

atm it's just massively expensive and inefficient

hexed dagger
#

alr

#

also

#

should I use blueprints or c++

#

I don't know c++ lol

copper flicker
#

r.ExposureOffset anyone?.. any idea why it could fail to work?

sturdy trench
#

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview

i've heard 4.26 is coming out with replicated floatingpawnmovement but cant see it on changelog, anyone knows about it?

copper flicker
#

uhhhh... so..... I found the issue. and it's IN sane

#

if I build a Shipping build.. r.ExposureOffset doesn't work

#

if I build a development build, it works

#

why??..

#

I can't find any info about this anywhere

#

other than that shipping and dev builds are a bit different.. and shipping is more optimized

rare skiff
#

Guys, is possible to change the mesh over particle lifetime?

grim ore
#

shipping strips out dev stuff yep but from what I can tell you should still be able to do that. Are you sure the command is actually firing off?

copper flicker
#

but if it breaks exposure.. that's pretty terrible for me

#

how can I tell if the command is firing off...

grim ore
#

well is your 3 key actually doing anything?

copper flicker
#

I mean I did the example above

#

yes

grim ore
#

how do you know

copper flicker
#

I use it all the time

#

for debugging, I can attach maybe a print

grim ore
#

you cant use print strings in shipping builds

copper flicker
#

oh wow... ok..

#

but console commands still work?

#

I mean I rely on them to work

#

and other than exposure, they seem to be ok....

#

like for setting rez and fullscreen

grim ore
#

yep so it should work, have you tried calling it on start without the keyboard command

copper flicker
#

ok so I built another one, I pushed a dialogue box from my game, for testing. dialogue shows up when I press 3. exposure... nope

#

yes, I am calling it from both gamemode and player

#

and it's supposed to fade from dark

#

it doesn't.. anymore. only in dev builds

#

so it's a pretty simple case I think. the console command doesn't do anything on its own. maybe.. there are some settings that are enabled by Shipping, that break that?

#

that console command works

#

so console cmds are clearly.. not dead

ember fiber
#

Shipping also does not have a console. I am not sure, but it could very well be that a lot of console commands just not work in Shipping.

copper flicker
#

is there another way to change exposure tho?

honest vale
#

@sturdy trench where did you hear about the replicated pawn movement component?

sturdy trench
ember fiber
#

I guess you can change it on the post process volume.

sturdy trench
#

dont remember who said that but he was very sure replicated pawn movement exists on 4.26

copper flicker
#

hmmm... if the post process volume lets you mess with it in bp

#

I've been setting everything via console commands

#

dunno if it's even possible any other way

grim ore
#

yep super weird it doesnt work in shipping, but it should. The post process stuff should be similar as it has 3 modes for exposure as well as compensation in both directions

charred stirrup
#

Hello. I need help. I made a projektail for a shot when the button was turned on, but when the shot button was pressed, one projectile red ball flew out, how can I make the projektail fly out sequentially when the shot button is held down?

hasty wharf
#

whats the most efficient way to change LOD Bias for my entire project before packaging? i tried to run it on my slower pc and was getting max 10 fps. trying to increase performance

copper flicker
#

@grim ore so it's a bug?..

#

any idea how to move exposure up n down without console?

grim ore
#

I cnt tell if its a bug or not, but it seems like it might be unless they want that command to not work in shipping

copper flicker
#

I don't need exposure to be automatic only.. I use it for flashes and fade in outs

#

maybe there's another way...

grim ore
#

might need to look at doing something like a umg widget overlay then or submitting the bug to epic

copper flicker
#

well, if they fix the bug it would be in a future build. I use a past build

#

πŸ˜„

#

yeah, widgets.. are indeed a solution. just not as simple

grim ore
#

well its in .26 for sure

copper flicker
#

or straightfwd

#

I use .24

grim ore
#

yeah it might not be a bug then but on purpose

copper flicker
#

that's an evil purpose

#

-___-

#

I wonder if I can simply ignore this and only use dev builds

#

I don't suppose Steam would argue

#

or know

#

?

#

does it matter to Steam if you publish an Unreal shipping build, or any other build type?

hasty wharf
#

so best way to improve performance on an older system. currently getting 10fps
sg.texturequality 3
lod.bias 1
r.raytracing 0
any more?

copper flicker
#

best way to improve performance is to design for performance

#

πŸ˜„

hasty wharf
grim ore
#

turn the scalability down to low and thats aboot it. maybe swap to forward rendering

#

if your getting 10fps your going to want to look at the machine and not lowering ue4

hasty wharf
#

eek

#

we have a classroom full of i5's and theyre all the same setup. hmm

grim ore
#

I assume all integrated GPU then?

hasty wharf
#

thinking the same

#

game runs extremely laggy when on the main level, menu is fine

#

lighting seems to cause the most ms there,

grim ore
#

well check to see if there is a dedicated gpu, if not yep thats about normal for an iGPU

astral phoenix
#

Hey, idk where this goes, but is it possible to make a IOS game and get it on you iphone without paying 100$ just to get it on your own phone?

grim ore
#

yes but it doesnt work for longer than a week

astral phoenix
#

why not longer?

serene birch
#

how about writing to the exposure compensation property in a PPVolume?

hexed dagger
#

when I start the game, it dosen't start from the first person camera

#

why?

grim ore
#

is this a template? did you change anything? do you have a player

astral phoenix
#

@grim ore what do u mean i only can have a IOS game for 1 week if i do it for free?

grim ore
#

unless you pay for a dev license you can only test on device for 1 week then it becomes invalid

serene birch
#

well you can resign a new version then I suppose

grim ore
#

yep its just basically a 1 week signing license and you can renew it whenever just if you dont the app dies

#

but for testing it works fine

astral phoenix
#

so i can just keep renew the same license without paying?

grim ore
#

yep

serene birch
#

there are supposedly tools to help you do that kind of hack to nearly have native sideloading of apps in iPhone

#

though I think they added more stringent restrictions on that "dev backdoor"

#

like some limitation to a couple apps at most

median hound
#

should i use quixel bridge because when i imported a high detail thing then put some good lighting to make it better it wouldnt create the game without errors

#

this was it the error was about lighting where the number goes down i think its building lighting or doign something about it and it gets stuck on a number forever

#

oh it was stuck on compiling shaders.

indigo anvil
#

I did a Overhead Name & Health bar, the thing is that on the game itself, i can't see the progress bar on the widget that is over the character's head

#

Why is that happening?

#

I can see only the Text (Name)

grim ore
#

is it turned backwards?

indigo anvil
#

what do u mean by that?

grim ore
#

the progress bar is a texture, if its in the world it might be turned backwards so you are seeing the back of it

#

we can only guess since we can't see what you are seeing

trim trail
#

I guess some of you watched AMD announcement, I'm curious what are your thoughts?

open wadi
#

Quick Q: I have a map that where the key > value is "String" > "Texture 2D". I want to add an item to this map - what BP node should I use for this?

autumn elbow
#

Is there a Destructor, a ~AActor, in blueprints? I'm looking to track the scope/lifetime of a class.

#

@open wadi Map Add

rose quartz
#

Whats the best way to reorginize the Content in windows explore or with unreal Engine and move them "Downpart is that when i move it, It doesnt move all or remove directory`s"

brave holly
#

Unreal Engine will support ray tracing AMD GPU 6000?

trim trail
#

should, the question is when. IIRC amd isn't done with their rt implementation yet

open wadi
#

lol, well thank you Thor.

#

Yes that is working fine, which presents a new issue.

#

I have a GI map var I would like to use to cache my downloaded images, where the string holds the URL on my API endpoint and the key is a Texture 2D (which is what images I download appear as in Unreal).

#

However, when I attempt to add a downloaded image to my map, the string of course works fine, but I cannot use the downloaded image (which works fine with "Set Brush from Texture Dynamic).

#

It appears a 2D Dynamic Texture Object reference is not compatible with a 2D Texture Object reference.

#

Is it somehow possible to get the image AFTER it's downloaded, and thus is no longer "dynamic"?

indigo anvil
#

we can only guess since we can't see what you are seeing
@grim ore the space is set to Screen though

glacial belfry
#

Hey guys, anyone had any success finding out how to start the new remote control web interface in the 4.26 preview? I can find out how to make the preset with all the different variables, but no idea how to launch the web server

indigo anvil
#

Is there a way to overcome that problem, when i use a widget within the character, and set the space to Screen - it ignores the "Owner no see"?

THANKS

open wadi
#

And of course, he does what I do, where you set an image using the "Set Brush from Texture Dynamic" node, that's easy enough. But the thing is, I need to be able to reference that texture once it is no longer dynamic, once it is complete.

#

Ehh, screw it, I'll just change the map key type to 2D dynamic and see if that works. Disregard.

#

So then, let me ask this - if I keep a map var of where the Key > Value types are "String" > "2D Texture Dynamic", where "String" is the URL of the image and "2D Texture Dynamic" is the image once downloaded (via the Download Image node), if I store the dynamic result of the image download a value in this map, and then later use this value to set images (via the "Set brush from texture dynamic" node), will this prevent the image from being re-downloaded?

bronze sorrel
#

is it best practice to just have an empty map open as a base and then putting widget blueprints over it for a main menu or is there a better approach to this?

plush yew
#

how I do make good open world map?

#

with maybe world machine

#

like 64 km x 64km

#

or 8 x 8

earnest junco
#

Start by making a good small map

frosty moss
#

What's the best setup people use who do UE4 + Blender?

spare sun
#

wdym setup

wispy kite
#

Hello everybody, I hope you all have a good day.

We all watched AMD's Big Navi of 6800XT.

Do you think is it worth it to buy 6800XT over 3080 and 3090 for 3D production works like Substance Painter and Unreal Engine 4? Since I know that all professional software trust Nvidia than AMD for better performance.

thorn scarab
#

4.26 preview 5. Chaos is fracture mode doesn't show up in Editor

#

anyone having same issue?

plush yew
#

@earnest junco how?

#

in what?

earnest junco
#

thats too broad of a question

nocturne hawk
#

Hello. I am looking to move to unreal engine for rendering but I am having an issue. where would I go to, to get help with this?

narrow mauve
#

Anyone know how to get vehicles working in 4.26 preview

#

seems totlaly broken D:

rocky radish
#

Hello. I am looking to move to unreal engine for rendering but I am having an issue. where would I go to, to get help with this?
@nocturne hawk be more specific please. what is your issue about?

nocturne hawk
#

well I didnt want to put it in here incase I wasnt supposed to but here

#

when I plug in my metalic map

#

it goes black

#

opening up the same object and materials look find when I open them up in the content browser

rocky radish
#

so material related issues should go to #graphics

shut glen
#

i wanna deal damage to the overlaping actors

sullen rain
#

Is the new RX 6000 series graphics card good choice instead of rtx 3080 for unreal engine?

shut glen
#

how could i do that?

#

Is the new RX 6000 series graphics card good choice instead of rtx 3080 for unreal engine?
@sullen rain depends

sullen rain
#

I just saw the launch and got excited

dark depot
#

like its not outyet... when its released people can test that

sullen rain
#

the price difference and performance compared to rtx 3090 is just amazing

rocky radish
#

Is the new RX 6000 series graphics card good choice instead of rtx 3080 for unreal engine?
@sullen rain in my opinion, yes, mainly because of the higher amounts of vram and higher clock speeds

#

but the vram speeds may be lower because rx 6000 cards are using gddr6 instead of gddr6x

dark depot
#

@shut glen event on any overlap / apply damage both are built in systems

shut glen
#

i have this

#

like a sphere

rocky radish
#

its also cheaper than the 3080(MSRP and also im talking about the 6800 xt) if im not mistaken, so its definitly worth considering the rx 6000 series instead of the rtx 3000 cards

#

like a sphere
@shut glen there's an event called 'On Component Begin Overlap', you should use that instead depending on what you want to do

shut glen
rocky radish
#

right click your sphere collision component->add event->on component begin overlap

shut glen
#

Ok thanks

rocky radish
#

np

shut glen
#

also

#

how do i get a refrence to health?

plush yew
#

in order that should help

shut glen
#

ty

plush yew
#

np

#

how to make 64km x 64km (forest, mountain and grasslands biome) island worldmachine and ue4?

rose quartz
plush yew
#

i've watched that i sort of wanted it realistic

#

thanks tho

rose quartz
#

Well thats the way you set it up in unreal engine or in worldmachien with realistic Gov files

plush yew
#

ok

versed spear
#

Anyone know if the source code that handles blueprint tabs in the editor is somewhere in source code?

tired lynx
#

i read the above statement regarding the rx 6000 series but is there any word on how good the 6000 series will be for raytracing vs the 3000 series

#

really sick of nvidia dicking around with the 3000 release but also extremely wary of amd for professional work

dark depot
#

its literally not out yet no one knows. also this stuff might be fit more for #lounge

tired lynx
#

feels like there is no easy/clear option this gen as the 3080 would be my no brainer pick if i could actually get one

#

i mean

#

i know it’s clearly not out

#

was more asking in the vein of leaks etc people may have heard

plush yew
#

quesiton

#

What are those black things that are in the corners?

shut glen
#

how can i change a collision preset with blueprints?

past pilot
#

not sure where to put this but does anyone have any resources to show or know how to deal with players placing items and removing the foliage around the object placed? I know i could likely overlap the grass and have the game remove it but i kind of want to "disable" it, in case they remove the placed item. If i just turn it completely translucent, will it still be processed by the gpu even though its isnt technically visible?

proven cradle
#

@plush yew what black things and what corners?

plush yew
#

wait

spare sun
#

sounds like ao

solemn goblet
#

HELP, all of a sudden my fucking project file is gone.... The content and everything else is ther ebut the project to launch the blue icon is gone what the fuck?

#

somebody deleted my fucking unreal project file or what

zinc shore
#

what are all these TMP files for and do i need them or can i remove them

plush yew
#

@plush yew what black things and what corners?
@proven cradle

proven cradle
#

thats called Ambient Occlusion

spare sun
#

ok looks like ao too

#

@solemn goblet you mean in the launcher? Your project files are also stored on ur hard drive so if you know where you placed it you could also just open the .uproject file

proven cradle
#

@spare sun maybe the .uproject is what he refers as the "blue icon"

#

so if this is gonna there is no way of this project to open

spare sun
#

its not uncommon for shortcuts to disappear but this should be in the project folder

solemn goblet
#

yea somebody deleted that shit

#

I recovered it

#

idk if tis going to work loading now

zinc shore
#

if you cant find it you can make a new project and replace all the files with your content folder and config that's what i do

solemn goblet
#

thx will do, after I back this shit up lol

spare sun
#

yea as long as you have the assets

zinc shore
#

always make backups they will save you so much

solemn goblet
#

for sure thx, scared straight right now

#

I managed to recover it using the program "recuva" all is well now sweet

dawn gull
#

How do I make a box trigger detect everything, and not just actors?

frozen pond
#

so i want to create riding on spline(pipes in game), any idea how should it work ? player character can't just stick to spline as it need to simulate physic like falling etc.

zinc shore
#

@dawn gull what do you mean like are you looking for actor components

dawn gull
#

No, I need it to detect overlapping with geometry too

zinc shore
#

by geometry is it meshes placed in your level

dawn gull
#

by geometry is it meshes placed in your level
@zinc shore Yes

zinc shore
#

oh i was asking what the official rat band ment by geomatry since hes tring to detect overlaps

dawn gull
#

I am the official rat band

#

I changed my pfp to my cat

zinc shore
#

oh

#

well in that case it should be an actor

#

try makin overlap events print what their overlapping so they know if its overlaping it

dawn gull
#

Whenever I right click to make an event I get "OnComponantBeginOverlap" and I tell it to do something on that but it only does it when I jump on top of an actor, I think I probably worded it wrong. By geometry I meant like Box Brush.

zinc shore
#

you talking about a BSP

dawn gull
#

Yeah I think

#

Yeah

zinc shore
#

dose it have collision because I'm pretty sure it should be able to overlap but ive never done a overlap event for a bsp so IDK

dawn gull
#

Yeah, it has collision

#

If this isn't gonna work is there a way to manually program the OnLand event?

zinc shore
#

are you spawning the actor in during runtime because sometimes overlap events don't work if the actor checking for overlaps spawned in overlapping an object

#

also you could try a sphere cast

dawn gull
#

Nah it's spawned in when the level is loaded

#

Ok I'll try that

zinc shore
#

sometimes overlaps don't work as well so i will sometimes just do a sphere cast

median hound
zinc shore
#

@median hound if you haven't already restart the editor

median hound
#

how do i do that

#

i restarted unreal

zinc shore
#

just close unreal and open your project again

median hound
#

i did

zinc shore
#

what are you trying to open

median hound
#

character'

#

i had it open earlier

#

closed it and now it shows that

zinc shore
#

have you received any errors or warnings

median hound
#

no

zinc shore
#

maybe your computer needs restart I've had problems where i had to restart to fix UE if that doesn't work then it might be corrupt

rose quartz
#

If i press play from here my character is always going to 0.0

#

how is that possible i did check under play current camera location

median hound
#

its probably because the character has no serious changes 2 it like ai

rancid lynx
#

soop

#

in the menus up top, click window (or another) and look for "details"

#

the details tab got closed

#

happen to me last week

#

i know "get all actors of class" is heavy on the cpu, but im curious, is "get all with tag" much faster? is there a tag list somewhere that makes it much faster? or is it the same generic "search all, and check for tags?

#

also, im curious how slow and heavy "get player pawn" is. that probably much safer to spam, right?

spare sun
#

depends on what you consider spam but yes, it's probably faster. Also I wouldn't be surprised if getting by class is faster than getting by tag, seeing that tag operates on a string.

median hound
#

anyone know abt compiling shaders being stuck

dawn bloom
#

my object turns about 220 degrees

#

not 180 degrees

#

not sure why

#

timeline

stark marsh
#

how do i get the grass to be denser

#

i've put it max density but it's still not very dense

rocky radish
#

my object turns about 220 degrees
@dawn bloom after you're multiplying the value you're also adding more to it, so thats why its rotating 220 degrees instead of 180

median hound
#

can someone help on something so im making like a pistol shooting thingy with a muzzle flash but the thing is when i hold it down the muzzle keeps flashing i only want it to flash per click

abstract plank
#

@stark marsh your grass density mostly depends on the grass mesh you are using

void barn
#

i export kata as fbx

#

but when i import to ue4

#

i got the parts

#

not full kata

gloomy gull
#

How would anyone suggest creating a flashbang effect

#

I was going to use a particle effect, but now I'm thinking of a skybox sphere going around the player's head with an intense light in it

inner cloak
#

how can i tell the current version of UE4 for a project?

gloomy gull
#

@plush yew that sounds good, post processing

#

@inner cloak should be in the bottom right corner of the thumbnail pic

#

@void barn that’s pretty sick 🀩

silk lintel
#

^yeah

#

love the 3d ui

inner cloak
#

Is there not a way to get the version from some config file or such ?

thick knoll
#

Hey guys, I want to use Ansel to take 360 panoramas at high quality, but for some reason it won't install with the lataest drivers (or any) has anyone had this issue?

silk lintel
#

@inner cloak that's in your .uproject

#

just open with a text editor/ide

inner cloak
silk lintel
#

yours should look the same unless you changed it

#

besides the name ofc

#

maybe crypto settings? you could just switch it to 4.25, there shouldn't be an issue there

inner cloak
#

Argh .. ok, i understand, that engine version has been edited a while back ... that is why no version ..

silk lintel
#

ok np

inner cloak
#

i mean, was partially custom edited ..

#

thanks @silk lintel

silk lintel
#

np

median hound
#

Anyone know how to make a better collision then a capsule for a character

supple totem
#

The character class needs the capsule, you'd have to code your own pawn if you want it gone

#

But you can adjust capsule size. And you can enable it disable collision on certain channels for the capsule and the character mesh

plush yew
#

Can I disable sleeping for the character capsule? I noticed the collision against fast moving objects is much worse when the character is standing still than moving, and I'm trying to understand why.

#

I get that it's not how you are supposed to use a character class, and there's plenty work arounds suggested around. I'm just trying to understand how it happens.

bleak raven
#

the cover system works well in the TPS pack but its too easy to detach from cover

primal karma
#

Wow!

#

N8ce

#

Nice

#

I really like it

#

Love it!

#

Is that made in ue4

bleak raven
#

@primal karma not mine, its a game called mass effect

#

also i dont think it was made on unreal but idk might be custom engine

primal karma
#

Oh so you did not remake it

plush yew
#

ohh cool nice work

primal karma
#

I thought you remake it

plush yew
#

@bleak raven very cool

bleak raven
#

@primal karma thats the goal lol

#

or at least something like it

primal karma
#

Mass effect was made in Unreal Engine 3

plush yew
#

how do you make the cover systme

primal karma
#

UDK

bleak raven
#

@plush yew thats what im trying to figure out lol

plush yew
#

ohh

bleak raven
#

i didnt make it, im trying to get something similar

plush yew
#

ok

primal karma
#

@bleak raven mass effect was made in UE3

bleak raven
#

cool, now im more convinced i can make something similar with the right set up

primal karma
#

Yes

plush yew
#

cool tutorial

bleak raven
#

oh that look good!! Thanks!

plush yew
#

lot of ep in there

#

Episode i mean

median hound
#

anyone use quixel bridge with unreal

plush yew
#

yes

#

i use a lot

median hound
#

have you built the game yet?

#

like packaged it

plush yew
#

yeah why?

median hound
#

i get stuck at compiling shaders

plush yew
#

ohhh yeah same but i fixed it

#

wna know how

median hound
#

yeahh

plush yew
#

wait i will send screnshot

median hound
#

ok

primal karma
#

Try making it 4k or 1k

plush yew
median hound
#

does 2k not work?

primal karma
#

Make it the export to unreal 4

#

Try it also

plush yew
#

when you set it to moveable no need build

median hound
#

ill try it out

plush yew
#

yeah

median hound
#

what quality do you export the object

#

like 1k 2k 3k 4k

plush yew
#

if you have direction al light

#

i use 2k

#

set to mveable

#

no nned to build

median hound
#

so i should set all lightings to moveable?

plush yew
#

no

#

just the direction al light

#

no need to build if you set it to moveable

primal karma
#

I use 4k

plush yew
#

thats big

#

2 k is good

#

because my internet speed not the besst

#

lol

primal karma
#

My speed is 100

plush yew
#

100kb?

primal karma
#

Mbps

plush yew
#

omgg thats bigg

primal karma
#

Yeah

plush yew
#

im 10

#

mbps

primal karma
#

Oh okay

plush yew
#

@median hound is it works

primal karma
#

If i upgrade to 5G internet it will be 500 MBPS to 1 GBPS

median hound
#

im gonna import a rock and put lighting on it and try to package it give sec

plush yew
#

no need to build

#

if you use moveable

open wadi
#

Anyone know how to get rid of this error: [2020.10.29-03.27.04:787][ 72]LogSlateStyle: Warning: Unable to find Slate Widget Style 'VMainMenu-SubNav-Default'. Using FTextBlockStyle defaults instead.

plush yew
#

hmmm

open wadi
#

I presume I renamed the widget at some point, so now my logs indicate this over and over. Where do I set the "Slate Widget Style"?

plush yew
#

idk lol

open wadi
#

But in my case, it's not a font, but an overall "Slate Widget Style"

open breach
#

i recently deleted the 4.35 version of Unreal Engine from WIndows explorer. Now I am trying to re-install it, but it shows this in the EPIC launcher:

#

Does anyone know how I can re-install this? I tried going to the Library tab in the Epic Games Launcher , but there is nothing there

median hound
#

i reinstalled unreal by going to the download site

plush yew
#

@open breach you can t download?

median hound
#

i uninstalled epicgames and unreal then went to download site to download it all

open breach
#

@plush yew from where?

plush yew
#

ue4 from launcher ?

open breach
#

Ive installed teh EPic Launcher 3 times now.

plush yew
#

then wahts is the problem

open breach
#

have a look at the photo. THere is nothing there that shows download.

plush yew
#

go to library and instal ue4

open breach
#

never mind. Ths confusing because there is a Library on the left and a Library in the UE page. found it !

plush yew
#

ok

#

the ue4 library

median hound
#

thx sun it compiled hopefully that wasnt a one time thing

plush yew
#

@median hound no problem have fun

neat forge
#

Anyone know how to get a line trace to detect landscape? My line trace is going right through the landscape and I need it to block it

plush yew
#

ohh wnna see my line trace code?

neat forge
#

I am using blueprints

plush yew
#

yes

#

me too

neat forge
#

That would be nice then, does the landscape block it from running? Or generate a result?

#

Mine just ignores it

#

Oh wait I got it

#

I was doing something wrong

plush yew
#

ok

#

you fixed it

median hound
#

how do i adjust the collision sphere without it changing the mesh

#

i select the collision size it and it keeps sizing the mesh

plush yew
#

did you set to shild?

median hound
#

thats how its set up

plush yew
#

hmmmm

feral crow
#

How do I fix this?

plush yew
#

@feral crow what windows you use

limpid oracle
#

Has anyone paid to get their steam store page artwork done?

feral crow
#

@feral crow what windows you use
@plush yew it worked before I had to reinstall windows on it

plush yew
#

@feral crow because my friend have problem with dll and he install windows 10 it works lol

feral crow
#

@feral crow because my friend have problem with dll and he install windows 10 it works lol
@plush yew how to fix?

plush yew
#

idk

#

never have this problem

feral crow
#

..

plush yew
#

what windows you use

#

if 7 try upgrade to 10

feral crow
#

Obviously 10 ._.

plush yew
#

if 10 idk how o fix it

feral crow
#

Latest

plush yew
#

ohh idk lol

gloomy gull
#

I finished the flash bang for my game, I’m open to questions if anyone has any

feral crow
#

Yep I fixed it @analog blaze

sterile tulip
#

Is there a way to store the variables and save game in steam servers? Or are the save games only stored locally on their pc?

silent raven
#

How did you guys learn Unreal? Just glossed over the #more-resources and didn't see any "help links" or anytihng.

#

GameDev tv and Udemy?

open wadi
#

Halfcourt Yeet: Take a pet, sacrifice him or her, then pray to the Gods while eating bacon.

#

Hi everyone, question - I'm trying to dynamically insert posts pulled from my API (and place into an array) into a scroll box. I have a "individual post" widget created, I create it, then I set all the parameters from the post to the newly-created widget, then I "add child" to the scroll box, yet nothing appears. Presuming the "individual post" widget is designed correctly, is there anything incorrect with this "create child" segment?

jagged nexus
#

Excuse me if this is the wrong chat to ask, but is there any tutorials on creating "modular" weapons (with various) extensions, I am pretty new to the concept

versed spear
#

@silent raven first I learned object oriented programming. When you finish learning about that should then know about variable types. That would be boolen that is for your true or false statements. Everything else is just understanding that blueprints can be objects in your world. When you create objects in your world you need to use cast nodes to pass information and set information on these objects. Think of it this way. When your character blueprint object gets created it sets all the values it needs like exp hp ... Then you pass this information to other objects based on tools Ue4 gives you like collision boxes. There many tools to pass object references back and forth to the object that need access to their information. So basically if you can get inputs and outputs down along with creating variables for any type of object that is in your game. Your on a good track to jumping into Ue4.

silent raven
#

Thanks! Already know C++ and am using the Source Engine, screwing around with that, and I want to transition to UE4

versed spear
#

you will have no issue.

#

because you have that experience. I would look into learning how to expose c++ to blueprint. It will make your skill very valuable.

silent raven
#

Mm, and to delve into the engine more. Yes! And to get into the process of assimilating all the different types of objects.

versed spear
#

mhm my type of guy

silent raven
#

Ha, thanks. I have a lot of stuff I'd like to try with source since I have a much better grasp of the engine and absolutely love all of its games -- but I need to make myself transition, no matter what. I appreciate the info.

lavish oriole
#

hey guys does anyone know how i could change the black bars when you constrain the aspect ratio to a material?

rough knoll
#

breakpoints tell me everything is being set as it should

#

nevermind im just stupid

#

i forgot the finish execute node

versed spear
#

oh

#

that is crazy you handle vend through blackboard. never thought of that

lusty carbon
#

Any max users ?

plush yew
#

guys help

#

plz

#

this error shows when i try to package game

plush yew
#

hello guys I want to make a real time in my project but idk how to google it, like I wrote in yt "how to make a real time for a game in ue 4" and I don't find this what I am looking

#

I am looking for this:

lucid grove
#

I want to make name and E button centered

plush yew
#

create the widget and inside the widget set the things to be centered> @lucid grove

lucid grove
#

Well its my widget πŸ™‚

plush yew
#

so center it

#

lmao

lucid grove
plush yew
#

go inside your widget and move the text on the center

#

thay's it

#

show me

#

i did it
@lucid grove here is not centered

lucid grove
plush yew
#

and then you create the hud?

#

with the create widget node?

lucid grove
#

sure, normal procedure as always

#

There is two elements: E (image) button and text layer

#

All inside Horizontal Box

plush yew
#

okay

#

so check in other places if you create the widget

#

maybe you double it somewhere

#

idk

lucid grove
#

E and Name should be sticked, but box should be centered

lucid grove
marble pollen
#

Does anyone know what might cause random spikes in "Transform or Renderdata" & "Post Tick Component Update" when monitoring Stat Game? Can't find much online.

dawn bloom
#

My pixel art sprites look a little wobbly in ue4

#

how do i remedy this?

rough knoll
#

(it's not because current and target are swapped, same effect when they aren't.)

warped tangle
#

reduce interp speed

split tundra
#

Greetings, I'm working on a 2D game and regarding different resolutions, is there any way to keep the pixel ratio correct as to avoid to get jagged sprites?
Dunno, like, is there any way to set an internal game resolution and just upscale / downscale it correctly on resolution change to keep the pixel fidelity?

plush yew
#

I am looking for this:
@plush yew can someone tell me?

sinful bone
#

Is there a way to save a variable/reference inside the material editor? For example I take the vertex color R channel, multiply it by a scalar and then save that value to use it in other places inside the material so I don't have to get the vertex color and mulitply it again and again?

thick knoll
#

I am using Ansel in UE4, does anyone know why the image is coming out super exposed when I do a 360, vs a screenshot?