#ue4-general

1 messages · Page 870 of 1

plush yew
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It's a good effect if I made FPS games I'd definitely play around with it. I might even try it out in my TPS projects though that might not end as well

elfin grove
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When I first saw it in a gameplay, I was kinda meh, but after trying it out, I was suprised how good the gunplay was

plush yew
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Yeah I had a great time with it

elfin grove
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One thing CoD always did right, is the gunplay

merry canopy
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Hey, can I actually somehow coonvert a LandscapeLayerSample or LandscapeGrassOuput in a parameter to have that in an mat instance?
Or does that make no sense?
I ask, because I still have no idea how to use Houdini Attributes to change parameters of LandscapeLayerSample or GrassOutput.
And when I have that as a parameter in the instance, maybe it would work...
Just playing around, since I couldn find any answer yet. 🙂

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But hmm, I think actually that makes no sense ^^

glacial pecan
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It's the default Architecture scene in an empty project in 4.25.4 with no starter content

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All shaders have compiled

lucid grove
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Heya

plush yew
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looks to me like crazy material but I don't know why that would affect the camera.

glacial pecan
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it's the default material!

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unedited scene

plush yew
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And if it's an empty default scene that wouldnt be possible

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yeah

glacial pecan
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this is what Unreal gives me out of the box

plush yew
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this is outta my league then unfortunately

glacial pecan
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I only hid the fog and sunsky

plush yew
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does it look like this pre fog and sunsky removal?

glacial pecan
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then it's 100% white 😛

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hmm... seems all templates except the Game one are borked

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great job, Epic!

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way to cater to non-devs

lucid grove
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Does anyone have experience with ProfileGPU?

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I got into a stupid situation. A couple of days ago, I noticed that in one place in my world have great fps impact , I left it for later. And yesterday I bought a new video card (it was 1070, now 3070) and of course now there are no drawdowns. What's most disgusting is that I can't now see what's eating up so many frames. Its showing me 8ms anywhere.

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Im totally sure there is some problem in one specific location, cause there was a drop frop 120 frames to 70

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But now ProfileGPU doesn't really show me anything

elfin grove
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You need to have that GPU in, that you want to test it on

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no other way

regal mulch
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When talking about Capturing Voice, do peeps use the AudioCapture module or something else?
I can't seem to find much information about the AudioCapture module, despite the Component it offers.
That component works "fine", however it feels a bit lacking. E.g. Volume calculation or just access to the byte stream? idk

lucid grove
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You need to have that GPU in, that you want to test it on
@elfin grove well, shit. Created problem for my self with nothing. Alright then, thank you.

rich spoke
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How can I reset animation?

round bison
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Does anyone know how to limit a ue4 game to one instance? as in if you package it and open it, only letting one at a time? Similar to how Steam, Epic Games Launcher, Battle Net do with their games?

earnest violet
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If you look at the screenshot below you will see the packaging problem I'm having. Does anyone know how to fix this please? I'm trying to package it for Android

thick herald
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click on it, and it gets bigger.. like magic!

earnest violet
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Can anyone help with my packaging problem?

thick herald
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Have you asked in #packaging? That would be the best place to ask.

earnest violet
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ok thx 🙂

vestal goblet
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The engine keeps telling me my lighting needs to be rebuilt, how do i do that?

valid canopy
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anyone has any idea why this is happening after importing from blender?

covert hedge
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cause blender doesnt use thhe same forward axis as ue4

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did you set that up correctly while importing/exporting the model

valid canopy
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I set X as forward

solid glade
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Anyone know what's going on here?
@glacial pecan

Something similar happened to me too, it was the Post Process Volume

does it look the same if you press play?

thick herald
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@valid canopy delete the unwanted bit, and add in manually 🙂

marsh sparrow
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sooo upgrading the engine.. im on 4.24.. would you suggest going to 25, then going to the preview?

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Also.. when is the 26 version dropping

valid canopy
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@thick herald you mean delete everything and put the collisions 1 by 1? won't that takes ages?

marsh sparrow
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I've been hearing things about water in 26

thick herald
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@thick herald you mean delete everything and put the collisions 1 by 1? won't that takes ages?
@valid canopy Naa, that's a physics asset, you can change them manually.

vestal goblet
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So, i went to build my lighting and my engine has completely frozen, is that normal?

thick herald
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It can take a bit of time, yes.

vestal goblet
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So, just let it think then

thick herald
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Yup 🙂

vestal goblet
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Ok

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My pc is still running fine, about 8% cpu used so i figured it wasn't too bad

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Checked tm and its still responding too

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The actual engine has just completely frozen up

valid canopy
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I'll see what I can manage

thick herald
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That can happen, depending on the size of level and what you have in it, and your lighting settings it can take a lot of time. The editor freeze while it's doing things is common.

valid canopy
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thank you!

vestal goblet
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Okay, i only have one directional light afaik but maybe its just since its the first time

thick herald
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You can set the directional light to moveable, which changes the overall quality of lighting but does removed that pesky 'rebuilld lighting' and the 'preview' text you may see on stuff.

vestal goblet
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Then again it was saying it had 40 items to rebuild

thick herald
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It calculates lighting on everything that is effected by static light(s) which is why changing to moveable gets around that.

vestal goblet
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Ah, okay. So it has to render the light over all of the objects in the scene

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So it probably would take a while then

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Sorry if thats the wrong terminology, thats just ehat they were called in stencyl

thick herald
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If you check out Epics official learning hub, there a loads of course inc lighting etc which will help you plan/design etc 🙂

vestal goblet
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i'm following along an udemy course at the moment

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"unreal engine 4: how to develop your first two games" it was recommended to me by someone in this discord tinker something iirc

thick herald
vestal goblet
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ah, this like a beginners resource dump/tutor?

thick herald
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beginner to advanced. Many many hours of stuff.

vestal goblet
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cool, i just registered for it, i'll check it out when i finish this course, if my lighting ever finishes lol

thick herald
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😄

vestal goblet
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i suppose, if its anything like modding building would be a lengthier part of the process

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in the video of it the guy got like a percentage reading in the bottom right corner, is that supposed to be there or is that an older versions feature?

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i know he is on 4.14 vs 4.25

valid canopy
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I found something that might be related to the physics asset problem.I set the min bone size to 0 and this is the result

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could it be that the skeleton is somehow too small?

light thunder
vestal goblet
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its been like an hour now.. how long is this supposed to take....

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oh, the editor has stopped responding

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omg i'm a fool. that was much quicker

arctic osprey
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how may I import binary files? I've tried to add one binary files into assets and I get an error that the file type is not recognized

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Do I have to put it in some special directory or to have some specific extension ?

flat gorge
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How can I fix overlapping lightmap uvs?

valid bear
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Strange thing has happened randomly in my VR project. The project has been running smoothly for weeks now but yesterday i put on the index and the right eye has no Global illumination. none of the static lights are producing any light at all.

light thunder
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Unreal is acting up and slowing down EVERYTHING - is this because my memory is not setup correctly? not sure why I have a paged pool if I have 32 GB

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still says 7 gigs of paging file even though it is set to none and I rebooted?

lucid grove
light thunder
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And why is unreal only using 7 gb memory but my system haults when trying to play stand alone?

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at the time of this screen shot, I could barely do anything on my system - I couldn't even type in discord but profiler says it should be fine

lucid grove
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Is seems like shadows on grass much lighter then on landscape

dire sentinel
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https://cdn.discordapp.com/attachments/371740260607983616/773929956354949120/unknown.png
https://cdn.discordapp.com/attachments/371740260607983616/773930233929400380/unknown.png
https://cdn.discordapp.com/attachments/371740260607983616/773930307023405116/unknown.png
Anyone know why my vertex blend material blends wrong? the grass is black vertex color, the dirt is red and the rock is green, but when i paint green over red vertex color, it make s a strip of grass between them? @ me with replies please

plush yew
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@dire sentinel excuse me

dire sentinel
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?

plush yew
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Do you do game animation?

glacial pecan
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@solid glade I only tried to hide the post process volume, not pressing play... then I switched to the gaming template instead and that doesn't have the issue

vestal goblet
wind gate
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I think I can see a lightmass importance volume, so thats good. The next thing i would look into would be the shadows settings on your directional light.

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@vestal goblet

plush yew
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Hello

vestal goblet
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i did put in a lightmass importance volume but it didn't change the outcome at all

wind gate
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and i would add a lightmass portal on your balcony door

vestal goblet
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i deleted it temporarily while i was trying to figure out what the heck was wrong

plush yew
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Can anyone here do unreal game animation??

vestal goblet
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the vid i'm following along with didn't mention a portal at all, theirs just came out in a straight line across the room

wind gate
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i did put in a lightmass importance volume but it didn't change the outcome at all
@vestal goblet it doesnt always make that of a difference but it does help,. be careful to wrap all the axes around your scene

vestal goblet
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from the moment they removed worklights and built the lighting it was just fine

wind gate
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the vid i'm following along with didn't mention a portal at all, theirs just came out in a straight line across the room
@vestal goblet if im not mistaken you re following cris's course right?

rare skiff
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guys, could be possible of map humanoid bones through a python script?

vestal goblet
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i don't remember the guys name tbh, its an udemy course though

wind gate
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Can anyone here do unreal game animation??
@plush yew what do you mean? use sequences in a scene to export a movie?

vestal goblet
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i've followed along pretty much all the way minus a few decorations around the actual room

wind gate
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i don't remember the guys name tbh, its an udemy course though
@vestal goblet yep that's the one im talking about. his name is cris i think he's australian.. took the course some time ago

vestal goblet
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like he has curtains over the glass door

wind gate
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the vid i'm following along with didn't mention a portal at all, theirs just came out in a straight line across the room
@vestal goblet he does mention the portal tho

vestal goblet
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i've rewatched this part like 5 times and haven't heard it :/

wind gate
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he has two videos on lightnight, part a at 10.19

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i have it in front of me lol

plush yew
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@wind gate like a gun reloading

vestal goblet
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i'm on part a currently

wind gate
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in any way, try adding a portal and see if it changes anything

vestal goblet
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okay, i'll try that

wind gate
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but follow him along, he is really good and explains evething. try not to stop the video, watch it a bit and then repeat. I used to stop and the answer was like seconds away haha

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i mean generally in tutorials

rare skiff
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probably there is no api for humanoid rig bones retargeting 😦

wind gate
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@wind gate like a gun reloading
@plush yew oh got it, i wouldnt do that in unreal, never tried it. Always used ready ones or 3ds max is good with that i think. Nevertheless, i dont have much knoledge on the matter

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I have a question, can anyone explain to me what "cinematic engine scalability" in exporting sequences is? It really messes with my export quality

vestal goblet
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the lightmass portal doesn't seem to have done anything

rocky radish
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Why my landscape texture so dark? It looks ok without shadows.
@lucid grove build lighting

wind gate
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the lightmass portal doesn't seem to have done anything
@vestal goblet hmm okay, exaplin to me again what is the problem. The room's too dark?

vestal goblet
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the lighting just stops shortly after the doorway

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the rest of the room gets almost no lighting whatsoever

wind gate
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If yes, then later you will add lights and get better, and if i remeber correctly you will learn more about Global Illumination and indirect lighting

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the rest of the room gets almost no lighting whatsoever
@vestal goblet did you try to rotate the directional light up?

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always check the direction of the arrow

vestal goblet
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....i feel stupid now lmao

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that was in fact the problem

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sorry for all the bother

wind gate
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haha it's fine! you're still learning.

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remeber to always check the diretion of the arrow

vestal goblet
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i spent so long trying to figure out how to move the white arrow i figured it just didn't move

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and all i had to do was use the damn rotation widget

plush yew
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@wind gate do u know who can do that kind of animation?

wind gate
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lol yeah the arrow just shows the direction of your "directional light", just in case since you learn the basics, you can cycle between move, rotate and scale using space

and all i had to do was use the damn rotation widget
@vestal goblet

vestal goblet
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i knew that much, i just... didn't think of using the rotator on the lighting

wind gate
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@wind gate do u know who can do that kind of animation?
@plush yew https://www.mixamo.com/#/ MIXAMO is a tool for adobe that can do that, I've only used it for people tho, dunno about guns

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from adobe*

vestal goblet
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sometimes its the obvious solutions we overlook...

hasty wharf
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How to set "r.screenpercentage" so it will stay a permanent setting when i publish the game?

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i guess a better question is. can i set console commands in the editor and bake them into the project when i publish?

round hawk
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You can use execute console command node

hasty wharf
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thanks

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perfect. thanks man

dire ingot
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guys i enabled camera actor how to disable it?

lucid grove
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@lucid grove build lighting
@rocky radish im using global lightning

median hound
rocky radish
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@rocky radish im using global lightning
@lucid grove im saying that you should build the lighting

lucid grove
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I dont need to build lightning when using global dynamic lightning 🙂

rocky radish
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oh i thought that the red text on your screenshot said that you needed to build lighting, my bad

vestal goblet
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Just so i know i'm understanding correctly, meshes are essentially more complicated geometrical shapes right?

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Materials are then what applies the texture to said shape

thick herald
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In broad terms, yup.

vestal goblet
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Cool

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Just double checking that i understood

dawn gull
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So I accidentally enabled a project setting that makes it so it's gonna take like an hour to restart the project, how can I disable it from a file?

vestal goblet
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Is the difference between a first person and a third person perspective as simple as moving the camera back or is there more to it than that?

dawn gull
eternal compass
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Hi! I'm having trouble understanding how to string events together in my blueprint. I have 3 events on my elevator -- Close Door, Go To Floor and Open Door, all animating using Timelines. I'd like for Go To Floor to first close the door and then open it, but I don't know how to wait on another event to finish -- kinda feels like there's a smarter way to do this

grim ore
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@vestal goblet its basically that but then you have to take into account if you are using animations and what type and how the front reacts when moving (bouncing on a spring arm or fixed, etc.)

vestal goblet
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makes sence

grim ore
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@eternal compass timelines have finished event wires, you can use those to call to other events when done

eternal compass
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@grim ore I know that, but finishing closing the door doesn't always mean going to another floor

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e.g. I'd basically need to have a timeline inside a function with a return context, which I can't, since timelines are event only

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Right now I'm waiting for however long the timeline takes to play, but that's a flimsy solution at best

light thunder
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how do I use visual studio to figure out what process is making the editor go not responding???? I have an idea in the blueprint code but I want to examine what is happening to the memory because it hangs forever on some execution

rotund scroll
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have you made any changes in cpp?

exotic thicket
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@eternal compass you could probably use a simple finite state machine. Basically you'd set your elevator to "going to floor" state, then close the door, then call a function which chooses what to do next based on the current state

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You can do the state using booleans or enums or whatever, depending on how complex you need it to be

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(this is likely similar to how actual real elevators work as well)

eternal compass
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That had occured to me, but it feels real heavy-handed for "do this after animation finishes playing" :V

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Is there any way to encapsulate animation and sound playback into a clip I can play in multiple places?

exotic thicket
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well it's not really that heavy handed

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when you need to do actions after other actions, you often would have to hold at least a little bit of state to know what to do next if multiple choices are possible

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this state might be held even if you use the "complete" pins, it's just held implicitly

eternal compass
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It still requires me to embed ties to all the potential other outcomes into the "close door" event instead of it being external to the event itself

vale silo
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@gleaming narwhal I just saw there is a new link to the new roadmap. Trying to sign in with my Epic account and it doesn't let me 😦

exotic thicket
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@eternal compass not really.. you need to just build a function which can trigger actions in the elevator based on current state

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when the door has closed, you just call that function to update the current state of the elevator

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so it's not really tied to the closing (or opening) of the doors, the door animations just notify it when they have finished doing their thing so that the elevator can do whatever it needs to do next

limber mesa
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is there a node that stops sound

exotic thicket
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all sound or a specific sound?

limber mesa
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imported one

exotic thicket
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yes, Stop :)

limber mesa
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one sec

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stop analyzing output @exotic thicket ?

eternal compass
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@exotic thicket Then I'll have to busy wait on the state change though, since there's not really another way to return to the original execution context

limber mesa
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its under audio

exotic thicket
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are you trying to stop analyzing output?

eternal compass
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@exotic thicket Either way thanks, I'll try to figure out something nice 🙂

limber mesa
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no

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playing sound then stopping it from playing

exotic thicket
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@eternal compass yeah that's why I mean you need to store some state in variables :) That way you can figure out what the next thing to do is after "losing" the original context

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@limber mesa yeah the node you want is just called Stop :)

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But you need to have an audio reference for it

grim ore
eternal compass
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Which sounds like a wonderful way to make the BP an inscrutable dish of spaghetti 😛 I'll stick to the delays for now and see what I come up with if I let it sit for a bit

grim ore
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and all you do is fill your elevator queue with what you want it to do

exotic thicket
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Well good luck with the delays, they are also a good way to make it into spaghetti ;)

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To be fair delays do work great if you don't need anything complicated

eternal compass
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@exotic thicket Not really, since they don't redirect the flow anywhere or otherwise change the topology 😄

exotic thicket
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but if you need to start making different decisions etc., it can become harder to manage when you can do what because you might have a delay running that might mess it up

eternal compass
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@grim ore The queue is an interesting idea

grim ore
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it should be expanded of course maybe using structs if needed such as the floor # or the delay for opening and closing if needed but the idea is sound

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all you would have to do in your actual call is decide what you want to happen and pop those commands into the queue basically

eternal compass
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That's the kind of sequencing I was looking for basically, with a few extra steps

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I was just hoping to express it with the BP structure itself, not an external queue... But I suppose that elevators should queue floors pressed anyways 😁

exotic thicket
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What he's proposing is effectively a finite state machine lol

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But yeah it's a good solution either way

grim ore
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yeah there are much better ways of doing it

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hell I would try and see if it could just be done in a raw anim bp if possible but I dunno how the animations are set up

exotic thicket
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interesting idea

grim ore
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I wonder if you could turn the elevator into an AI and use a behaviour tree

eternal compass
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That's another thing I don't get -- Are all the animation tools in Unreal for skeletal meshes? I just have a set of 3 objects I want to animate inside a blueprint hierarchy

limber mesa
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@exotic thicket how would i plug in a sound base into stop, it wants a component

grim ore
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the animation system is designed around skeletal meshes yes, but you can use stuff like sequencer to animation static meshes

exotic thicket
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The blueprint sequencer module is pretty freaking buggy tho :\

grim ore
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@limber mesa how are you playing the sound?

exotic thicket
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so if you want BP-specific animations it's not really a great solution

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for not hugely complex static mesh animations I've found timelines work fairly well

limber mesa
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i have a sound base var and i plugged it into play sound, but if i release a key i want it to stop @grim ore

exotic thicket
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you can use a simple float timeline to control a value such as X position or some angle of rotation

grim ore
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yes so how are you playing it? which node? what does the tooltip say

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there are a few "play sound" nodes

limber mesa
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play sound 2d

grim ore
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ok and the tooltip says what bout it being fire and forget or one time?

exotic thicket
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use Spawn Sound 2D instead of Play Sound 2D :)

limber mesa
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it says that

exotic thicket
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that one will give you a sound component reference which you can use to stop it later

limber mesa
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ok

eternal compass
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@exotic thicket I really like the timeline solution too, except the chaining. I guess I'm just a bit too used to asynchronous functions maybe? 😁

grim ore
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yep as the spawn gives you an output you can save for later to call stop on

limber mesa
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@exotic thicket still req sound base

eternal compass
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Either way thanks a lot for the tips, I'll let it sit for a bit while working on other stuff and see what I come up with!

limber mesa
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oh ok

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let me try

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it works thanks @grim ore and @exotic thicket

plush yew
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How could i have no mans sky like procedural naming system?

exotic thicket
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it's just an elaborate random value generator

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You could start by having a list of possible words and pick from the list at random

valid canopy
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hey, I'm back with the same physics asset problem.Is there something that I need to do in blender when exporting to fix this problem?

obsidian nimbus
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set min bone size lower

tranquil hound
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Hi, I have imported a photogametry model with UDIMS in Unreal, and it turns out that in Maya it looks good mapped but in Unreal the texture has some deformation. Does anyone think why it is? thank you all very much

valid canopy
obsidian nimbus
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dont think they ever come out perfect

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i usually set em up myself

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also u need to set the bone size lower cuz something isnt scaled right

lucid grove
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Can anyone help me with thath? Shadows looks ok on meshes, but completly dark on landscape material.

Im using dyn.lightning

valid canopy
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in blender the armature and mesh are scaled to 1

obsidian nimbus
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did u apply the scale?

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control A

valid canopy
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pretty sure I did but a second time won't do any worse

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yup, same

hard quarry
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What do I have to do to make a pawn viewable in the multiplayer?
Right now only a little ball is appearing and moving at the player position but not the skeletal mesh

lucid grove
plush yew
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Hey all!

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all of a sudden my hud cant be saved anymore

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I tried restarting the engine but this didnt work! Any Suggestions on how to fix this ?

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PS All my widget seems to be unsaveable atm

supple totem
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when my assets wont save, its usually because i have a 2nd editor open

wind gate
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How on earth can I keep my direct lighting show like the first pic, more smooth. This happens right after lighting builds and then goes back to the sharp one.

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Oh and the “cascade shadow maps” in my directional light is greys out... I was betting on it to manipulate the shape for smoothness

plush yew
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@supple totem Yeah Restarting my pc fixxed it. all of a sudden it did it, with no other editor open. restarting unreal didnt work either. glad this fixxed it 😛

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how can i have ALL ASSETS thing show in my content browser, im pretty sure i triggered it somehow in the past

tender granite
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Anyone knows how to debug World Composition LODs?

sweet relic
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@wind gate enable "use area shadows for stationary light"

light thunder
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How do I use visual studio to watch system resources be consumed by the engine - I'm trying to find out why it is hanging and what it is hanging up on...

vestal goblet
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Um, i think i messed something up. I'm making a blueprint and somehow the section where you add components has been locked, it has white outlines on it and i can't interract with it at all

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Aand now its gone, no idea what i did or how i fixed it

light thunder
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is the game running @vestal goblet

vestal goblet
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i don't think so, i'm in the blueprint viewport

grim ore
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if you are referring to a white square around a window with something like an X thru it, thats the window movey thingy and it sometimes breaks and does that. Restarting the editor or reseting back to defaults can clear it

vestal goblet
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So it was a bug then?

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Thats pretty much what it was, it was a white square outline wiht a smaller one inside connecting in the corners

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Over just the components section of the viewport

grim ore
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yep if you drag a window thats the preview for where the window can be snapped, it randomly bugs out

vestal goblet
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Ah, okay

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Ty for the info

light thunder
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also, my window resizes to hide the "frame skip" button, so I'm using the key toggle CTRL+SHIFT+F to skip frames ---but it opens ALL of these windows....what to do to get around faster?

median hound
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why wont this man detect me im peaking it detects if i go a little more to the right but he should be able to see me am i right

exotic thicket
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If you're using the sight sense with AI perception, iirc it does a line trace to your character's center

light thunder
median hound
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im doing pawn sensing

#

should i switch to ai perception?

grim ore
#

@light thunder mouse over the InAxisKey and see if the tooltip tells you which key is the issue

glacial pecan
#

anyone know how to get the mouse cursor to show up over the HUD?

#

there doesn't seem to be a global way to get a default set cursor in Unreal?

#

the moment the mouse leaves a menu, it disappears for me 😦

grim ore
#

get player controller -> set show mouse cursor

#

in addition you need the input mode to be set to UI (ui only or game and ui) generally if you want to work with that

glacial pecan
#

(first image is in playercontroller's beginplay, last image is in my actual menu class)

grim ore
#

did you set up a custom cursor or are you trying to use the default one?

#

and if you want the cursor to always be on you can enable it in your player controller directly in the properties

glacial pecan
#

@grim ore default... but, I do have a full screen HUD running at all times... I wonder if that hides it for some reason (again, cursor works in menus if I use the nodes in my blue comment)

grim ore
#

are you sure its using that player controller then?

#

if you set the input mode to UI and show the mouse cursor it should be up 100% of the time unless you hide it

glacial pecan
#

@grim ore thank you! player controller properties revealed that the "default mouse cursor" in THAT one was set to "none"

#

changing it to default made it show up everywhere! yay 👍

grim ore
#

Oh weird

urban ether
#

hello, im having problem that whenever i package my game, my main menu doesn't appear, however inside of unreal it works completely normal. Does anyone knows how to solve it? this is annoying me for days

scarlet birch
light thunder
#

@light thunder mouse over the InAxisKey and see if the tooltip tells you which key is the issue
@grim ore Problem is, the system is so lagging it was all I could do to take that screenshot - is there a way to halt execution or a break on execution?

urban ether
#

@scarlet birch i used create a widget and then selected my menu as a class

#

but i didn't change the name of it

scarlet birch
#

What you posted is creating an Editor Utility Widget.

#

I would assume that is something that would not work in a packaged game.

urban ether
#

what should i use instead?

scarlet birch
urban ether
#

Ohhh I got it now

#

thank you very much

plush yew
#

How can we contact community managers? I deleted my old account and created a new one on the same e-mail. This prevents me from logging into the forums and the answer hub.

iron raptor
#

@gleaming narwhal
^^^^

#

there you go

sharp flax
#

Hi! (Newbie here)

I'm trying to destroy an actor with a Box trigger. I does delete from the world outliner but it stays in the world. I also sometimes get ''Kill Pending''. Can someone guide me? Please, thanks! 🙂

scarlet birch
#

What do you mean by stays in the world.

sharp flax
#

in the level

scarlet birch
#

As in there is a mesh visible in the level?

sharp flax
#

Yes

scarlet birch
#

is that in the level blueprint?

sharp flax
#

Yep

plush yew
#

@gleaming narwhal I deleted my old account and created a new one on the same e-mail. This prevents me from logging into the forums and the answer hub. How can this be resolved?

scarlet birch
#

My first question would be are you sure the mesh that is still there is the same one you're trying to destroy? not a duplicate? or the wrong object?

sharp flax
#

It is the right object. I tried from scratch a few times and I always get the same result

#

OH, actually, does DestroyActor works on a simple geometry?

scarlet birch
#

It works on the actor.

#

Your approach is not really a good way to do this.

sharp flax
#

I dropped a marker in the level from the ressource browser and it does delete. But not when I create a Geometric Box..

scarlet birch
#

If you worked through some projects from learn.unrealengine.com or some youtube tutorials they'd cover better ways to do this.

sharp flax
#

I looked at 5-10 tutos on Youtube and they all do this..

scarlet birch
#

sec, let me check the site

sharp flax
#

Thanks!

#

Oh so the problem (I guess) was that the geometry is registered as a ''Brush''. I dropped a ''static mesh'' wall from the content browser and it does delete. Does it make sense?

scarlet birch
#

yes

#

Brushes are great for laying things out but should be eventually changed to something else most of the time.

sharp flax
#

Makes sense

plush yew
#

can someone tell me or redirect me to a guide that actually tells you how to make grass look decent and not like crappy 2d planes

#

shit keeps looking like a ps2 game

#

unless i fill the whole damn map with 500k foliage entities

oblique sorrel
#

So, the roadmap moved from Trello to Okta Productboard

#

Anybody knows how to access it? The Trello board was public, the Productboard requires login.

vale silo
#

@oblique sorrel can't login.. Already pinged community manager here and in the forums

#

I think it's "by design" for now. Maybe when there is something to show they'll open it up

oblique sorrel
#

Yeah. Tried my Epic account credentials, tried resetting passwords, seems to be locked for now

#

No way to get notifications, though, far as I can tell

#

@vale silo

covert onyx
#

Hey 🙂 I wanted to know if someone can help me solve a problem I just encountered with Unreal Engine 4.25.4 ?

vale silo
#

nice find @oblique sorrel thanks.. It doesn't look like the same board as linked on Trello 😛

gleaming narwhal
plush yew
#

@plush yew no permission to view haha

scarlet birch
plush yew
#

yup worked now thanks 😄

#

yea looks good!

scarlet birch
#

@plush yew Now that you mention it, it does not.

#

If I take off the /modules it does take me to the course. The whole way that site is setup makes it very hard to promote it and share links.

#

I couldn't share links to it in the past because of the way it's setup.

#

@plush yew After I add/start the class the link works. I assume it's a permissions thing where you have to join the class to follow a link to a specific lesson.

#

At the least a landing page using the subdomain would make it easier to share links.

exotic thicket
#

yeah the learn portal is a bit weird

#

it feels like it's set up for paid courses

#

but when the material is all free, the setup just makes it kind of annoying to use

grim ore
#

So there is a trick to sharing the courses

#

If you go to that page and find the course it has a shareable link

scarlet birch
#

Yeah, but if you're going to use a subdomain for the courses it would make a lot of sense to have a landing page using it. And probably to have landing pages for the courses with a login/sign up prompt.

grim ore
#

And yep the buggiest issue is the fact it needs you to log in causing all of this and it’s something they are working on making easier.

echo zealot
#

Mathew Waldstein? 😳😳 I know you from YouTube! Great Videos!

scarlet birch
#

ok, but open that in a private window or while not logged in and you get an epic games login prompt without context

grim ore
#

Yep you can’t get around the login 😦

#

Hopefully in the future but for now

scarlet birch
#

yeah. I mean I'm not knocking it. I love what's been done.

#

It just needs some love to make it easier to share.

grim ore
#

Truuuust me on this one, it’s a serious pain point. At least you can share direct links now

#

A couple months ago there was no direct linking lol

scarlet birch
#

Oh yeah, I've been paying close attention to it. I love everything that's going on with it and the courses. I bring it up a lot.

echo zealot
#

Is it a realistic and solid option to create a commercial game fully in blueprint? Since i mastered blueprint but i just hate that c++ code..

scarlet birch
#

Yes.

grim ore
#

Try to lessen the hate, a little c++ can go a long way. Fully bp is doable but working with the c++ might make it more in the end.

scarlet birch
#

Anything he is in should be required watching/reading.

grim ore
#

Sjoerd doesn’t make courses, he makes epics

#

I had to watch the material one a few months ago. It’s amazing

#

It’s so long but every time I finished a part I wanted more

#

Someone linked the new roadmap on product board. Has it been made public yet?

scarlet birch
#

I couldn't view it.

grim ore
#

I can.... that’s why I’m asking lol

scarlet birch
#

I'll try again. I have a few logins for that site and it was confusing which one to use.

grim ore
#

We I never logged in but I could already be

scarlet birch
#

what's the link? I'm using the one in the Trello

grim ore
#

Ok yeah I think it’s open now

scarlet birch
#

to the okta board

#

it prompts to login

eternal compass
#

Is there any way to copy all properties / clone a component in the construction blueprint?

scarlet birch
#

that worked

grim ore
#

Yeah I can see it not logged in. Neato.

scarlet birch
#

the link in the trello prompts to login

#

Nice.

thick herald
#

Damn. The experimental features look very interesting indeed.

scarlet birch
#

It certainly beats trello on presentation.

thick herald
#

Agreed.

scarlet birch
#

I'm interested in learning more about this "Variant Manager"

thick herald
#

Quartz is looking good! Got to love the gif for the CHAOS Ragdoll... 😄

scarlet birch
#

I like that the info conveyed is a lot more meaningful and descriptive.

thick herald
#

Yup, first glance and you can see what it actually means.

gleaming narwhal
#

@scarlet birch @devout gulch Could you (or anyone else) who see's the login prompt for the roadmap send us a screenshot? We're unable to reproduce

plush yew
#

Hey guys

scarlet birch
gleaming narwhal
scarlet birch
#

No, only the link found inside the trello board does that

devout gulch
#

your link seems to work, the trello one, doesn't

plush yew
#

Hey how r yall?

scarlet birch
#

cynical and gruff

shell surge
#

hello, is anyone here familiar with reflection captures ?

maiden sundial
#

@twilit pagoda Could you please stop ghost pinging me in several channels ?
It's quite annoying

haughty bear
#

what is up with these "fake tags"?

gleaming narwhal
#

Thanks for the help ya'll - Trello is now pointing to the correct link

scarlet birch
#

If you block them it will stop notifying you. Not a perfect solution but it helps.

maiden sundial
#

Don't really like to add ppl on my block list for such reasons xD

noble magnet
#

@exotic thicket I've got the wet/snowy landscape already down. I need my CHARACTER to look wet when it rains. And I can't find anything anywhere on it, unless it's called something different I don't know

median hound
#

ai perception is better than pawn sensing right

scarlet birch
#

I think so.

exotic thicket
#

@noble magnet yeah I mean a similar method could be used for the character too. Basically the same method can be used as with the snow material, you just use a wet effect which you fade in based on a parameter, similar to how the snow works

median hound
#

hopefully it sees better ima start learning it

scarlet birch
#

It's not too complicated once you get the hang of it.

noble magnet
#

Aaaah I gotcha. Thanks I'll try to look into it more

median hound
#

the ai blackboard you meanm?

scarlet birch
#

Ai perception, but that too.

median hound
#

what does it mean when perception is greyed out

scarlet birch
#

idk, screenshot?

median hound
scarlet birch
#

I assume that's the AI debug overlay? I mean the screenshot provides so much context.

median hound
#

i pressed ' then tried to press numpad 4 tho it was greyed probably a minor mistake ill watch another tut

scarlet birch
#

It should toggle it. It will show the view angle and any sense hits from hearing and sight.

#

You might have to highlight a particular ai. If you point the camera at an ai when you hit the ' key it will make it the target for it

shell surge
#

hi, is anyone here experienced with reflection captures?

deep arrow
#

Hey All,

Does anyone know what the best way of modelling, rigging and setting up character in blender and unreal in order to make a customizable character?

An example is imagine having a character made up of multiple meshes e.g. head, body, arms, hands, legs and feet.

What would be the best approach to being able to create a blueprint that will allow me to combine these meshes to make a customizable character.

I've heard about using morph targets but after some research I am still a bit hazy on how to approach this.

plush yew
#

would anyone be able to help me, ive just started getting inro UE4 and wanted to know if anyone had any good ideas of where to start
best to '@' me to be safe

scarlet birch
#

@deep arrow You can do either or some combination of them. As long as they're all skinned to the same skeleton you can set it up in the character to have one mesh drive the others.

deep arrow
#

@scarlet birch Right so you mean in blender I should be skinning the body parts to the armature/skeleton and export the mesh into unreal as a skeletal mesh which I can then attach onto the main mesh of the character?

scarlet birch
#

You export just the one modular part skinned to the same skeleton as the entire mesh. In the Character you parent them to one

#

"Master mesh" then in the constructor you tell the child meshes to use the master one to drive them. The node is something like master pose

deep arrow
#

@scarlet birch BTW do you know how unreal stores the skinning data for a mesh? Like if I have multiple upper body meshes skinned in blender how does UE4 skeleton know how to manipulate that mesh? is it stored in skeleton or mesh?

harsh tiger
#

i switched to the forward rendered and now my trees look terrible. any ideas on a fix?

scarlet birch
#

I have no idea. I'd guess you'd have to look at how data is stored in an FBX.

#

Switch back?

harsh tiger
#

it's a VR project and the performance has massively improved

scarlet birch
#

ah, yeah

harsh tiger
#

the trees at the front look good, its the trees at the back

scarlet birch
#

Does VR support distance fields?

#

If it does I'd switch back and try very aggressive LODs. Maybe use lighter material for higher LODs.

harsh tiger
#

the assets with foliage have a dark preview image?

#

but placing the tree as a SM looked perfectly fine

#

just the foliage version looks strange

#

like reallyyyyyyyy late

scarlet birch
#

Read the docs on them and manually set the screensize and stuff

#

you can preview them in the editor by zooming in and out while setting up the lods

harsh tiger
#

i've fixed the lod issue. now i just need to make it not look terrible haha

scarlet birch
#

Tweaking LODs can go a long way on performance.

harsh tiger
#

the performance is much better. it's just the trees look really bad at low LOD

#

i dont want them to look see through 😄

median hound
#

mike

plain pagoda
#

any resources to learn ALS v4?

#

it's very confusing

#

I'm familiar with a lot of things and can make stuff but I can't understand ALS

wet ruin
#

Hi!

In Unreal,
I added Player Start to the level but the pawn won't spawn at Player Start Location. Any tips?
I have the correct Game Mode in "Maps and Modes" and it's the same on "Game Mode Override"

#

It always spawns at 0, 0, 0...even if I right click the viewport and choose "Play from here"

cosmic matrix
#

hi
i m trying to use tsubclass but there is an error and all exemple i saw do the exact same thing
what i have is:

#

anyone know why this this incorrect

limber mesa
#

@cosmic matrix does it work with different types

#

did you make the damage type class

ancient lotus
#

ryzen 5900x, 16 minute UE4 source compile time lol

deep viper
#

What could be used to function as a unique ID for a "class" in UE4?

limber mesa
#

@cosmic matrix is Test2 a class

cosmic matrix
#

this should

#

that s why i m using tsubclassof

limber mesa
#

UClass

#

show me the code

cosmic matrix
#

but it s seam that i must include all the .h file

#

no test is var name

limber mesa
#

whats the error

cosmic matrix
#

must include the type class
using class xxx doesn t work

limber mesa
#

where is Test2 defined?

hasty wharf
#

So this BP Event Beginplay will not fire if i start the game in menu - start game. but if i start the game in level it fires

cosmic matrix
#

test2 is variable name i m defining it right here

limber mesa
#

@hasty wharf what do you want it to do

hasty wharf
#

i need that to set location on my door, so it closes

#

it will open but wont close, the entire bp will not fire but somehow the door opens

#

i saw somewhere on youtube they mentioned the game state

limber mesa
#

one sec

#

whats the door for

#

is it just being called in begin play

hasty wharf
#

well i start in a room where theres a door i need to open

#

i click a keypad, door opens. whats not working is im supposed to be able to click on the door to close it

#

but it doesnt work because nothing in the blueprint is fireing

#

but if i begin in the level map, everything fires perfectly

#

so its that handoff from Main Menu - Start game

#

to the level map

limber mesa
#

so the begin play , the door is closed

hasty wharf
#

yes

limber mesa
#

do you have anims playing

hasty wharf
#

i do

#

so im assuming since the event beginplay never fires

#

the rest of the bp doesnt fire

limber mesa
#

does the interface fire

deep viper
#

@limber mesa So I can use [UClass] to uniquely identify a class? Say I want an object instance to send a message with an ID that uniquely iidentiy its class, and I want it to compare its own class id with whatever message it receives to see if the message originated from an instance that shares the same class as the instance.

limber mesa
#

@hasty wharf whats the conditions?

hasty wharf
#

no it doesnt, somehow it jjust started working trying to figure out what happend

limber mesa
#

ok

#

@deep viper wdym, UClass Is just a type

#

if im wrong tell me im wrong

#

just trying to help

#

thats all

#

with tsubclass of, you have a variable in that class

deep viper
#

e.g. I have a "Skill/Attack" that is a certain asset/class. I would like to have a unique ID for this class. So that this class can send a message with its "class id", and then receive a message and be able to tell if this message was sent from another instance that shares the same class as him. This is because many different types of skills can send the same type of message, which is why I need to be able to tell which class a message comes from.

exotic thicket
#

It's interesting to look at the logs in Rider when UE crashes...

Log LogSlate Window 'Find in Blueprints' being destroyed

And that's it... :P

#

Or freezes, rather.

limber mesa
#

is this a question that you want me to answer?

deep viper
#

Yes. If you could.

limber mesa
#

ok ill try my best

#

your using C++ or bp?

deep viper
#

C++

limber mesa
#

ok

exotic thicket
#

You can compare UClasses yes

limber mesa
#

im just going to try to lay it out, for each class make a struct or a variable that contains the Id, idk how to randomly generate one

exotic thicket
#

If you want to send messages between objects, you could for example have TSubclassOf<Foo> SenderClass;

limber mesa
#

under what conditions do you want to compare?

exotic thicket
#

Which you can then compare

deep viper
#

Thanks guys. I was trying to word what zomg just answered.

limber mesa
#

it was a test

#

and i failed

deep viper
#

Thanks a Billion Billiam.

light thunder
#

So, I'm trying to figure out what is causing a critical hangup, visual studio is running but I can't even get IT to respond when this happens - is there a way to put a break in the execution (but I can't just assign one because I don't have a clue in all the vs files where the hangup is occuring)

limber mesa
#

im sure i didnt help but atleast i tried

#

@light thunder what do you do that gives you an idea where or what class it is located in?

#

why not put a break, even though you said you cant, at the first line

light thunder
#

I guess but I thought I could check the call stack and find out , won't it put time on how long it took or some hangup?

#

so yeah, this last one took about 8 or 9 minutes before it loaded

#

It's running now but I can't see where the hold up came from

limber mesa
#

FDebug::DumpStackTraceToLog()

#

Type that into the log

light thunder
#

in the editor or VS?

limber mesa
#

Try VS

#

If it doesn't work, try the editor

light thunder
#

where am I typing that in though?

#

Sorry I'm still learning how to debug through VS instead of the editor

limber mesa
#

Try it in the ue4 log

light thunder
#

ugh, I can't even move anything at all

#

pretty shitty when you can't even use task manager to close sometihng

plush yew
#

Anyone here know if I need a 8pin or 6 pin connector for my rx570 8GB?

light thunder
#

It's like I have 3.2 gigs of memory, not 32

limber mesa
#

Wow

#

What were you working on that caused this

#

And won't it give you a crash report, or does your computer not a low that to happen

light thunder
#

other things move except the task manager WTF is that about

#

no, it doesn't actualy crash

#

weird bug i've dealt with in 3 years

#

the only thing that works is sighing out of windows, and then stopping it from signing out completely but no other way to close the editor/VS/standalone game

#

what a crock of shit

#

Why am I the only goddamn firefighter who gives a shit about this, why did I have to be the one to learn this stuff?

light thunder
#

So, I set a break on a node in blueprint it stops just fine on there and pauses execution - no problems at all - I go to his STOP, before that node executes, and THEN it hangs up...how does that make any programming sense?????

#

The only way I get get out is to use "switch user" from the ctrl/alt/del minute, there is no way to shut down unreal

exotic thicket
#

Sounds pretty weird... is it using up a lot of CPU or other resources when it does that?

light thunder
#

@limber mesa I've been working on the same goddamn fire officer simulator for 3 years

#

it certainly behaves that way @exotic thicket

#

some programs I can use, others act like they don't respond

#

task manager....it works, gives data, but I can't click on anything

exotic thicket
#

Are you able to launch the game in debug mode with DebugGame Editor from your IDE and then just pause execution when it does that?

earnest cape
#

How do I "add an entry to ActiveStructRedirects."

light thunder
#

let me see @gusty echo - also I have this when I load up editor but I don't think it's related

exotic thicket
#

Seems unrelated but it's probably a good idea to fix those when you can

light thunder
#

I've used local debugger, but how do I "begin play" in VS - still new at that

dense gate
#

A series of nodes with no latent actions always execute on the same frame

light thunder
dense gate
#

Generally if I encounter such an issue myself, I'll add a print after every node

#

Rubber ducky debug so to say

#

Such hangs haven't been debuggable by VS in my experience

#

Though I ran on custom 4.23 for the longest time

light thunder
#

left my rubber ducky at home

#

but I don't know why it hangs on this node, standby I'll pull it up

#

On my phone

#

Can't even move on the computer

hasty wharf
#

Is there a reason why a blueprint will not visually fire but it indeed is working ?

#

Like the nodes and connectors won’t light up. But if I put stopbreaks they trigger

dense gate
#

Select your debut object

hasty wharf
#

I’m not sure. So when I play Level it fires and lights up 100%. If I play Menu and then click start game from my main menu level. It doesn’t light up and the bp doesn’t complete 100%

#

So there’s a door. You click it and it opens. Click again it closes. If I load the game via main menu level the door won’t close

#

If I load the game via Level. The door opens and closes

#

And all the connectors light up etc

#

That’s what I was looking at. Is that similar to game base mode

#

Bc the entire game works except that one part

#

Game is 99.99% complete except when that happens

vestal goblet
#

What exactly does an impulse command do? Does it just add velocity over time?

hasty wharf
#

So is there something i can throw after beginplay to change the mode to game mode ?

#

Thanks I’ll try it

dense gate
#

@vestal goblet adds a one-time force to a component, that's it

#

It's not over time

hasty wharf
#

I’ll try anything

plush yew
#

anyone know how to rotate textures for a landscape material? i dont like it when it repeats the texture, is there a way to rotate it and make it look more natural?

light thunder
#

WTF

#

someone explain this to me

#

it's PAGES of this stuff @exotic thicket @dense gate this is where that slowdown came from!?

dense gate
#

Most definitely

#

I'd open the function that spits out the kphjillion errors and see where it might fail

#

I like putting IsValid nodes everywhere because they prevent the kphjillion errors you see here

plush yew
#

alright thanks, i dont normaly do landscapes

light thunder
#

wrong image

#

although that shadow flickering, i'd like to know what's causing that

dense gate
#

That's a lot of "accessed none"

light thunder
#

okay that's fucking weird

#

that's from a sublevel that I don't have loaded

dense gate
#

Whatever object you're referencing or even calling functions on, it's invalid

light thunder
#

so where are those calls froming from

dense gate
#

It may be 1 object, it may be many

#

Welp

#

Then there it is

light thunder
#

all I did to fix it was toggle the level

dense gate
#

Dunno for what reason those load

light thunder
#

but that goes against everything I know about basic level streaming

dense gate
#

I think there was a begin play for sub-levels

light thunder
#

like, if you have something firing a function and it can't find the item because that level isn't loaded, how would that function fire if it is CONTAINED in the same level that isn't loaded???

dense gate
#

Add safeguards for when the level isn't loaded yet and execute whatever you need at the begin play

#

When it comes to async loading, always assume that everything isn't loaded (yet)

light thunder
#

yeah

#

most of those errors were from construction scripts - can you even set breakpoints on a construction script?

dense gate
#

I tend to use begin play where possible

#

Construction scripts have been iffy for me and I only use them for stuff that generates procedurally at this point

#

Like instanced meshes

light thunder
#

I didn't make these lol they were an asset pack

dense gate
#

Ah, the polygon city

#

I remember now

light thunder
#

?

dense gate
#

Or another asset pack maybe

light thunder
#

no it sounds familiar

#

think that was the name of the studio

dense gate
#

Polygon City / Houses / <some others idk> are a collection of low poly assets that were free a couple months ago

light thunder
#

like i have this asset, it says failed to load but I can look at it just fine in reference viewer

#

oh it wasn't that poly pack

dense gate
#

And that's the only error for that one?

#

As in, there's not any more text relating to it

#

If those appear on editor load, they aren't an issue

#

I'd be looking at why the errors happen at runtime and cause you a borderline hang

light thunder
#

um, assets are referencing themselves but they don't exist because the level isn't loaded but I don't know why they are able to reference themselves but not get there holy shit i'm not qualified to do this

#

jesus lol

dense gate
#

I'm getting second hand frustration

light thunder
#

heh

dense gate
#

Any idea what those assets are doing to reference whatever?

#

And is it feasible for you to implement it yourself?

light thunder
#

what do you mean feasible to implement myself?

dense gate
#

If it's a car that generates a random body/color it may be better to move the nodes to a point where you know it's loaded

#

Or make your own way

light thunder
#

Well that's ...uh...annoying - [2020.11.06-02.43.56:207][692]UnrealWebServer: Request incoming : 䕇T爯煥敵瑳⽳瑳瑡獵樮潳n潣浭湡㵤湩灟慬♹湩異㵴瑨灴╳䄳㈥╆䘲睷⹷潹瑵扵⹥潣╭䘲慷捴╨䘳╶䐳杚䥂䵭歁䡥o呈偔ㄯㄮ - 爯煥敵瑳⽳瑳瑡獵樮潳n潣浭湡㵤湩灟慬♹湩異㵴瑨灴╳䄳㈥╆䘲睷⹷潹瑵扵⹥潣╭䘲慷捴╨䘳╶䐳杚䥂䵭歁䡥o呈偔ㄯㄮ
[2020.11.06-02.43.56:208][692]UnrealWebServer: Warning: NO Unreal callback found

dense gate
#

I have no idea which ones those assets are

#

What the

light thunder
#

yeah right?

dense gate
#

Actually I think I forgot to say

#

Take some of my advice to "make your own" with a grain of salt

#

I've went a full length making a moddable MOBA framework so things may not be as easy for you

light thunder
#

hmmm - cannot attach '/Game/Maps/UEDPIE_0_SuburbanLevel.SuburbanLevel:PersistentLevel.BP_Fence_A18.NODE_AddStaticMeshComponent-0' which is static to it. Aborting. that's one error i deleted a fence that the BP was using -

sleek spear
#

i have some assets from marketplace cached locally, when i add them to a project, do the cached filed get added or does the epic games launcher check if there are any updates first?

tulip rampart
#

U wot m8

median hound
#

how do i check if the guy aint moving let me print that hes stuck, then ill move him backwards

#

tired of this bean fuck hugging walls

maiden peak
#

Does anyone know how to control car by using this steering wheel.... I searched a lot but can't find...

plush yew
#

gtg see ya

maiden peak
warped tangle
#

That is incredibly vague...."using the steering wheel" how?

hidden raft
#

Does anyone know how to control car by using this steering wheel.... I searched a lot but can't find...
@maiden peakConsidering that you wanna somehow rotate the steering wheel, you could apply the vehicle rotation based on its rotation normalized

ornate ice
maiden peak
#

Did u mean umg(button) ... Or it was used by similar things like joystick inputs @hidden raft ?

plush yew
#

do we have an ETA on 2.26 release?

hidden raft
#

There are other ways to do it, but yeah, you can just use like two buttons to rotate it right or left @maiden peak

rustic leaf
#

you mean 4.26? didn't we just get preview 6?

#

i'm getting all sorts of ideas about water-based games.

plush yew
#

yeah sorry 4.26

#

I heard it was set to come out around october

rustic leaf
#

I have no idea when it will be released, but personally i'm just going with the preview releases since i'm in no rush to release anything based on it.

maiden peak
#

@hidden raft thanks ..but how to control via the steering wheel... How to add the wheel in umg nd rotate in origin point.. return to its original position..

tender granite
#

Anyone can help me with debuging a World Composition LOD?

brittle epoch
#

are save game objects just serialized data?

versed spear
#

@brittle epoch here is what I found So in the end each Object in UE4 has the Function Serialize containing an FArchive to read or write data from/to. If you use the UPROPERTY(SaveGame) the underlying variable will be serialized in the Archive during serialization.
This UPROPERTY is the same as you can see in Blueprint.

brittle epoch
#

thats helpful, the answer is yes then?

#

they are serialized data

versed spear
#

yep

brittle epoch
#

thx ;] for finding that out

versed spear
#

makes me wonder if you save an object if you can save objects. I never tried that. I have only saved variables haha.

#

Would be cool to load an actor from the save game that is in the same state as when the user went offline instead of spawning and reloading all that data

brittle epoch
#

kind of what im trying to figure out

versed spear
#

dm if that works haha i have a system i could try it in right now but don't want to mess with it for that haha

#

how would you spawn the actor from the ref you get from the save slot

#

However, the SaveGame will only save certain primitive data types, such as strings/names, integers, and structs. If you try to save something like an UActor it won’t save. When you try to load the SaveGame from disk, the variable that was holding your Actor was will be empty (None).

#

that is sad

brittle epoch
#

heh

versed spear
#

but that is what I do I load the data into the player controller on my on load game function then set the data to whatever actors I need or those actors get their save game slot and read the data on spawn

#

you could set up a dynamic naming system that would create save objects for each actor that needs to be saved.

brittle epoch
#

im really trying to figure out if data servers are better for storing in game data, or is that done on the game server itself. i imagine it could be both.

versed spear
#

you trying to make multiplayer?

brittle epoch
#

im trying to make a sandbox

versed spear
#

multiplayer?

brittle epoch
#

muliplayer

#

yea

#

the savegameobjects would work well if it was data on the game server itself from what i can gather ;p

versed spear
#

well that does depend on where the save game object is being called

brittle epoch
#

what do you mean?

#

lhow servers were set up?

versed spear
#

think of it this way. the way unreal replication system works any data that must be secure must go through an api gateway. The server uses the gateways api to authenticate and get or put data to the database.

#

Why do you need this because of replication. When you load the save game object for that player it will get replicated and that is where you run into problems with hacking.

brittle epoch
#

oh

#

yea

bleak elk
#

I wanted to know if there is any command or way to set all the console values back to their default values?

versed spear
#

you can read up on how to use amazon api gateway

brittle epoch
#

yea, but amazon api is for like json data, on a data server, right. im talking about serialized data on a local server.

versed spear
#

I think its serverless tech

brittle epoch
#

how the character is driven and stuff doesnt really matter to this particular data

versed spear
#

use lambda functions from the api gateway

#

does the data need to be secure?

#

if not use save game object on client

brittle epoch
#

heres my though, you log in with the api, but once your logged in the gamemode just loads your character from disk. i dont know if thats a thing. but it would save on data bandwidth.

gilded dove
#

is it possible for me to store my project files on onedrive

#

as i only have 70gb space

brittle epoch
#

a harddive thats part of the server

versed spear
#

Yea your right mindgap

#

keep thinking that way

gilded dove
#

is it possible for me to store my project files on onedrive

versed spear
#

you need to develop a catching system and you can use your save game objects for that. Just remember that is all gone when the server goes down.

gilded dove
#

that not awnsering my question assuming your talking to mindgap

versed spear
#

sorry but it is only possible for you to get a new harddrive 😦

gilded dove
#

ok aslong as project doesnt takeup 20gb of space on my hdd i should be good

brittle epoch
#

well both could be done.

versed spear
#

I have to many builds of source and binary builds of the engine on my computer.

#

Yea it is not realistic to load the engine into memory from one drive and save changes back and forth

#

that seems crazy actually

brittle epoch
#

Is your second sentence directed at me?

versed spear
#

no sorry that was for working with onedrive

#

but like you said both can be done and if you manage things right you can reduce bandwith many ways

brittle epoch
#

i think for now i will move along with out worring about saving

#

thats like an end goal, for where im at i can just use saveobjects

versed spear
#

are you trying to make money from this game?

brittle epoch
#

Its just a hobby

#

so no

versed spear
#

yea i wish there was a easy way to load and save data with multiplayer.

brittle epoch
#

yea, i just wanted to have dynamic items that persisted ;p

versed spear
#

well you can save the dynamic data to save game object and just rebuild them with that data. It should be strait forward.

brittle epoch
#

yea, it works out better i think to use the serialized data

#

then say a txt file

versed spear
#

come on now who doesn't like writing a parsing system from the ground up 🙂

brittle epoch
#

heh

#

there are built in functions in ue4 ;]

#

give a little start ;p

gilded dove
#

how do i add multiplayer to my game like is there a free option

versed spear
#

I wrote a program for android. It gets the buffer stream of the touch input on the screen. I had to parse that data and feed it into a buffer to get the android device to replay back the touches on the screen

#

that was fun

brittle epoch
#

heh, "sounds" simple

versed spear
#

not when you have freaking a million different version of android haha

#

no standerds

gilded dove
#

how do i add multiplayer to my game like is there a free option
like is there a free way to add multipalyer in blueprints

versed spear
#

api change every os

brittle epoch
#

@gilded dove making the game multiplayer doesnt cost anything until you start usuing bandwidth

versed spear
#

near the play button should be an option to set how many players you want to test

#

then you do your reading on making nodes run on server our client and other nodes that help with multiplayer

#

The thing is though if I had to ask those questions I would first take a step back and learn inputs and outputs on functions variable types object types passing data around to other objects collision umg and the list goes on.

gilded dove
#

i have no idea what that means

versed spear
#

its is the basics for object oriented programming.

gilded dove
#

im using blueprints as i dont know any coding not even the simplest of it makes sense to me

versed spear
#

you make an object this object holds place holder values. You feed inputs into these values and the object does what it needs with those values and outputs information if needed

gilded dove
#

still dont get it
im new to unreal

brittle epoch
#

So, basically you can build the game, as a server version and a client version. and thats what a multiplayer game is. the engine is designed for this

#

but its not as simple as just clicking abutton

versed spear
#

well it kinda is

#

make a third person template and set 2 players and click play

#

its a few clicks 😄

#

and that is as far as they will get trust me

gilded dove
#

i want multiplayer and matchmaking to be in the final packaged game

versed spear
#

you will never get there

brittle epoch
#

yes, but you still need to consider how a server and a client function together.

gilded dove
#

seen tutoriials but involves buying aws and i cant spend a dollar
(as i dont have one to spend)

versed spear
#

I tried to tell you go learn object oriented programming then come back to learn unreal engine

#

C++ would be your best start because you can apply it to unreal engine

#

then you can write and expose all the c++ code you will need for you multiplayer game to blueprint

#

@brittle epoch I bought the multiplayer with blueprints.

plush yew
#

i should probably learn c++ first and not blueprints

#

the advice i see online scares me

versed spear
#

Saves all the time of exposing all that to blueprint

brittle epoch
#

@gilded dove there is a series of ue4 multiplayer tutorials, that would help you understand how multiplayer works

versed spear
#

they can not even pass a varibale value to another actor

#

that tutorial will do nothing

brittle epoch
#

@plush yew blueprints are a great way to help understand object oriented programming imo

#

but they lack in functionality for complex operations

#

well they lack functionality compared to what c++ offers

versed spear
#

Its funny I am 2 years into unreal and every day I am still learning new things. I could not image going into it not know how an array works.

brittle epoch
#

yea, that woundt work

#

lol

versed spear
#

I will start matts tutoring service. You will only get taught what I think I know and it may be wrong lmao

brittle epoch
#

i started with a guide on the internet that had like a simple inventory and pickups using the mannequin model and anims

#

and blueprints

versed spear
#

I find that easy for me to. Find a project that someone did a good job on and learn from it. Do that enough times now you can take their code and write it even better for what you need to use it for.

#

gota get back to work was fun!

brittle epoch
#

thx for the help @versed spear

plush yew
#

@plush yew blueprints are a great way to help understand object oriented programming imo
@brittle epoch i really like blueprints and how much easier i can understand them

#

but since i havent touched the C family at all

#

i might give it a try and find out

brittle epoch
#

@plush yew I recently made a blueprint function that exposes a blueprint function i can use to read write text files, and create, delete folder and files.

#

It was fairly easy with the tutorials online

sleek tinsel
#

guys I want to make game, especially vr game, where should I start?

plush yew
#

right i remember, ue4 doesnt really have any file editing features (not sure abt what i said lmao)

#

guys I want to make game, especially vr game, where should I start?
@sleek tinsel vr is one of the starter projects when you make a new project so try that i guess

brittle epoch
#

Im tired, i must go.

#

;]

plush yew
#

ok

#

bye!

brittle epoch
#

bubye

sleek tinsel
#

what should I be looking? or get started

#

@plush yew

plush yew
#

uhh i really didnt understand your question

sleek tinsel
#

lol

#

is oraite

#

forget what I asked

#

hahahaha

plush yew
#

sorry 😦

subtle timber
#

can somebody in her help me with Volume textures?
I created my Volume Texture and in the Texture view everything looks like it should.
but when I build a Material with it and applie it to a static Mesh the mesh goes invisiable

#

don't know what I'm doing wrong
the resources on this topic are very spare.

fluid viper
#

The 'remote control api'.. I was under the impression you could use it make changes to objects while the editor is in playmode. (Think changing HDRI in a LED wall backdrop for virtual productions).. but it doesn't update until you stop/play the editor..

#

and CORS implementation is shady as well.. but that's another story.. I'm wondering why it's not updating in realtime

#

technically it works, I send it something like this ```'{
"objectPath" : "/Game/StarterContent/Maps/Minimal_Default.Minimal_Default:PersistentLevel.Cube_2.StaticMeshComponent0",

"functionName" : "SetRelativeRotation",
"parameters" : {
    "NewRotation" : {"Pitch" : 722, "Yaw" : 30, "Roll" : 30} 
},
"generateTransaction" : true

}'``` and I can see the UI values update.. but the scene it self does not repond to it only after stop/play cycle, I'm I missing some undocumented update call or something?

#

the object is set to 'movable' so it's not strapped in some static mode

tropic pilot
#

when i set something in a Structure variable and then press compile and save the damn thing Collapse everytime and i have to re-expand to the area i was working in -.- can i turn this off?

strong schooner
#

is truesky way better than the current system in 4.25 or even 4.26? I am tempted to buy since its only 100 euros for a lifetime license? Thank you

fluid viper
#

ok... during playmode everything gets copied to a temp version.. so path changes.. UEDPIE_0_Minimal_Default...

#

but still no realtime update of remote control stuff.. I'm sure I'm missing something else there is litterly zero sense of using that plugin if you need to restart it manually after every change

dire coral
#

any one know when will ue4 4.26 be in full releas

#

becouse of the quixel megascan link and the water system i want to use them

lusty pumice
#

Is there a way to exclude some static meshes from receiving foliage?

#

because my landscape is static mesh but I don't wanna paint over other objects I have in the scene

thick herald
#

Maybe hiding them while adding foliage? No idea, just spitballing.

vocal herald
#

can anyone help me with Python api?

#

im creating a socket

#

but how do I set or change its name?

shut glen
#

Blueprint Runtime Error: "Accessed None trying to read property DeathCounterRefrence". Blueprint: BEAN_BP Function: Execute Ubergraph BEAN BP Graph: EventGraph Node: Add Death

#

what does this mean?

vocal herald
#

it meas that DeathCounterRefrence is null

tight dust
#

Hello everyone

#

How are you doing?

shut glen
#

it meas that DeathCounterRefrence is null
@vocal herald how can i fix that

#

?

tight dust
#

I wanted to ask, how do I post in looking for work?

#

or Looking for talent

vocal herald
#

when add death happens u call DeathCounterRefrence?

#

post a screenshot with add death

#

and deathcounter

shut glen
vocal herald
#

on the left side where ur variables are

#

show ur deathcounterref

shut glen
vocal herald
#

see

#

deafult value is none

shut glen
#

i cant change that

vocal herald
#

is ur bean_bp in the level?

shut glen
#

yes

#

wait

#

it spawns

#

it has 2-4 players

vocal herald
#

and wtf is death counter reference

tight dust
#

@shut glen Do you know how to post?

vocal herald
#

is it in the level

shut glen
#

Yes death counter is in the level

vocal herald
#

get all actors of class

#

in ur case is whatever is ur deathcounter class is

#

get item with index 1 from the array

#

assuming there is only 1 death counter actor

tight dust
#

How does one post a message to looking for talent/looking for work?

shut glen
#

ok?

tight dust
#

@upper heart , How are you

#

How does one post a message to looking for talent/looking for work?

vocal herald
#

than feed the result

#

to Set(ur deathcounterlevle)

shut glen
#

i do that in my game mode or the player?

vocal herald
#

in ur bean_bp

#

on begin play

shut glen
#

ok

hasty wharf
#

Having a strange issue when I load into my game via main menu level then click start game. Tracing isn’t functioning correctly. If I load directly into game level it works

tight dust
#

Hmm

#

Need more info

#

Is it multiplayer?

shut glen
#

what do i do here?

#

i am kinda new with ue4

hasty wharf
#

Tireless Tom. No it isn’t. It’s an interaction type game

#

Everything works but a door. Game isn’t recognizing me clicking on it

#

But plays perfectly if I bypass main menu

vocal herald
#

u can just use get actor of class

#

no need for get all actors, my bad

spark parrot
#

Hi, does anyone know of a way to copy all settings from an object and paste it into an equivalent object in the engine? Say I want to copy settings from a directional light from one level to another, or one mesh to another?

shut glen
#

something like this?

hasty wharf
#

@spark parrot why not just duplicate it

#

Then change the mesh

#

If u wanted to

#

So anyone have any idea why tracing wouldn’t work if I load my game via main menu level vs the game level

drifting geode
#

does anyone know if this is somehow possible in a single material? - or is the only way using instances?

spark parrot
#

@spark parrot why not just duplicate it
@hasty wharf For lights that would work fine, but for example - as I am importing tons of meshes, it is becoming tedious to open each one by one and manually set things like collision, source lightmap idx and resolution. Wondered if there's an easier way..

vocal herald
#

@shut glen yes

plush yew
#

GoodDay all

drifting geode
#

@plush yew thx - forgot to mention that i am using also 3 different uv sets

plush yew
#

What should be te calculation if i want to let the muzzle always spawn in front of him, because now when i turn around he will let the muzzle spawn behind him

wary wave
#

you're offsetting by 100cm in X

#

you need to calculate that offset in local space, not in world space

plush yew
#

fixxed thanks amber.

main cobalt
#

Hi all, I'm having some weirdness with using Unreal's "Remote control" plugin and rest.
My function call basically seems to only affect my actors in edit mode not run mode.

eg. If I hit run and use REST PUT request to run my function (Which changes an actors rotation), If I had the actor selected before play mode I can see the rotation values changing but the visuals in play mode don't reflect this.

When I stop play the rotation change is now visible.

If I call the function in regular event graph onTick with a delay it works as expected.
Does anyone have any ideas on this? The documentation isn't very in depth.

covert hedge
#

did you try to print any string to check if the rest api call is received by the client properly? maybe it hangs or something while in PIE FeelsThinkingMan

main cobalt
#

Yeah it's definitely coming through, also returns properly

#

First with parameters, I've removed the parameters now and generate a random rotation within the function just in case there was something weird there but both seem to work as expected, just the actual transformation isn't passed properly to the actor if im in play mode

#

But when I stop play the actor is in the correct pos/rotation

#

It's like my function is only able to affect the base state of the scene in editor somehow and not while running

sleek spear
#

i have some assets from marketplace cached locally, when i add them to a project, do the cached files get added or does the epic games launcher check if there are any updates first?

uneven cloak
#

it will use older cached, to be sure, check for update manually

drifting geode
#

has anyone managed to change the node-search/context window from "right-click" to "TAB"? - like almost any other node based software? 🙂

uneven cloak
#

take GH version, change that part of code, compile, and have it 😄

sleek spear
#

@uneven cloak how do i update manually?

uneven cloak
#

@sleek spear i click "Remove local content" then again "Download" and then finally "Add to project"

sleek spear
#

i see, thats worst case scenario for assets of 20gb for example

uneven cloak
#

ye in that case, check if there was update since u downloaded, on marketplace

grim ore
#

If there is an update for a marketplace asset it will show update in your library instead of add / create. It would also show a small red dot somewhere

trim silo
#

Is there any SIMPLE way to implement controller support into UI?

wary wave
#

nope

harsh tiger
#

why is deleting meshes from the content browser so slow?

#

an is there something i can do to speed up this process?

trim silo
#

that's dissapointing 😦

#

why can't UE detect controller automatically

misty cargo
#

usually arrays need to get an index of the item in order to use it

light thunder
#

I'm having a very weird bug where it appears that a sub levels blueprinted actors are running their construction scripts however the level is not loaded and it takes the engine about 8 to 10 minutes to figure it out before it actually begins play....

#

This was a nature of the hang up that I was trying to figure out yesterday

grim ore
#

@trim silo there are different controllers and different platforms and not all will have the same requirements so they leave it up to the developer to implement the way they need it.

light thunder
#

The only thing I can think of is that I have an actor that acts as a level loading system, this blueprint actor is on my persistent level and references the sublevels

hasty wharf
#

how can i flag a specific item in game and mark it as hud so the texture bias etc doesnt effect it?

grim ore
#

a texture? open it up and change it's texture group to ui? Can also change the compression settings to UserInterface2D

hasty wharf
#

yep, ty

median hound
#

is it cause when i die it no longer has access to character so it cant do shit related to having it? isvalid fixed it.

trim silo
#

@grim ore Directional buttons are present on pretty much all controllers nowadays

grim ore
#

out of the box if a button has focus and there are other buttons a controller will move between them and the bottom face button will select.

runic fern
#

hey guys i have a wall static mesh i want to make it parts so i can interact with the part individually using line trace and using set custom render depth ?
is that possible and how

#

i've tried merge small cubes in blender as a one static mesh and using different uvs and material for it but i cant control it seperatly

dense knoll
#

how do i fix this?

#

Assertion failed: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp] [Line: 45]

steel shell
#

i created a tiled landscape but the LODs I generated for some tiles are not displayed. UE Always displays LOD0 for all tiles, although the tiles have different lods. Someone knows what i am doing wrong?

mental apex
#

does anyone have good tutorials for modeling fps hands?

#

software doesnt matter

twilit pagoda
#

I think Epic should add an option to filter updated assets in the Library Vault, because if you have lots of assets and one of them gets an update you have to spend sometime looking for that asset xd

rapid monolith
#

Hi.
The LG Smart TVs run on WebOS.
Any idea how to use Unreal Engine 4 to export games for that platform? Is it possible?

grim ore
#

it is not