#ue4-general

1 messages · Page 868 of 1

wary wave
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(an oversimplified example), in this case you do want one-minus

still reef
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Apologies if im asking in the wrong place, new here lol, but how would I go about adding modding support to my game? Id like to allow ppl to change the character's model/animations to start, but everything ive read so far doesn't make it seem like this is very possible. Anyone know how I could do this?

sleek spear
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@wary wave yes thats it i want to convert blender normal map to use with unreal

royal trail
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So, obligatory metion that it is a laptop. I7-9750h and RTX 2060

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I made sure to test in an empty level, and the issue is still there

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so, not the quantity of stuff is the issue

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The engine seems to use the CPU's integrades GPU, and when i completely disable that, it instead seems to not be used the RTX at all. And it's so laggy that it is not usable

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I did that, yes

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So, case 1: with integrated gpu stii enabled: Cpu: ~75% iGpu: ~100% and RTX: ~5%

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case 2: intrgrated disabled: Cpu: ~100% RTX: ~5%

harsh berry
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I had the integrated gpu sharing with my gpu too but it didnt had ur issue now I dont have it, I didnt install it... try uninstalling the integrated gpu and installing the gpu again

royal trail
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i'm doing that next, i think

harsh berry
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maybe ur cpu is using a higher task that requires a higher cpu usage

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do it otherwise ur rtx is useless

royal trail
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Well, a few week ago i didn't have the issue

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same setup

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I can't figure out what changed

harsh berry
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if it didnt work then try installing the windows again and install the gpu drivers first... but do that if u dont have an option left

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what did u do before to make changes

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?

royal trail
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nothing that uses more than normal, or at least nothing that uses alarmingly lots of resources

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what did u do before to make changes
Before what?

harsh berry
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before using the igpu

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did u change something?

royal trail
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Let me clarify a bit more.

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I've been working on a UE4 project for a long time

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Months

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And i did not have these issues at all

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Then a few weeks ago a weird issue emerged that crashed my engine

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where when i modified stuff in the content browser the enginee would freeze and die

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That's when i started looking around for info

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And someone suggested disabling the iGpu, which i did

harsh berry
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something must be preventing using ur ex gpu

royal trail
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Now the engine does not crash, but it moves and handles like a 95yo overweight granny

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haven't found anything of sorts

harsh berry
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just lemme check it there has to be a solution to fix it

royal trail
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Please do, thank you

harsh berry
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how bout the cpu usage tho?

royal trail
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close to 100 when engine is running

harsh berry
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thats normal

royal trail
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that does seem normal, but having shitloads of lag, while both GPUs on minimal usage isn't normal, i think

harsh berry
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wait how bout the gpu
?

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oh its not using the gpu?

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then u are having a gpu bottleneck man

royal trail
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it's not using the RTX, only the integrated one

harsh berry
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its depending on the cpu

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thats the prob

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try running a game and see how that goes

royal trail
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^ did that, nothing changed

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I'm force updating the drivers now, and then i'll try some gaming and re-doing all steps so far

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not an issue, i have source control

harsh berry
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just tell us if the problem still occurs

royal trail
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i will

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though it'll take time testing everything

harsh berry
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try watching this too

royal trail
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thank you

limpid oracle
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When does the marketplace go free?

plush yew
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Hi guys, stoopid nubie here. I am confused about the GPU lightmass plugin. I'd like to use Luoshuang's GPU lightmass in unreal engine 4.25.4, but it seems he is now dev for Epic and they released a GPU lightmass plugin of their own. What do I need exactly?...

limpid oracle
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*release their free monthly content

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Is it the first Tuesday of the month?

dense gate
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Marrketplace free stuff, Turbosquid

pastel geyser
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Where you guys download assets free??
@swift basin Unreal Engine Marketplace in epic games app

dense gate
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You can get the megascans but they are humongous in size

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They're better for things like archviz and maybe virtual production

pastel geyser
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In this case u can try making ur own or other sites where u can find free blender projects that import to ue

dense gate
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Turbosquid has a kphjillion free models, but they might have some issues

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Though with free stuff you must keep in mind what's the license for it

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In some cases you aren't allowed to use the assets in anything commercial

plush yew
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From Unreal marketplace FAQ:
Can I directly contact the publisher for a refund?
Yes, publishers can choose to override our decision to not refund a product. If you have an issue with a product, we recommend reaching out to the publisher first. If the issue cannot be resolved or the publisher agrees to the refund we must receive an email from the publisher to give us permission to grant the refund for the purchase, along with a filled out refund request form from you.

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so if the publisher just dont want to refund he has 100% right to do so? even if the product is not working as it should or false promises?

dense gate
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I think it's about not refunding

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As in, if Epic decide to refund you, publisher seems to have no say

plush yew
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ok

dense gate
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But if Epic don't refund you, publisher can make them refund

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Yeah, pretty sure they can @swift basin

royal oar
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I'm trying to spawn an actor into my scene, but I can't see the actor in game, the actor shows up in the world outliner, but I can't see it in the game, does anyone have any ideas? the actor isn't set to be invisible in game, and when I just drag the blueprint for the actor on screen in editing mode it shows up just fine

grim ore
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shift-f1 to escape from play mode, click on the actor in the outliner, hit F to focus on it to find it

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click on directional light and low the intensity?

royal oar
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I apologize as well I'm still learning unreal, when I press F while running the game nothing happens

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ah wait no

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found it

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that's weird why is it below the floor?

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ok so the actor's position is moving around in the details panel but not in game for some reason

grim ore
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perhaps it is colliding?

royal oar
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ok I found a couple problems

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first one was that the actor isn't attached as a child to my character

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gotta figure that out

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also there's no static mesh on the actor even though there is in the bp

grim ore
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lower it to 0, see what happens

lusty carbon
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Fatal error crash to my build

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How can I debug this? Where is the log?

buoyant tide
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Is that true blueprints has issue with performance? Someone told me c++ better than blueprints in performance

grim ore
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@swift basin depends on your light settings, if its static or stationary then yes

chrome crystal
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yup true

Is that true blueprints has issue with performance? Someone told me c++ better than blueprints in performance
@buoyant tide

grim ore
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@buoyant tide yes blueprints are super slow, you should never use them. always code 100% in C++

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you should never ever do your own profiling or research or make your own educated decisions

buoyant tide
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Oh I see, but I find blueprints more enjoyable that C++

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Thank you guys

grim ore
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@swift basin then your issue is probably auto exposure at this point

lusty carbon
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What could be the reason for a sudden repeating fatal error crash in my build?

grim ore
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there is no answer, you would have to check the log or attach a debugger to it. the logs should be in the saved folder (unless this is a packaged build)

lusty carbon
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if I paste the log would you take a look?

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it tells me nothing

narrow mauve
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Does anyone have any idea what would be causing this huge use of memory? I have tried removing absolutely everything except the landscape..and it's still over 8gb. The SizeMap is less than 1.3gb of assets when they are in the level

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I thought it was all the 4k textures I was using so I Lodded them down to 1024's and it made 0 difference

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It's making the engine unworkable as just painting a surface lags by seconds

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I thought maybe my landscape was too crazy so I moved it to a new project and it works perfectly fine....the memory was at a mere 600mb give or take a dozen mb

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I am pulling my hair out

grim ore
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there has to be more than just the landscape, or the landscape is crazy there are 5 million tris in that level

narrow mauve
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Right? So I tried a new project and replicated what I had done with the landscape..and there is no problem

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It's driving me insane

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stat rhi

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there has to be more than just the landscape, or the landscape is crazy there are 5 million tris in that level
@grim ore It's not that though. 5 million tris is nothing. The shaders aren quiet simple too. There's no overdraw anywhere either. What I am saying though..is ignore that number..because it's not the cause. I have tried to remove everything to see what is causing it..but the problem still persists. The landsacape can be totally barren and its still using over 8gb

dense gate
narrow mauve
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There's obvious things you might think it would be like the all the foliage on the landscape ...but again...it's not..it makes zero difference

dense gate
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I use some megaascanned assets so even with that I don't have that much memory usage

median hound
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coffee where do you get your assets

narrow mauve
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foliage is all from quixel assets with modifcations to make them simpler. Textures reduced to 512x512..the landscape are quixel textures put together in quixel mixer

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the landscape I aws originally using 4k.

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THinking it was the problem

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but nope

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Im so annoyed

median hound
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give me the name of the asset ima try it

narrow mauve
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I can't fucking figure this out

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There's dozens of assets it'd take me hours

median hound
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shet

dense gate
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How many different foliage meshes do you have?

narrow mauve
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the foliage on the landscape is only utilizing a few different meshes...but again this is not the issue not even close...I remove everything...leave the landscape..still...8gb

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its like a leak somewhere

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the landsscape material utilizes several layers

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but...again...not the issue.....I remove it all

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still...problem

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I am using a tiled landscape but I only work on 1 tile at a time

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1,017 resolution

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each tile it lodded

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its not the default setting

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for better performance

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I tried an unworked on landscape in the corner of the map and its fine..so I thought okay its this tile..so why when I remove everything does the problem still persist

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I deleted teh level entirely and reimported the tile

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..same problem

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makes no fucking sense

median hound
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figure out what the problem is

dense gate
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Poof

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Done

narrow mauve
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lmao

dense gate
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Found

median hound
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exactly

narrow mauve
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unworked tile*

dense gate
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I'll open up my complex map and see if anything changes there

median hound
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why cant you just use grass as a ground then terraform it then add folliage

dense gate
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Though my landscape is approx 500m by 500m

narrow mauve
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You can imagine my frustration when it seems like some basic optimizations would be helpful but its weird that it doesn't make any difference you know

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It's a head scratcher

median hound
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what r u trying to make coffee

dense gate
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How does that look for yours?

narrow mauve
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Let me check my components

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wait

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wtf

dense gate
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3 landscapes?

narrow mauve
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thats what I am saying wtf

dense gate
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I guess that's where your issue comes from

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Though your component resolution seems pretty high too

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But I guess it's balanced by having less components

narrow mauve
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ohhh

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no no

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Thats because I had other tiles loaded I was testing

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I just unloaded them..but yea no thats not it

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ugh

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I GOT IT

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OML

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It was something to do with the landscape...I had a landscape actor hidden away

dense gate
narrow mauve
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Now my ram usage isnt even at 1gb

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HAH

dense gate
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Congrats

narrow mauve
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lmao

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I am so happy right now I have been so stressed about it

fallen flower
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Can someone confirm this: try switching the UV channel viewer to '1' then enable mesh editing. It will copy the uv from channel 0 to 1.

tiny vigil
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what is some advice yall would give to someone who knows the basic stuff about ue4 who wants to create a game?\

dense gate
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You never know enough

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Design all your systems before you start to implement them

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Plan for every possibility

tiny vigil
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okok thx

grim ore
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make some docs... make some more docs.. then make more docs? so document stuff!

median hound
grim ore
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@median hound you don't, it's part of the base character

median hound
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hm

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the capsule is it a collision?

grim ore
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yes

median hound
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what if my character isnt a bean

gloomy gull
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What happens if you call a while loop in ue4?

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In C++ ofc

charred stirrup
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Hello. how can i make a particle of systems? I set up the projecting system of the shot, but how can I make the smear effect stop after the shot, instead of playing endlessly?

gloomy gull
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@charred stirrup you can set lifetime of the system or you can destroy the system after a given delay

charred stirrup
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@gloomy gull pls. how I cen seta time for delay?)

median hound
gloomy gull
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@gloomy gull pls. how I cen seta time for delay?)
@charred stirrup There's a delay node that should work

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In bp

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@median hound what's happening

median hound
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that hitbox

grim ore
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@median hound what did you set your capsule collision to? you can adjust it so the projectiles are not stopped by it

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@charred stirrup in the particle emitter there is the number of loops, set it not to loop

median hound
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i thought it would make sense to make my own collision then set that capsule to overlap but he goes through the ground into space

grim ore
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yes the "character" class is a special class that uses the capsule to determine it's collision settings when moving

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you can still set other items to ignore it if you want, such as the projectile

median hound
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how do i do that

grim ore
teal shell
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Anybody know why my UCX collision goes haywire? this is the only one that brokes in my collection

misty cargo
deep viper
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I imported a font, created a data table, added a row using the imported font in my data table, and finally used my data table in my rich text block. The rich text block still has artifact fonts. What else do I need to do for my font/text to display text?

sonic pagoda
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cant click on anything on that bar now

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true

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i think the better question is how to prevent that shit event from happening

deep viper
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I just fixed my issue. My DataTable needed a row named "Default". I really wish there were more big glaring signs saying "make a row named "Default""

grim ore
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@deep viper for your text style set, what do you have in there?

deep viper
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@grim ore I managed to figure out the problem. My row was named something that wasn't "Default", once I renamed it to default it displays properly.

grim ore
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yep that is what I was going to ask

frozen pond
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hi, how i can display int number like "0000000" instead of just 0 ?

amber latch
frozen pond
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thanks

proven cradle
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soo, on the cmd of the editor i typed freeze because i wanted to freeze the rendering but it froze the whole editor, is there any way to undo it? 😆

amber latch
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oof

proven cradle
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okay so closing it prompts you to save any unsaved items so that's good

weak forge
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Hi guys! Was having a problem with multiplayer replication on my FPS game. I want to have the client that picked up the weapon to have the weapon attach to the first person mesh and for everyone else have it attached to the third person mesh. Would the best way to do this be to make a duplicate of the actor on pickup and then attach each weapon and set owner no see on the third person mesh weapon?

proven cradle
weak forge
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oh thank you!

lilac crescent
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I think you can prevent that by going into settings and finding hotkeys

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Enter the general voice chat

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They will be able to help you

charred stirrup
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How can I set up blueprints so that when the left mouse button is held down, the event will loop? While I have the fact that when pressed, the engine reads it as one click.

grim ore
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what should happen in this loop?

charred stirrup
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the character is shooting with projectile

median hound
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can it just go through a gate with event tick then delay it for how fast you want it

grim ore
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that would definitely work, or your fire event could be a timer event that you start and is ended when you release the button

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both are good options 🙂

median hound
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what does csgo use for shooting

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if i do line trace will that always show the line?

grim ore
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it will never show a line unless you turn on debug traces

median hound
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do most games use line trace?

grim ore
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most games use whatever is needed, something with say a catapult and boulders probably doesnt. something with laser pistols probably does

mint sequoia
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Actually getting annoyed that Epic haven't disabled VR by default ...someone sends me a project asking for support and I can't just go ahead and open it, I have to disable the plugins then restart every time, and for every engine version they don't disable it, thats 3 engine versions where I have to deal with it, so even if they ever eventually fix it, the problem will linger for ages

spare sun
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yep

grim ore
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it's not optimal but you can disable them by default once for each version in your engine folder then not have the issue

ornate forge
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AI Perception's hearing sense works in one level and doesn't in another one, what the hell

solid timber
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Just for my own curiosity, lets say I have a standard axis mapping of W being forward and S being backwards. When I press W, does that event get sent to the server showing my keystroke, then the server recognizes that as an InputAxis and then calls the corresponding event (InputAxis MoveFoward)?

plush yew
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Hello I'm new to Unreal Engine, I only just installed it actually how or can I merge two shapes in order to make 1 shape I don't mean like a group either I did it on some other Engine that I used to Build on but cant seem to figure it out on this. - (What I mean is say I have a cuboid and a cylinder and I want to make a window similar to this kind of shape)

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Anyone have any tips for reducing input lag (besides disabling vsync)? I'll probably run some diagnostics soon, but just switching from cs go to the simple FPS template reveals worrying amounts of input lag. It's gonna be hard to make my game feel snappy like this. It's an acceptable amount for something like a third person game or racing game, but for a shooter or fighter it seems out of wack. Ive tried running the export in fullscreen mode already as well. Thanks

spare sun
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@plush yew reduce postprocessing
@plush yew you mean like a boolean operation but in-engine?

true sail
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So I'm setting up an environment and I imported a model from blender. The model in blender has a metallic value of 1, and the color is black, then it has a roughness map and a normal map... it looks good in blender... until I take it to unreal engine

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For some reason in Ue4, when the color is black, the model has no reflections

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Why?

distant marsh
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@plush yew reduce postprocessing
@spare sun what should I reduce? The sample I'm using has no post process volume + I already disabled motion blur.

spare sun
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ssao, for example

distant marsh
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I'll go through all of it thanks

spare sun
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also try forward shading

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and disable mouse smoothing

sinful pike
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So, my team member is trying to download 4.25.3 of UE4, but theres no way for them to select it.

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This is kind of messing the entire workflow up

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any idea why?

frozen pond
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how to disable auto LOD switching in editor ?

north badger
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Okay so i built light and trees went black (they werent before) anyone knows why´s this happening ?

grim ore
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@north badger if you build lighting and something goes black, there is a very good chance it does not have valid, or any at all, lightmap UV's

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@sinful pike you cannot download older point release versions of the engine is why, 4.25.4 is the latest launcher version. If you need that version you can share yours with him or download and compile that tag from source. alternately upgrade yours to .4

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with that noted point releases are generally compatible between eachother so a project in .25.3 would open and work in .25.4

north badger
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@grim ore Is there a way to fix this inside unreal ? or should i should toss that mesh ?

frank oar
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Hi guys,

grim ore
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if there are valid UV's on it then UE4 can generate lightmaps, if not you need to fix it outside the engine. double click the mesh to open it up and look at the UV's in the drop down box

frank oar
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If I want to learn how to orient textures,
where /what should I look at to learn ?

grim ore
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define orient?

frank oar
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For example, If I was to change the way the wood pattern flows on an object.

grim ore
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so rotating it on a material?

frank oar
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yeah, rotating the material

grim ore
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yep there ya go, look for rotating the texture on a material

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there are helper nodes to make it easy

frank oar
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fantastic!

grim ore
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the custom rotator is a good start

frank oar
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thank you @grim ore I will check it out now

median hound
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for line trace should i use timer by event or a gate

cosmic matrix
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hi,
do anyone know where (which method) ue calculate the navigation tiles
i m intresting to see the algorithm in use

rough knoll
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i've tried set velocity to 0, stop movement immediately, set max walk speed to 0, etc

pastel geyser
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I have 1 question how much time i need to learn c++ and learn how to use it in Engine while i know c# (basics)? it will help me sset approximately plan

cinder cargo
pastel geyser
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we need more info/ is this BP or C++ code and check if movement setup is correct

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im not familiar with this cuz im new

plush yew
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camera on a spring arm?

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what alex said, check the blueprint make sure the camera isnt at some weird pivot

restive zinc
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there should be a third person rig already setup

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just change the mesh and skeleton

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unless im worng

rough knoll
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i think he's going for first person

restive zinc
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oh

cinder cargo
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yeah first person

restive zinc
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ok

rough knoll
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you can still mess with the TP template to get it first person

grim ore
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you know that clip doesnt explain itself if we dont know what you want or what you are using...

restive zinc
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usually spring arms are used for third person if I'm correct @grim ore

pastel geyser
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@cinder cargo are you using Blueprints or C++ for movement?

plush yew
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if its alt+P simulate and theyre using that rig its probably the pivot point spring arm its parented to

grim ore
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well no one ever said they were using a spring arm

plush yew
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pivoting it like a sippy bird

cinder cargo
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blueprint

rough knoll
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what should i use to stop AI movement? i've tried deactivating the component (as seen), setting velocity to 0, turning max movement speed to 0, using stop movement immediately, etc. some of these will stop movement but it will not play the death animation. it should stop an AI MoveTo node

restive zinc
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try detach controller pending destory

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or disable character movement

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@rough knoll are you trying to stop the ai or kill it

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i see

grim ore
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@cinder cargo what are you trying to actually do, you never explained what is actually supposed to be happening.

pastel geyser
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Nada im not familiar with Blueprint / i learning c++ for this may some1 help you

restive zinc
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detach controller pending destroy >>>> disable character movement>>>> play animation and so on.. lemme know if it worked @rough knoll

grim ore
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@pastel geyser to answer your question about learning C++ and time there is no set answer. It will depend on your skill. C++ is not a basic language. If you are trying to learn it, try and learn it in general and then learn UE4 and then learn how C++ works in UE4.

plush yew
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*CameraBoom component maybe

restive zinc
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usually blueprint nodes are named the same in ue4 c++ its just blueprint is used by designers or artists right @grim ore

grim ore
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nope blueprints are used by everyone

plush yew
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theyre pretty efficient

pastel geyser
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I'm learning c++ separate  to UE and also practice it there at first i learn basics and after how to use them etc when in other hand i will learning UE

plush yew
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the performance hit is has gotten much better for its compactness

grim ore
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yes every BP node has a backing C++ code behind it, that is why I suggested learning C++ first, then learning UE4, then you can use that knowledge and look at the backing C++ code to learn how C++ works in UE4

restive zinc
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if the performance hit has gotten better is it useless to convert bp to native c++ code??

grim ore
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nope

restive zinc
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ok

grim ore
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useless infers there is nothing gained, there is almost always something gained. Do you need it? possibly not

plush yew
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sorry to interject, accidentally put this question in the wrong channel. Anyone messing with the particle effects demo level see this plane in it? It's right above some rocks in the starting area. I have no idea what it is. trawled the outliner several times over. some say might be a spawnable, not sure how to check.

grim ore
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you could for example do your entire UI in C++ or you can do it in UMG. Would I ever do UI in C++? Never lol

restive zinc
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wait

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can you do umg first >>> c++

grim ore
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@plush yew can you not select it?

plush yew
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nope

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tried many times, no G game icon for it either

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cant select it, selects the objects behind it, deleted them, still nothing

grim ore
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is it in editor mode? or only shows up when playing

plush yew
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both

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XD

grim ore
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did you make sure translucency selection is on?

plush yew
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wheres that setting?

grim ore
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you can do UMG in c++ if you want but.... I would never

restive zinc
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pain in the ass i bet

grim ore
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settings drop down on the top toolbar, down a bit. or hit the T key

true sail
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im having a problem with shaders

plush yew
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wow

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that had bene bugging me for a while

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thanks

grim ore
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yay

plush yew
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yep, there was another transulenc tplane too

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how annoying

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XD

restive zinc
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is everybody working on a project alone

plush yew
#

that one key made all the difference

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good lord

restive zinc
#

just wondering

plush yew
#

unreal is so quirky

grim ore
#

well its not disabled by default so the dev who did that project must have disabled it

true sail
#

I exported a model from blender to unreal and the model in blender is completely metallic and also completely black. For some reason, with that same node setup in Unreal, I don't get any reflections whatsoever... why??

grim ore
#

probably due to all the translucent stuff in the cave

plush yew
#

yeah i deleted a lot

#

cleared it out for sunsky and got rid of a lot of the planar stuff

restive zinc
#

@true sail check your blender model again maybe

grim ore
#

I work on my projects solo yep but no real project just work stuff

restive zinc
#

usually i create a project to learn something new

true sail
#

@restive zinc I should be more specific: The material in ue4 is just a black albedo with a 1 dragged into the metallic slot

restive zinc
#

or get better at something

grim ore
#

@true sail does that same material look correct on a default cube?

true sail
#

Yes

restive zinc
#

take off the one in metallic

#

or scalar parameter

true sail
#

But I need it to be metal?

restive zinc
#

idk

true sail
#

I've found that in unreal, if something is black, it has no reflections or highlights for some reason

robust spoke
#

Hiho someone know the new name of the Animation calculate direction ?^^

grim ore
#

maybe show us a screenshot of the same material on the cube and your model to see if we can see anything that stands out

#

I have a feeling you are expecting metallic of 1 to be "shiny" or "reflective" but thats not what it does, metallic towards 0 would do that

#

assuming roughness is 0

#

and that would be due to your color being black, knock it up a bit from 0,0,0 and you might see your reflection

rough knoll
#

detach controller pending destroy >>>> disable character movement>>>> play animation and so on.. lemme know if it worked @rough knoll
@restive zinc doesn't work

#

it once again just freezes the actor and doesn't play the anim

grim ore
#

how is the animation supposed to play? what triggers it

restive zinc
#

its the anim bluprint then

#

when the ai dies @grim ore

#

look at png

#

he saying animation is not playing

grim ore
#

he changed his code so we dont know if thats playing anymore or where it is in the code

restive zinc
#

you need to add a slot i think to play anim montages

#

in anim blueprint ill show you

#

@rough knoll hold

rough knoll
#

@grim ore its running on event tick, checking if the health is 0. if it is, it runs a do once, attempts to stop the ai from following the player or moving at all, plays the death animation, and then 5 seconds later destroys itself

restive zinc
#

why not on event any damage??

#

eh

#

its your game

#

its fine

rough knoll
#

the damage function is already extremely cluttered and i couldn't really be bothered hooking that in

#

so i just did it in the bear actor rather than the fire function in tpc

grim ore
#

have you tested that the play animation node you are using actually works? just a simple begin play -> play animation node or hooking just that node up to a keyboard key to test

rough knoll
#

it works

#

because when i don't try to stop any movement it works fine

restive zinc
#

ok

#

take off the disable character movement and try

#

my bad

#

maybe thats causing it

rough knoll
#

yep

#

now it works

grim ore
#

then perhaps like they mentioned its the fact your anim BP is causing an issue. stop movememnt immediately basically sets the movement mode to NONE, see if your anim bp is overriding it

restive zinc
#

there you go

#

sorry about that

rough knoll
#

ye its fine, thanks for helping

restive zinc
#

let Mathew know if you have any more problems he is more experienced than me

grim ore
#

eh we all have experiences that can help 🙂

crisp thicket
grim ore
#

@plush yew I dont think it really matters but the PBR flow ue4 has doesnt follow the glossy workflow. there are also some shader modes that might help. https://www.youtube.com/watch?v=JYk1Qdfo3p4 is an example of a glass shader

tawdry cliff
#

hey guys i need some help like fr

#

so i made a spkine for m rivers on my landscape

#

but lmb isnt rlly letting me select or scale or change the points to make the spline bigger and adjust it

#

Does anyone know how to fix it

grim ore
#

so it wont let you select the little mountain icons? on the spline

tawdry cliff
#

When I tap lmb it’s not selecting but it’s trying to let me change my camera view

#

And ya I can’t adjust the splines size or length without clicking it on the right panel

#

Its never happened b4 today and it starts bugging like 30 mins after I start working

scenic glen
#

does anybody have experience with Unreal Engine 4 on Linux?

#

I'm getting an error I can't get passed

tawdry cliff
#

Srry I don’t

dense gate
#

Anyone got experience with using Kinect with UE4?

#

I know there's a plugin on marketplace for 45$ and there's also a free plugin made for 4.18 but I'm wondering if there's any tips from someone with experience

#

I plan to use for low budget virtual production, not for game development

solid timber
#

I'm currently watching Epic's tutorial series from 2016 for BP Multiplayer. He's setting variables within GameInstance to replicate. But the GameInstance only exists clientside, right? If so, then there would be no point to replicate these variables, I believe

dense gate
#

A game instance is created when the engine starts running, for both server and client

#

It's one of the very few persistent objects

solid timber
#

Ohhhhh. I was under the impression it was only for clients

dense gate
#

Player controller logic pretty much only works for that client

#

You use the game instance to connect to games as a client

#

But it's useful to also contain things like a player list between maps

tawdry cliff
#

@grim ore so u think u can help me?

stark timber
#

Is there a way to make a speedcap in the rolling template? when you go forward and jump like twice the ball starts doing super fast animation and when it touched the ground it just boosts itself by a lot.

vagrant iris
#

Anyone got an idea of why editor performance spikes like every 3 or so seconds? I'm sitting at 120fps on one of my levels and the fps will very quickly dip to 80 or 90fps then go back to 120. It's extremely quick and if you're only looking at the profiler you wont really notice it, but in gameplay the stutter is ungodly. I tried my project on my gaming laptop and had no weirds dips like this.

For reference my desktop has an i7 7770k with an rtx 2070. I wasn't having these issues last week and all of a sudden they're here now

limber mesa
#

@vagrant iris how’s the code looking

vagrant iris
#

a little spaghetii-fied, but i dont think it's a code issue. the same thing is happening in my pixel 2d platormer also. im thinking something might be wrong with my pc but im not sure

dense gate
#

If you package the game, does the same happen?

#

Every 3 seconds sounds like garbage collector stuff

vagrant iris
#

D'oh! i actually haven't tried that yet. gonna see now

marsh swallow
#

So PowerIK was bought by Epic. Wonder when we will see it in engine. 😂

#

we were getting ready to buy it this week too. hah

vagrant iris
#

what's powerik? another toolset epic has scooped up?

marsh swallow
#

its an IK plugin on the MP

#

we used another one, wasnt flexible enough for us. we were waiting to see what this guy did and it was impressive

#

but i guess, it was more impressive than i imagined. haha.

#

but now im torn. do i buy it now.... or wait for epic to integrate it and take limited support on known bugs.

plush yew
#

guys

#

idk how to select all but not all

#

like idk how to say but i wanna select all

#

i know its ctrl + a but not all just to obstacle 1 to 6 example

#

because I don't want to click by click

arctic horizon
#

click on the first one, hold shift, click on the last one...

sturdy apex
#

is anyone else having issues logging into the Epic launcher?

dawn bloom
#

how do I bake in the color?

#

the I filled in with paint?

brazen crow
#

this is honestly annoyed the fuck out of me how do i play animations in a sequence

#

i want to withdraw, attack, and then sheath and go back to idle/walk blendspace

#

but apparently they all just play at the same time and makes my charcter look like its having a seizure

#

google is useless i tried searching up many different things

#

am i doing something wrong

#

i need to wait until withdrawsword is finished before transitioning into attack and same with attack to sheath but idk how to do that

hearty shell
#

You could use a Time Remaining node in your transition rules between anims

brazen crow
#

is there a better way to do it

arctic horizon
#

Are you just trying to always play those three animations in a sequence? You might be better off with an anim montage depending on how you want to trigger it.

brazen crow
#

good idae

#

alright thanks

wide girder
#

coming from other backgrounds, how do you guys edit levels in UE4? is there any snap features for shapes?

#

it is really pissing me off

keen parcel
#

Hi, How can I change the default location of \Unreal Projects?

arctic horizon
wide girder
#

@arctic horizon i tried use V but it doesn't work that as well at least the way i'm usingit

#

and i have to change "User Defined Increments" and "Vertices" constantly to make things perfect which is annoying

arctic horizon
#

you may need to move your transform gizmo to get vertex snapping to work correctly, read a bit further down on the page. There are probably other snapping methods (I know a handy shortcut is hitting the "end" key to snap something to the ground) but that's about all I've got.

wide girder
#

thanks

stray axle
#

apologies if this is a really beginner question -- but is there an easy way to merge skeletons when there are several animations associated to multiple copies of the same skeleton? I've got a project that has been cobbled together from a few sources and has many animations and also several copies of the UE4_Mannequin_Skeleton. What is the best way to go about consolidating this so that all of the animations will point to one single copy of the skeleton?

woven bay
#

Hello guys !

#

any unity users here ??

silent raven
#

Anyone know how to like... get adjusted to UE4 bsp workflow

#

I come from Source and Blender and just something about how UE handles snapping and pivot points bothers me so bad

#

Like the process of resetting a pivot point is so awkward

#

Anyone have tips for i guess adjusting or tips on vertex snapping etc? "Shut up and learn" works too 😛

lusty carbon
arctic osprey
#

hey guys! I'm trying to import a large number of textures (about 2 millions) in the engine and it crashes

#

do you know if it's possible to work with a such large number of files or should I try to pack them in one bigfile somehow?

lusty carbon
woven bay
#

How to go about fixing this issue?
@lusty carbon what graphics card do you have ??

lusty carbon
#

2080 Super

plush yew
#

hey can someone hel me when i go to a new level I lose my weapon I need to keep player data even when I leave a map

rose quartz
abstract prism
#

frustrating as hell

neon cargo
#

can someone suggest me a good tutorial series on ue4? I tried learning as I make but I am struggling and a simple step is taking a lot of time
I tried searching for tutorials but most of them are atleast an year or two old. I appreciate your help. 😄

abstract prism
#

i really dont understand what the issue is with unreal engine logic shouldnt change

#

i just hope someone will help me figure this out

graceful raven
#

Hay there I am new to unreal and When i try to Import Daz to unreal, the human character started looking like a alien please help is there anyway to fix this?

abstract prism
#

ohnestly i dont think anyones gonna help us

neon cargo
#

you need to chill out a bit
people will help, if they can and when they are free @abstract prism

graceful raven
#

yea true just need to wait

#

and also i am no one to judge i am pretty new here

abstract prism
#

hey guys! I'm trying to import a large number of textures (about 2 millions) in the engine and it crashes
@arctic osprey first of all try importing them in groups what i mean by that is dont import it all in one go ya gotta let it import some and then import another group, rinse and repeat until your done of course its gonna crash if you suddenly give it 2 million files to import

silent chasm
#

hey guys, what is the best way to add a map screen inside the game when is paused? like skyrim for example. I was thinking to add level somewhere underneath the map and posses a new pawn there so I can pan the map and unload it on resume. But how this kind of screens are really made?

#

@abstract prism make sure you cast to the right character that has HP float in it

abstract prism
#

i only have 1 character with the hp float

silent chasm
#

that it should be there, if not than your initial pawn is failing to cast, you can check that if you try to print string a message from Cast Failed execution pin

abstract prism
#

i dont got a pawn i got a character

#

atleast according to this

silent chasm
#

a character is an object inherited from pawn with additional functions 🙂

abstract prism
#

well im not seeing a pawn anywhere in the parts list but ok

silent chasm
#

is HP a local variable?

abstract prism
#

thats what ive been watching

#

not a local variable

silent chasm
#

the hp does not look like float, float have green icons hm...

abstract prism
#

yeah im aware but when i went into a editor it changed blue

silent chasm
#

that looks like a hud element

abstract prism
#

if ya look at the 7 min video closely you can see when that happens

silent chasm
#

or umg stuff

abstract prism
#

unreal just automaticly changes it on his side same for me but hes still able to call the float ellement where as i am not

#

i followed his exact instructions

silent chasm
#

you should try again from the beginning, that picture that you showed me is not from your character (missing the character vars)

abstract prism
#

i followed his exact instructions

silent chasm
#

follow from the beginning, you are missing the character setup

abstract prism
#

allready have

lusty carbon
#

Are world aligned textures (not UVs) not getting mipped?

abstract prism
#

how the hell am i supposed to know im just following this tutorial

lusty carbon
#

Not talking to you dude

abstract prism
#

if ya gonna interupt a discord convo make sure ya name the person your talking to is all cause mistakes like that can happen

#

🙂

#

thanks andrei i see the issue now

#

i mustve missed it

#

🙂

arctic osprey
#

@arctic osprey first of all try importing them in groups what i mean by that is dont import it all in one go ya gotta let it import some and then import another group, rinse and repeat until your done of course its gonna crash if you suddenly give it 2 million files to import
@abstract prism

Ty! Not that obviouswhy it crashes, the engine should be able to do its chunking - it's 2020:)

plush yew
#

How could i have effect like this when looking at bright object like sun. Not skybox sun, but real spherical object.

abstract prism
#

@abstract prism

Ty! Not that obviouswhy it crashes, the engine should be able to do its chunking - it's 2020:)
@arctic osprey your welcome and ohnestly it doesnt matter if it can chunk that inital 2 million file request will crash almost any app if your hardware aint good enough

arctic osprey
#

I have 3950x with 128GB ram and PCI4 disks... the engine probably doesn't handle well multithreading or chunking - the files were generated in python on 32 threads in few hours without any problem

abstract prism
#

good point

#

also as a new unreal engine user how the fuck do i get back to the area where i can design my gui thing cause when i click on it now it goes to the event graph

#

nvm found it

arctic osprey
#

file names should have around 5GB on windows - the rest can be split - (20000000 * 260) / (1024 * 1024) = 4959.10644531

#

there are some tabs on the top right side

#

you can switch from designer to events there

abstract prism
#

thanks

plush yew
#

Hey, whats a good aproch to test performance and optimize for my vr game? I my self use a pc just below what steam has as a minimum and i reach 25-30fps when i play using the standalone game and having steam show my fps but i cant figure out what causes the low fps, if its lighting models or what it is

abstract prism
#

ohnestly you could easily bump up that fps to 45 if you use razer cortex

#

but to optimize the game

#

i guess you could limit render distance

#

that should help

#

also im running into the same problem as i was before i think it just aint importing the floats correctly for some reason

plush yew
#

Ping me if you have answers.

abstract prism
#

answers to what???

plush yew
#

How could i have effect like this when looking at bright object like sun. Not skybox sun, but real spherical object.

abstract prism
#

witch craft thats the only answer i got for ya

plush yew
#

Hmm, its a match-3 space theamed game so not really able to limit render.
I got my grid, and a skysphere. would it still help then?

abstract prism
#

nvm i fixed it

#

the issue i was having

#

its cause the gui progress bar and variable were named the same thing whoops

lusty carbon
#

Any experts on texture streaming here?>

abstract prism
#

this is making my brain hurt

frigid vector
#

need help on decal, anyone?

tacit onyx
#

Is there anywhere to see just the changes from 4.25.3 to 4.25.4?

lusty carbon
#

Are the texture streaming pool measured per level or per project?

wary wave
#

neither

#

it's the space allocated for streamed textures at present

lusty carbon
#

I see

#

Also, why are twinmotion materials not streaming?

#

could it be because its using Triplanar uvs?

lusty carbon
#

I have a project that I lost its .uproject (for unknown reason). is there a way to regenerate it? I have all the other folders

plush yew
shell surge
#

Guys, I'm getting object illuminated even when they need to be in the shadow. How to fix that ? Reflection captures don't help

abstract prism
#

nvm just fixed it

small tundra
#

Since the PlacedEditorUtilityBase Bluprint class has been deprecated in 4.25 what is an alternative class to use for those functionalities?

forest steppe
#

Hello, I have a question, can we use UE4 to make games for PS5 / xbox series x?

abstract prism
#

eventually i think

#

but not right now

#

probably wont be for a while

dense gate
#

There was a plus branch on Github which seemed to have next-gen console support

lusty carbon
#

A few minutes into my archviz project I get a Fatal Error (no explanation whatsoever) and it crashes

#

What could it be?

abstract prism
#

we dont know until ya send us the logs

main cobalt
#

Hey guys, simple question - is there a way to get meshes that have been made into a blueprint back out into regular scene objects?

Trying to get back into unreal but running into what feel like issues that must have simple solutions I'm just missing

In unity to share something between projects I'd usually convert to a prefab, then export that as a package and re-import in another project, then if I want to separate the different pieces I can unpack the prefab.

I've attempted this with unreal by blueprinting a bunch of meshes with adjusted materials together, then migrating to a different project but now I can't figure out how to "unpack" that blueprint and get the adjusted meshes within back into standard scene objects.

Is there a way to do this? Or do I have to go back to before the objects were combined into the blueprint and just migrate the whole scene?

tl;dr: How to "unpack" a blueprint to get objects within back out into main scene.

Cheers!

lusty carbon
#

we dont know until ya send us the logs
@abstract prism
where exactly is that log?

abstract prism
#

usually unreal engine shows a log upon crashing i think

night flame
#

Hi all!!! Tell me who knows! how is data sent from client to server and back?
is one packet formed and everything is written into it, or does each Actor send a request separately? Thx!

wary wave
shell surge
lusty carbon
#

[2020.11.03-12.30.41:198][ 55]LogD3D11RHI: Error: Direct3DDevice->CreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Texture.cpp:480
with error E_OUTOFMEMORY,

wary wave
lusty carbon
#

Here's a line from my crash log

wary wave
#

@lusty carbon - you ran out of video memory

lusty carbon
#

Im with a 2080 Super, 8GB Ram. Makes no sense the scene isn't so big

wary wave
#

that's what the error message means

#

it's pretty clear; it tried to allocate memory for a texture and failed because there wasn't enough available

exotic thicket
#

Makes me wonder if that's related to the "Out of VRAM" errors you randomly get with the editor

#

which apparently have nothing to do with VRAM :P

lusty carbon
#

gotya

wary wave
#

wouldn't think so, the above error is pretty specific

exotic thicket
#

Yeah, that does sound a bit more specific so you might be right

lusty carbon
#

maybe it's that large panoramic image surrounding my scene. it's a cubemap so it doesn't mip either

wary wave
#

it's probably not any single texture, but rather than combined load

lusty carbon
#

that means what?

#

Im not even using so many textures in the scene.. nothing extraordinary. not for my rig anyway. it's driving me crazy

wary wave
#

if you have a lot of 8k textures, you can run out of memory pretty quickly

#

plus lightmaps etc all add up

lusty carbon
#

I don't have a single 8k not even a 4k texture

#

does it add up with lightmaps??

wary wave
#

lightmaps are textures

lusty carbon
#

could my lightmaps be too large?

abstract prism
#

Im with a 2080 Super, 8GB Ram. Makes no sense the scene isn't so big
@lusty carbon dude 8gb?!?!?! the standard for gaming is 16gb the standard for developing is 32gb

rose quartz
#

Maybee somebody knows how thats possible im trying to get the grass mask with Bridge but somehow i cant download it

lusty carbon
#

@lusty carbon dude 8gb?!?!?! the standard for gaming is 16gb the standard for developing is 32gb
@abstract prism I mean 8GM Vram., I have 32RAM

wary wave
#

@lusty carbon dude 8gb?!?!?! the standard for gaming is 16gb the standard for developing is 32gb
@abstract prism 8GB of VRAM is more than enough, and cards with 32GB don't even exist

abstract prism
#

oh i thought you meant ram not VRAM

wary wave
#

lol

abstract prism
#

yeah i dont have issues with vram

#

i got 8gb's too

lusty carbon
#

So if my actual lightmap resolutions on my meshes too large, could that be the reason ?

wary wave
#

it could be contributing, yes

lusty carbon
#

As in those overrides

#

I see

#

well im fucked then lol

abstract prism
#

hence i only use 4k maps

lusty carbon
#

never thought it's so easy to run outta memory for this medium size project

abstract prism
#

🙂

lusty carbon
#

hence i only use 4k maps
@abstract prism why does that even make sense? 4k is huge

abstract prism
#

yeah true but my graphics card downscales it

wary wave
#

a 32-bit 4k texture uses 64Mb in memory

abstract prism
#

not that big compared to 8k

lusty carbon
#

yeah true but my graphics card downscales it
@abstract prism you refer to mip mapping in engine?

abstract prism
#

no im talking for assets

#

cause i got the option for 8k resolution picture but i dont mainly cause A i cant render it B no one gonna be playing at 8k for a while

fallen flower
#

Is there a reasonfor HDRI Backdrop to be overiding my reflection captures?

#

The reflections are all based the HDRI when the actor is in the scene

abstract prism
#

anyways ima go watch the new season of mandalorian

fallen flower
#

I guess RTX is staying on then.

dense gate
#

@lusty carbon do you have raytracing on?

#

It tends to be really memory intensive

#

Also check for number of landscapes used

#

Lad yesterday had 5 GB usage because he forgot to delete some

wary wave
#

not suitable for gaming though :p

#

I mean if you want to go down that route there's all kinds of computing GPUs with way more memory...

dense gate
#

Just grab yourself a Radeon SSG with 1 TB memory

#

Ez

lusty carbon
#

@lusty carbon do you have raytracing on?
@dense gate No raytracing

earnest junco
#

odds of releasing 4.26 on election day?

bleak hound
#

please anyone can help me with texture random tiling or non-repetitive tiling?

plush yew
#

pls help me im trying to retarget mixamo anim to als v4 and i got hand issue plss helppp

#

its only right hand tho

barren flume
#

Alright tried setting up git and git lfs with my project and initialized git lfs

#

now to wait for it to publish

lusty carbon
#

Ok this has become insane

#

My build keeps crashing "Fatal Error" message. No explanations

dense gate
#

Built from source?

#

Any custom plugins?

lusty carbon
#

No

#

Just megascans

#

I have no clue why this is happening.

dense gate
#

I use megascans in my own project and have had no issues at all

#

1070Ti

lusty carbon
#

Did I imply it happens cause of megascans?

dense gate
#

Dunno

#

I'm trying to work out what it can be

lusty carbon
#

It's not megascans

dense gate
#

4.25 I assume

lusty carbon
#

yup

wary wave
#

it crashed inside C++ somewhere, other than that there's no information. I assume you didn't install debugging symbols?

lusty carbon
#

I have no cpp code in this project. weird

#

and no I did not

#

Can you remind me where to install those?

wary wave
#

if you don't have debugging symbols, you'll not know why things crashed, always install them

#

I'm not sure how to do it from the launcher

#

but there is a way, probably in one of the drop downs

lusty carbon
#

ok ill look into it

#

ty

thorny perch
#

how would one go about to make a bag for UE4 with some floppy physics that can be used for vr?

dense gate
#

He mentioned the initial crash was failing to create Texture2D because out of memory

inland condor
#

Hi, i working on landscape with trees I use directional light movable but when increase distance from my landscape I lost my shadow. It is possible to block this ?

lusty carbon
#

@dense gate That was an editor crash, I did fix the texture issue I believe.

thorny perch
#

dont have to be super realistic phyics, basic floppiniess when held, plumps together on the ground etc

dense gate
#

And now it's just fatal error with no C++

#

That's weird

lusty carbon
#

yeah in the packaged game

dense gate
#

The only time I got a fatal error was being dumb by making my own plugin

lusty carbon
#

I use no plugins but the usual Megascans and Datasmith

dense gate
#

Ah

#

I have Datasmith turned off for me

lusty carbon
#

I use it extensively it's an Archviz project

dense gate
#

But either way, for such a fatal error, debugging symbols are your best shot

lusty carbon
#

Yeah I totally forgot about those it's a new machine. I'll go ahead and download them now

dense gate
#

Also I tend to build from source since I enable Chaos for my use case

lusty carbon
#

should it still be useful for such package error? it's not that the editor is crashing

dense gate
#

So I have those symbols by default

honest vale
#

@inland condor you need to increase cascaded shadow distance in the light settings

granite belfry
#

swag

inland condor
#

@inland condor you need to increase cascaded shadow distance in the light settings
@honest vale Hi, I have set to 1 (it's max) but when I set 0 nothing happens.

honest vale
#

that's not distance

barren flume
#

old message but should I try publishing my new repository?

#

didn't know there would've been a data limit with what I can upload

limber mesa
#

i have this main menu level that i made, i set the game mode to none so the character doesnt spawn, but it spawns, any suggestions?

#

nvm fixed it

quick kelp
#

is it possible to make an unreal engine 4 game connect to a different unreal engine game for information?

plush yew
#

pls help im trying to retarget mixamo anim to als v4 and this happend there is some issue with the hand

main cobalt
#

Can I get any help with unpacking objects from within a blueprint?

quick kelp
#

i have a game made in unreal engine 4, but i want to make a server that multiple instances of the game i made can communicate with, and i was thinking of making it in unreal engine. is a connection between the game and server possible?

main cobalt
#

Is it possible to un-blueprint a group of objects?

quick kelp
#

what exactly are those objects?

#

a mesh?

#

@main cobalt

#

because if they are just a mesh, you can just place it in the level then right click on it and select create static mesh actor from object

#

which would give you the mesh without the blueprint

main cobalt
#

Its a bunch of meshes with new materials applied

#

But I cant seem to access the submeshes and I need them as separate static meshes

#

(By submeshes I mean the meshes within the blueprint)

#

I've tried to copy paste them out but no luck, paste is always greyed out

quick kelp
#

are they already separate meshes inside the blueprint?

#

because if you click on them (while inside the blueprint editor), on the right you have the asset used for them, then you hit the magnifying glass icon to see where each seperate once is located in the project

main cobalt
#

Yeah I do have the meshes in the project content but not with the new materials applied

#

Just snaps back to selecting the blueprint

gaunt tide
#

So all of the items being referenced in this message I know for a fact exist in my game folder as I can go to where I know they are located an see all of the items listed. How do I add them as references for my BPs? Yesterday I was moving things around for better organization and it seems I have broken most of the things in my game because of it.

quick kelp
#

in the blueprint editor, you can select the static mesh object and you should be able to select the material for it in the details panel on the right

#

@main cobalt

#

unless you have multiple instances of the blueprint in the level and want to be able to customize each one when desigining the level, is that what you are looking for?

main cobalt
#

I'm basically trying re-educate myself on unreal (my main tool is unity) so trying to find parity, in this case I was hoping for a way to use blueprints similar to unity prefabs, it seems like creating a blueprint from something is a one way operation?

lusty carbon
quick kelp
#

yeah, i used unity before, prefabs and blueprints are a bit different but you should be able to achieve the samething with both

lusty carbon
#

Debug symbols don't help. same log file

dense gate
#

Debug symbols are to be used with Visual Studio

lusty carbon
#

I don't use it

#

No cpp code in my project anyway

dense gate
#

You launch VS, launch Unreal, attach VS to Unreal and you can debug

lusty carbon
#

this is a packaged build yes?

#

this crash does not happen in the editor

dense gate
#

Package with DebugGame so it generates debug symbols for the packaged project

#

Instead of Shipping

lusty carbon
#

how?

quick kelp
#

@main cobalt you can search "Prefab" on the unreal marketplace, and you will find alot of plugins that help you use a prefab system similar to unity. but i'd recommend learning blueprints and c++ since people you work with in unreal engine in the future will most likely be using those.

lusty carbon
#

it's not a shipping build it's a development

dense gate
#

Then it should have some .pdb files

lusty carbon
#

found this

#

@dense gate I don't quite know what you mean. Can you help me debug it but be more specific? assume im not a programmer and a noob

#

I really need to fix this tho

dense gate
#

Hollup let's try something

#

Navigate to your project file

#

Right click -> launch game

lusty carbon
#

ok

dense gate
#

See if it crashes there too

lusty carbon
#

black screen

main cobalt
#

Yeah thanks for the help @quick kelp , think I need to look deeper into this.

dense gate
#

Wait for it to load

lusty carbon
#

ok loaded

dense gate
#

And it's all fine?

lusty carbon
#

wait let's see. it usually crashes in a minute

dense gate
#

Any idea what happens after that minute to make it crash?

lusty carbon
#

nothing special. it's an archviz project. nothing moves here or triggers

#

hasnt crashed it

#

yet

dense gate
#

Weird

#

Let it simmer

#

Poke it a bit

lusty carbon
#

should have crashed already

dense gate
#

Weird as hell

lusty carbon
#

weird. it won't crash from clicking Play on the .uproject but it does from build

dense gate
#

Wait

#

Huh

#

Nvm

#

I thought that the fatal error might have been caused by missing DLLs but it would crash when first loading

lusty carbon
#

that fatal error man.. wtf is this

dense gate
#

It crashes when it shows the scene at least, right?

#

It's not a black screen

lusty carbon
#

yeah i just roam around and it crashed randomly

dense gate
#

Do you have any actors/components that are set to invisible or hidden in game?

lusty carbon
#

no

#

it's quite a simple project tbh

dense gate
#

I assume you're just walking around your scene and that's it

lusty carbon
#

the weird part is, only crash from WindowsNoEditor build .exe

dense gate
#

That's super weird

lusty carbon
#

if only I had a way to debug it somehow to know where it happens and why

dense gate
#

I tend to build from source so I can run VS and use that to see where it crashes

#

Been a hot minute since I've used a version that's directly downloaded from the Epic launcher

lusty carbon
#

hmm

#

and no log files are helpful from what I have sent?

#

C:\Users\Sparks\Documents\Unreal Projects<ProjectName>\WindowsNoEditor<ProjectName>\Saved\Crashes\UE4CC-Windows-6CFD782A43A4D426B7A37FAEBD4DE13A_0000

dense gate
#

Nope

#

It just says arbitrary things

#

Nothing that points in a direction

lusty carbon
#

hmm

#

my god

dense gate
#

How much time do you have and what is your CPU?

lusty carbon
#

I have time. But it needs to be fixed asap

#

i9

#

i9 10900K, 2080 RTX Super

#

32 GM RAM

dense gate
#

Pretty solid then

lusty carbon
#

yeah

dense gate
#

My suggestion would be to build from source so you can properly debug it

#

Or find a guide on how to use debug symbols

#

I assume those are downloaded, I guess you'll need to download VS too

lusty carbon
#

I have VS 2019 installed

dense gate
#

Look up a guide on how to use debug symbols with UE4, I'm not familiar with those because I build from source

plush yew
#

Serious question

#

how much easier does game design become when you thoroughly map out every little thing you plan on implementing in your game even if youre willing to toss away ideas that are feasible :3

dense gate
#

Plan out a paper version of the design first and you'll notice things faster

#

If you're doing singleplayer/coop, think of the most interesting thing you could do, if you're doing multiplayer, think of both sides of a mechanic

plush yew
#

ah so im not stupid :3

#

yay than im doing things properly ;D

dense gate
#

E.g. if you stun something for 5 seconds, how does it feel to get stunned for 5 seconds, and what can the stunned person do in that case

plush yew
#

yup yup im not playing too much with percise numbers as i know things might be heavily adjusted when the game feel and speeds are tweaked

#

also yeah possibly there sorry sorry >.<

wind gate
#

hey guys, I can't seem to figure out how to change the shape of a spotlight. Tried looking online for square light profiles couldnt find anything.

#

What I want to achieve is like, imagine alight bar, the light it emmits (gonna add a spotlight in blueprint) has to be squar-ish. The normal one doesnt really seem good to me

#

any help would be highly appreciated

#

Yeah, I just found the Rect Light, thats what you meant right?

#

Honestly I had no idea this existed. I saw it was added on 4.20 right?

#

thx for the reply!

thorn crown
#

Anyone ever had the problem with the Launcher not starting? I just did a fresh Windows 10 install, and downloaded the newest launcher version.

After install, it just keeps starting and immediately exiting, it never actually fully loads up 😦 😦 😦

graceful raven
#

please help me fixing this alien looking thing to human

arctic pebble
#

Hi

#

I am new

#

If anyone is interesting in working and knows how to render 3D creatures DM me

proud condor
#

My engine

#

doesnt

#

load

#

the game

#

I have been working

#

on

#

for 4 years

#

It stuck at Intializing 39%

arctic pebble
#

It's not bro

proud condor
#

is my life some joke

arctic pebble
#

Same happens to me

proud condor
#

no

#

it never stuck at 39%

#

for more than 10 mins

#

I am anxious about this

arctic pebble
#

Did u turned ray tracing on?

proud condor
#

Ye

arctic pebble
#

Ok

proud condor
#

I will relase it some days after

arctic pebble
#

Then that is the thing

proud condor
#

thats why I enabled ray tracing

#

What?

arctic pebble
#

Just wait

proud condor
#

Ray tracing causes it to slow

#

but isnt that for the graphical part

arctic pebble
#

Yeah when u enable ray tracing it takes 30 minutes

proud condor
#

wait what

arctic pebble
#

yeah bro

#

Don't worry

proud condor
#

I will suicide if my project corrupted

arctic pebble
#

Nah bro

#

Relax

#

Is the fucking ray tracing

#

Ray tracing is not fixed in unreal

#

Is a little bit broken u know

exotic thicket
#

I hope you're using version control if you've been working on that project for four years

arctic pebble
#

Is total darkness, some things disspear, and it takes ages to load

vocal flume
#

Guys! My question is a bit too long to type here. Can you take a look at this forum post?

#

Been stuck for days with this one.. any help will be greatly appreciated

proud condor
#

It worked

#

@exotic thicket yep I ma

exotic thicket
#

Alright, you shouldn't have anything to worry about then :)

#

Can always go back to the previous revision if something gets fucky

ornate hamlet
#

just wondering, did the console command for "viewmode" change. Bringing up the console in pie and typing viewmode shows no autocompletes at all

mild thistle
#

Is this enough for UE4?

rapid olive
#

hi

#

how to do 3/4 top down in unreal engine

drifting geode
#

does someone know if there is a way change the texture coordinate index of an instance? i have like 9 uv channels which need to be set indivually depending on instance...

blissful vortex
#

Can anyone point me in the right direction for how to setup proper hitboxes for critical hits, weak points etc; this is for a third person shooter game. I am a beginner so links to good reference videos or something would be much appreciated.

vital geode
#

hello! is anyone experienced with the c++ part of unreal?

grim ore
median hound
#

mathew did u have 2 use cpp in unreal yet?

grim ore
#

I have used it for some stuff yep

median hound
#

is it necesary

grim ore
#

you use it when you need it

vocal flume
#
grim ore
#

what class is the AI?

#

or are you trying to have the AI and the player control the same pawn?

prisma seal
#

What channel would I post tutorials in? I’m thinking of making a how to create a save system in c++ tutorial

grim ore
#

possilbly the appropriate category as well, #cpp in that case

vocal flume
#

@grim ore trying to control the same pawn with player controller and ai controller

median hound
#

whats an object

#

trying to keep printing out the objects health tho i forgot what a object is

grim ore
#

and object is something, you need a something to work with

#

where is this enemy at?

supple osprey
#

That's what she said (sorry)

median hound
#

oh

#

i cant get world location

#

wont plug in

grim ore
#

@vocal flume the issue is when you stop possessing the character you not longer have that pawn to look thru, the player camera manager is not using that Characters camera anymore (the one you are trying to rotate). You need to make a new camera and use that to rotate

#

yep I did not say locaiton, I said where is the enemy at?

#

what is this enemy1 you are trying to talk to

#

is this something in the content browser, is it one of 10000000 in your level, is there just one in the level? is it in another level or project?

vocal flume
#

@grim ore my pawn is possessed by the AI controller before I try to move the spring arm

grim ore
#

yep but thats not your player controller

#

your player camera manager is what manages the camera you are seeing thru

#

when you stop possessing your character, your player controller stops controlling anything, you now have no assigned "camera" to look thru

#

your player controller needs to be possessing something

vocal flume
#

Player controller is hooked to the player camera manager and ai controller is not? Is that it?

grim ore
#

pretty much yep

#

you might be rotating the object on your AI but the "camera" you are seeing when you unpossess is not the one on your AI it's just a generic view since you are no longer having a player controlled by the player controller

vocal flume
#

This generic view is what confuses me. This generic view remains the same as my player camera when I unpossess

median hound
grim ore
#

if you only have 1 of that class you can us the get ACTOR of class node so you dont have to get the array

#

it's also super bad to do it on tick like that soo.........

vocal flume
#

Is there no way to give AI it’s own camera?

#

I also tried creating a camera actor on the level outside the pawn and tried switching to that camera before AI is possessed. I was able to switch. But as soon as I possess it goes to a generic view close to that camera in another direction

grim ore
#

ok I think I have a working solution

#

its 2 parts

#

one you need to set the view target to the ai character and 2 you need to delay a frame after possess so the character is set up

vocal flume
#

is there a way the ai controller would act independently without being possessed? That way I can keep player controller possessed and have ai controller make it’s move..

grim ore
#

you can also code up the AI stuff manually without using the ai controller

#

this above is basically what you have but you are telling your player controller to use the AI for the camera now

#

thats one step you were missing, the other is without the delay the possess is not completed for whatever reason and the actual set view target doesnt have a valid camera to use

#

a delay of 0 means 1 frame and is normally a fix for stuff like this

vocal flume
#

I know the setup you gave will work mostly because it’s coming from you. Get player controller part worries me though. Cos at this point player controller is Unpossessed..

grim ore
#

and?

#

you still have a player controller

#

its just not controlling anything, it still exists

vocal flume
#

Hmm yes..

grim ore
#

I also didnt see your possess AI code but make sure you are not spawning a new AI controller every time you call it

vocal flume
#

No. I’m spawning it through begin play..

warm hornet
#

One thing I've noticed is that files sizes of converted .hdr asset files are much smaller, 25% or less, than the original .hdr.
Normally for any other file type, .png,.tiff etc the opposite is true. ie the .uasset file is larger.

Anyone know why?
​​​​​​​

heavy yew
#

cross posting here as VR side is quite quiet and I don't think this is VR related per se.

I am having performance issues. The game plays fine in PIE (Oculus Rift) but launching from Win Explorer or making a cooked build has horrid performance. 45fps instead of 90 and frequent dips to 20 or below.

I did remove bloom and flares etc. so now the VR preview perf is rock solid with Oculus showing 50% to spare. But the standalone is messed up.

Also game functions like firing projectiles is fine in VR preview but stalls the standalone.

I have tried profiling it but bit clueless how to analyze it.

https://www.youtube.com/watch?v=A71BAUKg1cc

viral sleet
#

Anyone here know about installing the android studio and doing the exports from unreal engine?

gaunt tide
#

So I just recently updated to 4.25.4 and it seems that some of my files are now read-only and if I make any changes to most of my BPs like my main menu, or even a level it fails to save. Should I revert back to 4.25.3?

viral sleet
#

new here and stuck on getting set up for android export

rotund scroll
#

@gaunt tide have you considered making the files writable?

gaunt tide
#

Ive tried but i doesnt let me save anything so Im more than likely going to revert my version of UE. I cant save anything, cant checkout anything from source control, can only delete.

stray moat
cyan cargo
#

I'm looking to reduce my package size by excluding editor content and was wondering if there is a quick way to find (or find references) assets that use editor content?

grim ore
#

@viral sleet what part are you stuck on, #mobile might be able to help. The docs should work

viral sleet
#

Yeah apparently i downloaded the wrong version... cant seem to find where all that data went once uninstalled

#

😮

#

like 120gb just vanished into thin air hehe

#

Never did anything with android studio just bought this pc to do unreal, havent touched it in years and it looks like it got pretty overwhelming since last time i seen it

grim ore
#

not much difference just uses the studio download instead of codeworks now

#

the keys being making sure the correct NDK and SDKs are installed

viral sleet
#

yeah it wouldnt install the ndk

cyan cargo
#

Has there been any notion of roughly 4.26's release?

viral sleet
#

i will work on it in the morning..or after noon

#

3 am here

#

maybe i can catch you around later and you might be able to help me if i have issues later?

grim ore
#

can try sure

#

.26 will be out at some point, no eta until we see it drop or a week without a preview

cyan cargo
#

@grim ore danke

narrow mauve
#

How do I get the angle of a directional light and send to a parameter collection. Is there a node I don't see or do I have to do some math myself in blueprint

#

nm got it

silent raven
#

Can I ask you guys something?

#

You guys use BSP for your test levels, right? Otherwise you model your own like static stuff?

grim ore
#

or pre made assets from the marketplace, whatever works

silent raven
#

Buying Assets??

#

Yeah committed people will probably do that... I'm just trying to figure out how to make scenes as easily as I could in Source

narrow mauve
#

Man..I remember working in Source a decade ago

#

The good ol BSP brush days

#

lol

#

I use a mix of assets I make myself and others from store...but I never bought any..there's some great free stuff...I prefer to make my own things though

#

It's more rewarding

#

I also change a lot of things about assets others use to make it my own..otherwise meh

#

others make*

silent raven
#

Definitely. That's a cool perspective

#

I'm trying to get off Source lol, I'm young enough to adapt