#ue4-general

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exotic thicket
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I wonder what version of WebKit does webOS run nowadays

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If it's still the same as when they used that on the Palm and later HP phones/tablet then it's gonna be pretty seriously outdated :D

plush yew
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why are my physics breaking if i go further away from center of the world?

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My ship is shaking like crazy and camera doesnt stay anymore at same position etc.

left citrus
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Can you not use lights with orthographic cameras?

grim ore
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floating point precision loss @plush yew

plush yew
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What could be fix to that?

left citrus
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don't go far away from the centre of the world ๐Ÿ˜›

grim ore
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you need to use origin shifting or some other method

left citrus
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^

plush yew
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How could i enable origin shifting?

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World settings and thats it?

grim ore
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you need to look at using world composition

plush yew
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Necessary?

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Like do i need to make each planet its own map in world composition

grim ore
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I dont have enough experience in that subject ๐Ÿ˜ฆ but origin shifting or rebasing is what you want to look into

dense knoll
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how do i fix this

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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]

grim ore
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when does it happen?

dense knoll
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when i start the project

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it opens

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then freezes

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then crashed

grim ore
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any project or that project?

dense knoll
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only this one

grim ore
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you might have to attach a debugger to it so when it crashes you can see what its doing

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otherwise look at the log in the saved folder and see if there is anything before that

dense knoll
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UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor
UE4Editor
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

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thats eveything else

grim ore
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yep install the debugging symbols and attach a debugger or just start randomly guessing

dense knoll
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the full log

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[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 855] i just noticedthese lines

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[2020.11.06-18.36.22:083][ 6]LogD3D11RHI: GetQueryData is taking a very long time (5.0 s)
[2020.11.06-18.36.27:084][ 6]LogD3D11RHI: GetQueryData is taking a very long time (10.0 s)
[2020.11.06-18.36.32:084][ 6]LogD3D11RHI: GetQueryData is taking a very long time (15.0 s)
[2020.11.06-18.36.37:084][ 6]LogD3D11RHI: GetQueryData is taking a very long time (20.0 s)
[2020.11.06-18.36.42:083][ 6]LogD3D11RHI: GetQueryData is taking a very long time (25.0 s)
[2020.11.06-18.36.47:089][ 6]LogD3D11RHI: GetQueryData is taking a very long time (30.0 s)
[2020.11.06-18.36.47:089][ 6]LogD3D11RHI: Timed out while waiting for GPU to catch up. (30.0 s) (ErrorCode 00000001)
[2020.11.06-18.36.47:089][ 6]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2020.11.06-18.36.49:635][ 6]LogOutputDevice: Warning:

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how do i fix a GPU timeout?

left citrus
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Ok, why is lighting not working for orthographic views, it seems like it's not even on any roadmaps for epic, is it something fundamentally impossible with the current engine set up?

dense knoll
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this popup at the bottom right apears then the editor crashes

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Ok nvm fixed

queen robin
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Anyone has an idea on how to fix this error while generating project file?
The french part says Unable to open compiler intermediate file

runic fern
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hey again guys i have 3 meshes merged in blender and i want to control each one setting highlight or changing the color depending on line trace how can i get it ? this node seems not working

dense knoll
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whenever ANYTHING pops up the editor crashes

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the Change Collison Preset window

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dead

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The Open Windows from last session

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dead

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arghh its sooo anoying

grim ore
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if its a d3d error it sounds like hardware

median hound
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how do i turn off errors showing when i stop play

dark depot
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by fixing them

plush yew
restive eagle
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get hud or smth similar

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but that wont help you because you are not using it anyways

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as it is now your cast to hud wont do anything

plush yew
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so what iam trying to achieve is when i press the key it changes the image in the hud

grim ore
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where do you create the hud? store a reference to it and use that reference to talk to the hud later.

restive eagle
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so you need to change it inside hud, now you are changing it inside your character/pc

grim ore
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its basic communication in UE4

plush yew
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trying that

restive eagle
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to make changes in hud you need to use the reference from "as hud"

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as Mr. Mathew said its basic communication, i recommend you watching this first before you continue https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...

โ–ถ Play video
grim ore
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there is also a intro to umg course on the learn site

runic fern
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Mr Mathew Also if you can advice me Please xD

plush yew
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thanks guys

fathom badge
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Can anyone tell me why the shadow of the plane is being cast on the grass and not just the grass' shadow?

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I tried googling this but i'm not exactly sure how to word the question

robust spoke
plush yew
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can someone make free vps

digital anchor
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that cast will always pass so its not needed

robust spoke
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that cast will always pass so its not needed
@digital anchor What do you mean?

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I dont need the Cast to Character class?

plush yew
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can someone make me free vps

restive eagle
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make yourself?

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host it on your pc

plush yew
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how

restive eagle
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google

robust spoke
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at first what is vps? ^^

digital anchor
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theres no reason to cast if youre not even using the cast output, unless you using a cast as a check, which will always pass anyway so its useless

robust spoke
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ah do you mean the connection between as char and tagrt? i try to figure out the way to connect ^^

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i havnt worked with a violet cast so i have to find a way to connect violet with blue xD

restive eagle
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your are casting to a class

digital anchor
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you dont, purple is a class type

restive eagle
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get player character - cast to "character" (your main character bp, the way you named it)

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if you are using a template it will either be cast to third person character or first person

robust spoke
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ah ok. I try to build one BP with the Movement, Health and Mana reg to use one BP for all variable characters. The effects should be working on every char

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so i have to say my character class is XY give me Health and mana reg

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in this example its the movement ^^

digital anchor
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then you either have a parent class, which defines those properties, then you can cast to the parent to read the Regen etc. and it will work with every child class

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or a component, whatever you prefer

restive eagle
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since you are new you are trying to make a jump before you can even walk, try making first a basic version so it just works

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the things that are being said here will probably just sound confusing

robust spoke
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it is working for 1 character

restive eagle
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if you want to do the same thing for all actors then use "get all actors of class" and from there "for each loop"

robust spoke
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the original there ist only a cast to ThridPlayer Blueprint and it is working

restive eagle
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but your all actors must share the same parent class

digital anchor
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which in this case, is character, which is already what GetPlayerCharacter returns, so no cast at all is needed

robust spoke
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ah ok thanks the parent class i dont konw, by programming im open a class put all actors in and can use the class ^^

dense knoll
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WHY IS UE4 CONSTANTLY CRASHING arggrg

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any time any UI elemnet is shown such has over elements dropdowns

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it crashes

left citrus
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oh yeah man, dropdowns crash the fuck out of UE for me

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have done for the last year or so

dense knoll
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anyone know how to fix thi

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the engine has became nearely unusable

jaunty haven
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Hey guys, Is there any way, if we can deteremine if we can see the actor, from players point of view, i want to stop the blueprint logic for a class, when it is not visible

left citrus
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WasRecentlyRendered sounds like a good solution if you need to solve for semi occluded actors

jaunty haven
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@left citrus I did , could not find it , Thank you so much.

left citrus
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no problem ๐Ÿ™‚ sometimes hard to work out what to google! But yeah, the top answer on there uses the actor location which is a decent hacky solution but obviously falls a bit short for larger actors @jaunty haven

jaunty haven
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yes, it is going to fall short for me, was thinking to do line trace, but i thought it will be little costing, i thought i could find something easy , which will tell me Item is in view Frustum or not.

dense knoll
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sooo, is their any way to fix the ue4 crashing with editor UI

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Wait Catch2 do you have multiple displays?

jaunty haven
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@left citrus i think wasRecentlyRendered is the solution, thank you very much

left citrus
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glad it's workin' out @jaunty haven !

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@dense knoll I believe whenever I've ran into that crash problem I will have had multiple displays, yes

dense knoll
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i think that could be the prob

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ue4 was working fine yesterday

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then today i installed a new display

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and now ue4 is not wokring

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nvm

left citrus
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it was always very specific drop downs that would crash me, namely parameter lists on a custom node in materials

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sounds like you're having a bigger problem

dense knoll
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same

left citrus
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that dropdown is fucked I swear

dense knoll
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the only adition is the Restore Last session windows

left citrus
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maybe epic will fix it if you submit a ticket

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./s

dense knoll
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Awnser hub is not letting me login

dark pendant
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Anyone knows how to fix the issue with .uproject file not found when running the game?

dense knoll
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check if the file itself is still their

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if its still their create a empty project with no starter content then go to your previous projects content folder and head back and copy the config folder and Content folder than paste the two folders

lucid grove
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Heya. Anyone experienced with shadows? Im once again facing problems with its blackness

dark pendant
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it is, thats how I am able to generate the visual studio files and run the editor and everything

dense knoll
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right click the uproject file

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and their should be a option

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nvm your asking something else

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uhhhh

dark pendant
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its the error I am getting when running the game on the device

dense knoll
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then theirs a issue with your code

lucid grove
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Im using dynamic lightning

dense knoll
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just increase the exposure

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or increase brightness

dark pendant
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then theirs a issue with your code
@dense knoll Do you know whats the issue with the code?

dense knoll
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idk

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look for errors

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did you mod the engine?

lucid grove
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Skylight is there. Making it more extensive make image overbrighten

dark pendant
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I did not nope

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there is no other error, the game deploys on the device correctly, but then I get the project file not found in my logs

lucid grove
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@lucid grove add skylight, if you dont have one. tweak dfao settings.
@plush yew DFAO also not giving results on shadows, mostly on other objects

plush yew
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How to have multiple sky atmopsheres or choose which one to render?

quick shell
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can you make terrain in blender?

native torrent
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hey i have a problem with scaling my foliage while changing the scale X min and mx it wont affect anything at all how come?

scarlet birch
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you have to select and reapply settings

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or repaint

lucid grove
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does disabling cast shadows and/or using cube maps make any difference?
@plush yew Casting Shadows dont make any changes

native torrent
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well actually even if i paint new foliage it still stays the same size

lucid grove
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My bad, it does. Intensity for example mae everyting brighter, but now surface

dire coral
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how can i make a landscape material with multiple materials to paint on USING QUIXEL materials Tag me or DM me

scarlet birch
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Try setting it to use all axis for scale

lucid grove
native torrent
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still just plants the same size of plant is there a thing i need to check on or off?

lucid grove
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The only thing that brighten up this place is autoexposure

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But it make whole scene brighter

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bloody hell

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found it

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after a half year

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Sun -> Shadow Amount

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Thanks Ponkkis, probably i would just throw it away again

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Nah, you know how it works - when you blindly try to find something on your own: nothing happens. But once you ask a question - bang, found it

plush yew
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@quick shell of course you can make but i dont recommend doing that if you are not making just some simple lowpoly terrain.

quick shell
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why

plush yew
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If you think about making some huge high poly mountains with trillion polygons and gonna import it to ue4, that is never gonna happen.

quick shell
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thats why you lower the polys?

plush yew
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Why do you want to make terrain in blender in the first place?

quick shell
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im talking about like caves and intracit things

plush yew
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I see no reason to do something like that. It just makes things way harder

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You could use free voxel plugin. Its very popular.

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It can do great lowpoly and highpoly terrain. Its like building with blocks that are connected. Marching cubes.

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@quick shell i recommend checking it out

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you can do caves with it easily

upbeat tendon
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I just tried packaging my game for the first time in a long time and i got a nasty error when trying to run the binary, so i thought i would start the game from VS using development client , when i start with local debug i get

shell surge
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do someone here has experience with automotive stuff ? I need opinion

quick shell
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do i have to restart ue4 now?

frozen pond
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hi, so i spawn actor that contain 3d widget but quality of font is poor, any fix for that?

dense knoll
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any time any UI element is shown such has over elements dropdowns
it crashes anyone know how to fix this
the engine has became nearly unusable

plush yew
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@quick shell after installing plugin to your current version?

quick shell
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ya

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i had it open just wondering if i have to restart

plush yew
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Now go your plugins folder in your game project and search for that plugin and enable it. Then it asks you to restart the engine.

quick shell
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i dont see it though

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i "bought" it

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and thiers nothing thier

plush yew
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You need to install it to your version

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also

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Go to that plugin's page and there is install to engine and then choose right version.

quick shell
dense knoll
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can someone help?

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any drop down UI is crashing the Editor

quick shell
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maybe something in it is looping

plush yew
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Ye press download

quick shell
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i did i just didnt know you had to have epic games open

dense knoll
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the UE4 editor ui has been crashing

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any dropdown

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anything

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crashes it

plush yew
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So its now installed?

quick shell
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yup

plush yew
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Do you now see it in plugins folder?

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In your game

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I think it can be found from "other".

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Its there somewhere.

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Maybe restart if not showing

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@dense knoll god damn it

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you dont need to ask for help between 3 messages from someone else cmon dude

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And i dont know what causes it.

sharp flax
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Hi! (noob here)
I have this actor (cube) spawned every X seconds and follow the 1st person character.
They give damage to the 1st person character by overlapping them.

How do I prevent then from overlapping each other?
And can I tell them to stay at a certain distance from each other?

sleek spear
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need some advice. i have a huge project with probably way too many blueprints and when i try to edit one of them it takes a long time to scan all blueprint classes. is there something i can do about it? (other than the obvious solution)

dense knoll
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ok im getting annoyed with this, i litrally cant use anything in the engine, its unusable,

grim ore
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@sharp flax how do you tell them to follow the player? perhaps tell the next one spawned to follow the last one spawned and if it doesnt exist to follow the player? otherwise you use things like line traces or overlapping shapes to tell if its too close and to not do the move

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@dense knoll if its a launcher build and that is the case, have you tried a new blank project?

dense knoll
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its with every project

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the engine itself is not working

grim ore
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then you should look at your hardware or windows at this point

dense knoll
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any dropdown UI is just killing the engine

grim ore
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do you have any overlay software running? like geforce experience or msi afterburner or shadowplay or

dense knoll
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like the notifications at the bottom right

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nope

sharp flax
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@grim ore I'll look into that. Thanks!

grim ore
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welp its an isolated issue to your machine so I would start debugging your machine

dense knoll
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for an example if i import something the notification that apears would crash

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and i cant because i cant even create a C++ class without the engine crashing

grim ore
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debugging your machine. Make sure its up to date, make sure drivers are good, run stress tests, etc.

plush yew
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are game modes able to "get all actors of class"? Because I'm trying to get an array of all actors and it's returning a length of zero

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And should I be using the game mode to tell players when rounds have started/stopped? Making a turn based thing and I've setup timelines in the game mode to time some things

dense knoll
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i updated everything and this is still happening

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the engine is just unusable

tiny vigil
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i need some help and i dont know where to ask so i have a beach water waves project and when i press play the waves generator starts but when im in the viewport and want to record the waves the sequencer does not record the waves moveing the waves generator pack was not from me like i got it off marketplace i can hop in a call and stream to show what is happening someone please help also i looked all around for answers from the creator of the pack but i cant find anything

proper quiver
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Any advice for importing marketplace assets into a subfolder of Content/? For example I want all of my marketplace assets in Content/Marketplace. Moving the folder in editor is very slow, and sometimes crashes. Moving it in Windows causes file linkages to break. How does one normally do this?

dense gate
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Well, apart from doing it in the editor, I don't think there is a normal way

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It may crash since it tries loading the assets and those might require a shader compile and that generally causes the crash

proper quiver
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hm, so this is a common problem? are there known workarounds?

dense gate
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None that I know of

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I at least load a part of the assets so it doesn't overwhelm with compiling

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Also, an SSD

exotic thicket
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Don't they usually default to Content/Name_of_Package ?

proper quiver
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Yes, I want them in Content/Marketplace/Name_of_package

dense gate
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Seems like Flux wants them in Content/Marketplace/Nameofpackage

proper quiver
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so as to not pollute Content/

exotic thicket
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Right right

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I figured it was easier to just let them be there, and put all my own game assets into Content/MyGameProject :P

proper quiver
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probably smart, too late for me now, all my assets are in Content/Marketplace. Normally I just drag it in, no problems, but this time I got a pack that crashes ๐Ÿ˜

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ok moving subfolder by subfolder seems to be working ๐Ÿ‘

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pretty lame, but still better than the trainwreck that is Unity ๐Ÿ˜„

plush yew
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so i use blender for characters ect, when exporting i use fbx but when i import it to ue4 and place the object in the scene i build the lighting and i get an error then the object has black spots on it i looked everywhere and nothing seems to help i was also wondering if i should use obj or fbx for exporting i dont really know what fbx is but people said to use it and obj i feel like it will help a little

plush yew
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oh yeah also how do i fix that smoothing error when importing i already have a smoothing group ect but i still get the error

severe gorge
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Does anyone know if it's possible to export Automation tests to a format like JUnit?

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Or to another format which could be interpreted by jenkins

sleek spear
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in that UFOgameDemo, the ufo pawn, when it collides it performs some random movement. how do i disable that, where is that coming from?

limber mesa
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i have this simple ai script based on pawn sensing component, apparently its hit or miss with calling the event, any suggestions?

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my project is 2d

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not sure if that has anything to do with it

dense knoll
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check(GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false));

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this line is causing a error

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UE4Editor-D3D11RHI.dll!FD3D11RenderQueryBatcher::PerFrameFlush() Line 45 C++

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cam someone help me with this, its been making the engine unusable

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thanks in advance

sleek swift
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g

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Hi

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I have an Off-Unreal question, can I ask??

median hound
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no this is specifically for unreal if you ask a unrelated question you will be banned doxxed and swatted

ancient lotus
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whats the meaning of life

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bring it on swat, gonna turn yall into red coolaid and destroy my front porch

tiny vigil
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is ti possible to create a vertical camera instead of a horizontal one

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in ue4

median hound
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what does a vertical camera look like

wanton lotus
tiny vigil
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yesyes thank you

median hound
limber mesa
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Which one

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Can't you plug all of that stuff into one node

median hound
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the errors are coming from every set visibility node

limber mesa
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Make one visibility node

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Each side

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For the true and false and drag all in

grim ore
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your branch will not have a valid object for the 2nd option, false

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the false never executes the get pawn section

limber mesa
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Mathew is right

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Needs a ref right

median hound
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hm

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the branch going false i put valid cause invalid wont make it work tho if it goes invalid nothing changes gameplay

limber mesa
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Hey @grim ore I have a question, but I'm not on the computer rn so it's kinda pointless. I have a simple ai script as shown above a little bit. For some reason it's not working, I looked at your wtf ai move to tutorial but still don't know what's going on

grim ore
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your true is getting the controlled pawn -> doing stuff with it. Your false is NOT getting the controlled pawn and trying to do stuff with it.

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besides that there is alot of optimizing you could do, if you already have a boolean you are checking why not put that boolean into the set visibility nodes directly

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@limber mesa I really have not used the AI perception stuff so I dont know what I could suggest. There is a good course on learn.unrealengine.com that covers that stuff tho. Besides that I would check the movement result to see what the error is and make sure the destination on the nav point is good

limber mesa
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What would you suggest is better than perception?

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Behavior trees and black boards?

median hound
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thx @grim ore didnt know i had to make another cast to the enemy on false thought i can just take
the stuff from the cast from true

limber mesa
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Two different conditions

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Flow of execution isn't calling cast on false

grim ore
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@median hound the white wires are the execution when it is ran. If you run the false it never does the get -> cast part. always follow the wires

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@limber mesa im not saying anything is better than perception, I just have not used it much. I know it's strong I just have not spent much time with AI. I did that learn course and it works well so it might just be a small thing

limber mesa
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Ok I'm a look into it, thanks

sleek spear
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in that UFOgameDemo, the ufo pawn, when it collides it performs some random movement. how do i disable that, where is this behavior coming from?

median hound
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i found perception to see better in little peaks

grim ore
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which ufo game demo?

sleek spear
#

i could send just the pawn in question

plush yew
#

xd

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im noob

flint trench
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Anybody know if possible to get pixel width of a slate element like a border box?

plush yew
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@plush yew no just no.

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Make one widget for text and then make that text variable and change it when needed.

flint trench
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found solution

plush yew
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nice

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@plush yew no just no.
@plush yew oh my-

untold holly
#

Hey guys I need help for doing motion capture with live link face

plush yew
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bruh

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ik

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its so bruh

untold holly
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Hey guys I need help for doing motion capture with live link face

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Can anyone help? Is this the right place to ask for help?

plush yew
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@plush yew easiest way would to make just array with strings. Then just put your all dialogue texts there and use some epic math and go them all one by one with loop for example.

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okay

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ok

untold holly
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Why is everyone ignoring me

plush yew
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Bruh

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it has been 5 minutes

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Maybe nobody knows how to do it

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@untold holly I recommend doing some research in internet

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I dont think that alot of people here have been working with motion captures.

flint trench
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aye you probs want #animation for that one @untold holly

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will get a better response

wild cobalt
#

I was using version 4.25.3

So I got an error when launching UE4 randomly. I had opened the project 3 times with no issues yesterday then when coming back to it an hour after the last close I would get the error "animationsharing plugin missing significanceManager dependency". I tried about 3 or 4 times to open it, no luck ๐Ÿ˜ฆ . So I tried to open up a different project to see if maybe my project got corrupted. Yet I recieved the same thing.

After googling around it looks like it is plugin that comes with UE4 but I couldnt find a fix for the error. So I decide to uninstall and reinstall UE4. However when reinstalling it I am now getting my operations graph showing red and sitting at 32%. I did some more research and supposedly the red on the operations graph means Files are missing

  1. Can anyone confirm that this is what the red graph means?
  2. Does anyone know how to fix it if that is the issue?
  3. Out of curiosity does anyone know the fix for "animationsharing plugin missing significanceManager dependency" or how it is caused?
flint trench
#

Anybody know if you can dynamically set key values on a UMG timeline animation?

wild cobalt
worthy depot
ancient lotus
#

?

void mirage
#

fantasy weapons

scarlet birch
#

Voice chat.

kind dew
#

Does "Get Project Content Directory" work on packaged games?

plush yew
plush yew
#

can some one help me about save game object/game instances i want my player remeber when he pick up the weapon in level 1 and when go to level 2 the weapon still in the inventory

haughty falcon
#

i already have my player object in scene yet due to map and game modes the engine keeps defaulting even tough i do not want it to

frail coral
haughty falcon
tulip helm
#

Does Epic ever announce the last engine hotfix?

Curious if there will be a 4.25.5 or if they're stopping at 4.25.4.

#

@gleaming narwhal โ†‘
(or anyone else who knows)

restive eagle
#

i dont think they ever go back to previous version when new is being worked on

#

no point, the fixes you want will likely happen in newer version

tulip helm
#

I'm maintaining a publicly available fork that has toon shader models. Building from source isn't something everone wants to. Building binaries takes a long time.
Would be nice to know when I should build them.

@restive eagle Hey thanks. So I guess once 4.26.0 hits release, then no more updates to 4.25, yeah?

restive eagle
#

not only release but previews as well

tulip helm
#

? 4.25.4 got released during 4.26 preview 4, I think.

restive eagle
#

hmm

#

maybe they found some game breaking bugs

#

and had to fix them

tulip helm
#

ah, I see. interesting. kk. that makes sense. so it's never definitive, but the chances are usually kinda good that there'll be no updates to a previous main engine version once the next hits preview.

restive eagle
#

if you really want to get some fixes from newer version(but dont want to update your project) you can always edit the engine source yourself, but that requires some prior experience

tulip helm
#

Ah, I build from source, and merge in new hotfixes to it as they come. Some people who use the fork I'm updating don't want to get into the source building biz, so I thought I'd save them the trouble and build the binaries for them. To build binary versions of an engine, I have to build the Autobuildtool (~2h) and the AutobuildToolLauncher(~2h), before building binaries - which takes about 4h, so it basically takes twice as long to build binaries.

restive eagle
#

there is a plugin for visual studio that helps a bit with build times

#

but its rather expensive

#

trying to remember how its called

tulip helm
#

it's cool thx. I know what you're talking about. I'm doing this for free, at no cost to anyone. I don't have that kinda money to spend, but I was just looking for an easy way to avoid rebuilding everything, i.e., by knowing if it's the last hotfix.

restive eagle
#

im still on 4.25.3 myself. didnt even notice that there was an update ๐Ÿ˜„

#

but not going to update since have 0 problems with it

#

but yeah as you said the latest hotfix came out during 4.26 preview so they do update during this period but that might be only on rare occasions

#

personally havent seen this happening when a full release comes out, it would only make sense then to only focus on the latest version

tulip helm
#

sounds good. that makes sense! 'preciate the info!

worldly swift
#

Hello guys, I'm looking for an easy way to make the chainbelt you see in the picture fold and unfold while the arm moves along the rail, how can achieve that in Unreal?

errant prairie
#

ฮ—ey i need some help with my project. So i have this piece of road here and it has sth like crosswalk that i want to disable
So is this possible,they are made by different materials

#

And i want to disable the crosswalk. Is that possible to delete it somehow,so that the road stays alone?

fiery moon
#

Guys, I'm currently using get player controller but I've seen that it doesn't work in multiplayer. What should I use to replace it?

wind gate
#

hey guys, I want to make a text based interaction, someone walking to a monitor and interact with it old style with text. Like fill a name or smth and then click enter, nothing fancy. But i can't seem to figure out how to start, never tried something similar and I am soo lost. Any suggestions where to head, very much appreciated.

plush yew
#

@errant prairie bruh just remove polygons in blender

errant prairie
#

Alright

plush yew
#

How could i scale my noise?

wind gate
#

what do you mean scale?

#

@plush yew

plush yew
#

How could i scretch it?

#

Make it bigger/smaller to specific direction

#

Im trying to create gas giant material so i want to scretch noise in y axis

#

@wind gate

wind gate
#

not sure if this helps

covert hedge
#

it works in multiplayer

fiery moon
#

Thanks brother

gleaming narwhal
#

@tulip helm .4 is most likely the last hotfix for 4.25

plush yew
#

@wind gate dude im talking about random noise

#

like that texture

#

that looks like cloud

#

but i figured it out myself

runic gale
#

hey
Somebody knows about LEPT in materials?

runic gale
#

or something that, i dont know how right

#

yea, thank you

robust acorn
#

Hello guys I had a quick question

#

im currently using the gothknight armor and I was wondering how I could rerig it to the unreal skeleton

hearty walrus
robust acorn
#

other actor has nothing to it

#

@hearty walrus

hearty walrus
#

@robust acorn what would that do?

#

It's a simple script to load a new level after it's crossed

robust acorn
#

in my pickup I have this and without the other actor its doing nothing

#

make the target from the viewport the other actor

hearty walrus
#

thanks

robust acorn
#

so double it

#

so it has 2 points, one from the create loading part widget and one from other actor, let me know if it works @hearty walrus

hearty walrus
#

it's set to collide with nothing

#

also I never checked overlap events

dense knoll
#

Anyone know how to fix UE4 EG crashibg whenever any engine notification or dropdown appears?

cloud heron
#

Umm... I'm not sure where to ask this but how many UObjects and/or Actors in a level can the engine handle before it starts to affect performance seriously especially in a multiplayer game.

mint umbra
gloomy gull
#

Umm... I'm not sure where to ask this but how many UObjects and/or Actors in a level can the engine handle before it starts to affect performance seriously especially in a multiplayer game.
@cloud heron It really depends on your server specs and your computer specs, along with the specs of your players' computers

#

You should take a look at the valorant dev talk

#

They had to use a mobile render pipeline just so their game could run faster on older devices

novel rover
#

any tips for me to get good at blueprinting?
I understand it and know how it works and stuff
I am able to modify the templates and add on to it even more
but creating something completely from scratch is what I struggle in
I just dont know where to start

plush yew
#
  1. Dont watch full tutorials how to do things
novel rover
#

I dont
and if I do
I try to understand them

#

I notice that this is also the case with me and other programming languages

plush yew
#

Just do different projects and start doing, when you dont know something, google it and that way in few months you will be very good. Atleast it worked for me

#

And dont search how to do teleportation for example. Search how to set world location for something instead.

novel rover
#

ahh ok

real patrol
#

which channel should i ask about lighting rendering in?

hard quarry
plain pagoda
#

I'm having a strange problem. I have set up my FPS character and it was working fine but then I updated the animations for walk and sprint but not jump but now, for reason, when I jump the character gets stuck into jump end animation and doesn't transition to idle animation even though everything is set up correctly.
Has anyone had this issue before?

plush yew
#

Lol nobody seems to be helping anybody here

#

Where are everybody

#

@plain pagoda everything hasnt been set up correctly if you are having glitches.

#

You did something wrong

#

and we truly cant help if you dont even show us how animations are handled.

plain pagoda
#

@plush yew here's my animation setup

plush yew
#

can you show me how it handles jump ending

plain pagoda
#

it's a very strange bug

#

even though jump end animation is not set to loop, it still keeps looping

plush yew
#

Maybe this will help?

#

anyone know how i can make my unlit materials not glow?

#

@plush yew unlit materials always glow.

plain pagoda
#

Maybe this will help?
@plush yew it says I have to deselect loop animation option which I already have.

#

but it still keeps looping for some reason

#

so it's a bug right?

plush yew
#

I dont think so. That simple bug would have been fixed times ago

#

Theres now something somewhere causing it and i cant help more than this.

#

But for sure it isnt bug

plain pagoda
#

ah crap

#

idk what to do anymore

#

it was working fine yesterday

#

then all of a sudden it happened

plush yew
#

hm

#

i know that feeling

dense knoll
#

UE4Editor-D3D11RHI.dll!FD3D11RenderQueryBatcher::PerFrameFlush() Line 45 C++

#

anyone know how to fix this?

#

this happens too often

#

the engine has became unusable

plain pagoda
#

i know that feeling
@plush yew restarted the editor, it's working fine now. Back to the old problem

#

the jump end animation doesn't loop, it just doesn't transition to idle pose

dense knoll
#

this accours whenever engine UI apears

#

it also happens randomly

#

i have tried everything but still wont work

open wadi
#

How does one reparent a widget that's already been created without breaking it?

plain pagoda
#

ok mine's a bug

#

now I don't know how to fix it

#

Ok fixed it, anyone having the same problem, i.e Jump End state not transitioning to Idle state, you need to delete the jump states and recreate them. It fixed the issue.

remote mist
#

Question. Before I opened up this wall on the left, I had the interior completely closed and the entire room was still well-lit, but I start a fresh level and stick up a bunch of walls and it's completely black. Why is there so much lighting inside my house?

plain pagoda
#

maybe you need to build the lighting

#

or fix the intensity

remote mist
#

I don't think I built the lighting

flat pewter
#

anyone knows how I can reduce the distance between the static and physics actor when using a physics constraint actor?

hard quarry
flat pewter
#

I want to gradually move the physics object closer, like the cable is being pulled

plush yew
#

@grim ore

#

pls help us here

misty cargo
median hound
upbeat tendon
#

I am trying to figure out where i have a problem, I am starting my game in standalone mode after a long time i simply get

#

there is nothing in the logs, i don't even know where i can start to look

plush yew
#

is there a way to make my textures look unlit without them becoming much lighter?

#

@plush yew

#

I already said that it is not possible

#

Full point of unlit materials is that they are not affected by any kind of light

#

but why would my black texture become almost white just by putting it to emissive?

#

im trying to achieve this n64 look

#

send me your material

#

image of it

#

unlit

#

and default lit

#

show me blueprint of it

#

i cant help if i cant see what it is made of

#

unlit version

#

just RGB to emissive instead of base

#

well you can just make it darker

#

multiply material

#

sounds good thanks

#

@plush yew do you know how i could create seamless texture coordinate noise?

#

it has that seam

#

well just getting that seam out of it

#

texture coordinate causes it

grim ore
#

@median hound no, actors and components have a tag property

plush yew
#

That kind of seam

grim ore
#

@plush yew are you sure that is not the mesh edge?

plush yew
#

Is there way to mix like two of these smoothly so that it disappears or something like that

#

It is mesh edge ye

#

ye it is

#

Editor sphere

grim ore
#

if its a mesh edge its a mesh edge, you hide it better basically

plush yew
#

Well what would be way to get rid of that

#

@plush yew i guess you could re unwrap it with new edges in blender or whatever youre using

grim ore
#

your material needs to be tileable so the seam does not show up, or you rotate the mesh so the seam is not visible, or you hide it with doodads

plush yew
#

Same seam exists with custom spheres also

#

Whats doodad?

grim ore
#

stuff, like if this was a wall you would hide it with a pillar

plush yew
#

Well this is planet so i cant put pillars

#

doing some changes in material seems to be only option here but i dont know what to do

grim ore
plush yew
#

Could i use world aligned texture somehow with this? @grim ore

#

or does it only work with textures and not with procedural noise etc.

rotund scroll
#

my dude he just told you where to ask

plush yew
#

I did ask there also

grim ore
#

you might not be able to simply fix this in the material, your making random noise and then applying it to a square then wrapping it around the sphere. There are edges it's the way it works

#

if your texture was 100% tileable this would not be an issue, perhaps look into use a noise texture that is tileable

#

but even then in motion there is a chance its going to not wrap well

plush yew
#

alright

#

i will do that

glad ferry
#

Looking for some advice on creating a boating system.

rancid bramble
#

Know how to import morph target curves from Blender to UE? Using Send to Unreal addon and the animations have emptied curves.

vocal flume
#

I have a blueprint. It has a variable that is being set in construction script. For the sake of not crossing wires I get it multiple times. Close to 40 times within the same BP. Will there be a performance hit? Itโ€™s just a single vector.

#

If this is bad practice, what is the recommended approach?

grim ore
#

each wire to a pure node acts as a unique get

#

so if its one "variable node" with 10 wires out of it or 10 "variable nodes" with 10 wires you are fine

dense knoll
#

anyone know how to fix the engine crashing

grim ore
#

if its an execute node, then yes it would be 10 calls and less performance (execute nodes will cache he return result for that execution

#

yes you need to fix the problem causing it to crash @dense knoll

#

look thru the discord, and the internet. if no one else is having your issue its on your side not the engines side

vocal flume
#

@grim ore thanks! Btw I dropped the AI controller I asked about the other day.. Going to do it with a BP. Working good so far!

grim ore
#

neato

versed spear
#

Has anyone here developed their own inventory system?

regal mulch
#

Probably, multiple times, why

versed spear
#

My inventory is a component with 4 arrays. Each array is a separate inventory. Do you think that is enough to make actors like crafting bench or quest windows that show turn in items and reward items you will get. Just thinking of different ways I can use these 4 inventories to expand content.

#

right now I have inventory - equipment - storage - hotbar

#

but these inventories can be used for different things based on the actor the component is attached to. That would be the example for a player

shut glen
#

how can i exclude foliage from the post processing

#

?

versed spear
#

For storage maybe have misc items tab is one inventory euip items, usable items, then the 4th would be just the full list of the inventory?

#

Seems like that limited me to just 3 categories. The reason I do not want to load those categories from one inventory is that I would have to swap index on that array and it is much easier for me to handle array to array.

#

I think I should be able to use one array for the storage. That is what I was mainly worried about. Being limited to only 4 categories. But could do it with 1 array by adding temp arrays to hold the category from the main full inventery array

lament star
#

Is anyone here experienced with concave collisions?

harsh tiger
#

does anyone have a solution for deleting content from the content browser so that it doesn't take 5 minutes?

#

deleting one sound mix that isn't used in a lot of places has completely killed the editor

grim ore
#

it's the "isnt used in a lot of places" part that is the issue. It has to search thru the project to find dependencies.

#

not much you can do about it for now

harsh tiger
#

that sucks, hopefully someone creates some magic to improve the time it takes in the future

grim ore
#

Im hoping the new one file per actor stuff might help in the future but unless we get some better like high level caching or linking feature or they implement a "fuck it" option I don't expect it to get much better since they want it to be safe

haughty falcon
obsidian nimbus
#

thats video mem or something?

haughty falcon
#

music isn't in game just did not mute desktop audio but at 0:11 Shows an example

#

of how its pixeltaded on start then stops

#

yet it is not like that for all like the speech bubble or background art etc

obsidian nimbus
#

some1 said to up the texture memory pool, but not sure if thats the fix

haughty falcon
#

oh

#

might take a look into that thx for the help

obsidian nimbus
#

only shows up in packaged too, super annoyin ๐Ÿ˜›

dense knoll
#

i keep getting this crash

#

and i cant figure out how to fix this

haughty falcon
#

Fixed it had to set it to never stream

golden niche
#

Whats this error?

dense knoll
#

Direct 3D error

plush yew
#

Why all my window disappar?

upbeat tendon
#

is version 4.25.3 so buggy so i might get a fatal error dialog box when starting in stand alone mode? debug mode from vs gives me next to nothing other than Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001f0

dense knoll
#

im litrally unable to use the engine anymore

#

because of this

#

and i cant figure out what

#

UE4.25.4 and .5 is too buggy to use

#

Im on a PC with two displays

#

and only 1 GPU

#

my main display is hooked up to my GPU

#

and my seccond one is connected to the onboard HDMI

#

nope

#

just one

#

AMD 560 or 570

#

and the Intigrated GPU

#

the AMD is connected via PCI

#

the other one is built in to the CPu

upbeat tendon
#

what sort of issues?

dense knoll
#

i have aldready tried that, it just gets enabled after

#

if i do that my other display stops working

upbeat tendon
#

but then you will know what the problem is

dense knoll
#

one sec

upbeat tendon
#

seems a bit weird why running stand alone mode would have an issue

#

i can test this by trying to run another project in stand alone mode

#

if it crashes then system fault if not my rubbish code

#

i better compile up 2.25.4

#

err 4.25.4 ๐Ÿ™‚

#

but what i wonder

#

the game plays in PIE and i have no errors there

#

yes it worked, i tried running it and got fatal error

dense knoll
#

aparently my iGPU was casuing the issue

upbeat tendon
#

so i started with firing up PIE in debug

dense knoll
#

their goes my other display

upbeat tendon
#

^^

dense knoll
#

yea

upbeat tendon
#

well another test project worked, so it is my crappy code ๐Ÿ˜„

#

i really should test it more often in stand alone mode

#

I know, time to go shoot some zombies, then kick off packaging over night, maybe that will give me some clues

misty bane
#

inspiring YMCA

#

listen to this while creating UE world

upbeat tendon
#

hmm, i just noticed LogInit: Warning: Incompatible or missing module: Ares in my output log, that is very worrying

#

considering Ares is the project name

calm pollen
#

Hey im trying to make a coin multiplier power up, when you pick it up coins are worth 2 instead of 1 for a short period of time. For some reason it doesnt change the value of the coins and they are still worth 1. If anyone has any knowledge on this please help. Thanks!

plush yew
#

whats the thing called where you put your clouds and shit

#

and sky

#

skybox right?

#

bp

true sail
#

I have an AI character that moves around randomly but I have 1 problem. When the AI stops, it looks really un natural because the animation goes from it's current walking state to the idle state

#

so is there a way that I could have the AI stop when the walking animation completes its cycle?

hot canopy
#

@true sail How are you blending between states? How much blend time are allowing between states?

true sail
#

I'm blending between states with the actor's speed

plush yew
#

ah so the ai just immediatly stops then?

true sail
#

Yes

#

But I don't want it to stop and the animation plays until it's done

#

I want it to keep moving until the animation is done

#

Idk how I'd do that tho

hot canopy
#

Can you show us your state machine in the animation blueprint? @true sail

true sail
#

My state machine?

#

You mean my Blend Space?

#

wait no nvm im dumb

hot canopy
#

@true sail Are you sure you are getting the right actor to get the velocity? Should you use Try Get Pawn Owner?

#

And the casting to the right character class?

true sail
#

No the animations work fine if that's what you're asking?

#

Yes I am

hot canopy
#

@true sail Are the minimum and maximum values of the blend space correct?

true sail
#

I'm sorry but what does that have to do with my problem?

hot canopy
#

@true sail Could be why the transition is not smooth, but I really not sure.

true sail
#

But It's not a problem with the animation

#

It's a problem with the Character's movement

hot canopy
#

@true sail You want to stop moving when the animation is done?

true sail
#

yeah basically

#

and you don't have to @ me every time

hot canopy
#

The way it is setup doesn't do what you want. Maybe add an event when the animation is complete and use that to set an variable in your character. Use that to drive the AI.

true sail
#

Okay thanks I'll tinker around with it

grim beacon
#

Does anybody know how I can get the middle of two vectors?

digital anchor
#

middle as middle point?

#

(a+b)/2

#

or middle vector @grim beacon

grim beacon
#

@digital anchor I've been doing that

#
((ShotDirection+Hits[i].ImpactNormal)*0.5f).Rotation()```
#

I guess the problem is with my variables

#

Yes, I just fixed it. Thank you

dense knoll
plush yew
#

how to make skip able image?

grim ore
#

@dense knoll look at disabling auto exposure

dense knoll
#

kk

plush yew
#

how can i make image that can be skip?

grim ore
#

what do you mean by that?

dense knoll
#

this may not be the best way but add a event on when a key is pressed it will remove the image, this only works for widgets, just add a remove all widgets node and at the same time after that remove all widgets node add all the hud elements back

feral fiber
#

Hello people, do you have a tutorial recommendation for an Absolute Beginner?

grim ore
plush yew
#

@grim ore i mean the image can be skip like i put the control of my game and the people who play it already know he want to skip it any idea how ?

grim ore
#

is this a video or a sequence animation or just an image? like was mentioned before you can just listen for the "any key" event and when that show up close that/stop that item.

#

then yes set up an input event listener in the widget and listen for an any key event and when it is pressed close the widget

plush yew
#

@grim ore is image

#

how i make that skipable

grim ore
#

I just said how

#

the exact node you want to use is "Listen for Input Action" in a widget and it can listen for input actions

#

or in the blueprint where you add the widget to your viewport you can listen for input normally and close it when its pressed

coral shoal
#

Is it possible to have custom simple collision, but also a customized complex collision (different from the custom simple, and also Not just the base tris)?

grim ore
coral shoal
#

oops, i was missing the "complex collision mesh" field

#

ty

scarlet birch
#

I'm looking into how to add split screen players by pressing start or something on a second, 3rd, and 4th gamepad controller. If someone knows how to approach this and can point me in the right direction I'd be grateful.

eternal compass
#

Is there any way I can change exposed variables on a Blueprint when it's a child component in another Blueprint?

#

I'd expect there to be the same variable edit window in the details panel like I get in the editor itself ๐Ÿค”

#

Or am I not supposed to nest Blueprints at all? Should I use a component somehow?

plush yew
#

Is there a way for me to disable character rotation while jumping? I still want air controll and all input enabled, I just dont want my character to turn

eternal compass
#

@plush yew Gate the pitch / yaw inputs with a check if the character is in the air?

plush yew
#

Oh of course thanks, I was confused by the gamepad Input title

eternal compass
#

Full disclosure -- I'm a beginner with UE, maybe there's a more effective way to do it ๐Ÿ˜…

scarlet birch
#

Toggle use control rotation or something like that on the falling and onlanded events.

#

Most of the time I just turn the turn rate down to a very tiny value until onlanded.

plush yew
#

I tried that but when i jump into water it doesnt count as landing for some reason

#

i mean ig i could put a on collision

scarlet birch
#

ah, use on movement mode change then

plush yew
#

will try sounds good

eternal compass
#

Is there any way to add a static mesh to a SceneComponent? What I'm trying to do is encapsulate a whole bunch of functionality (a music player + a music player mesh) into one asset, so I can just attach it to my player character

#

But I'm not sure how to go about it

scarlet birch
#

I used that in one project to do something similar.

#

onJumped gets called even if the character just walks off a ledge or something

plush yew
#

Yup this works perfectly thanks bruv

scarlet birch
#

cool

limber mesa
#

I have this simple ai script based on sensing, for some reason it is hit or miss with the execution, the event gets fired but sometimes the enemy wont move to the character. any suggestions?

plush yew
#

also @eternal compass maybe you can add all the components into one BP?

eternal compass
#

That's how I had it before and it was just a mess of unrelated functionality -- I'd like to have the Player class focus on the player ๐Ÿค”

#

Usually when I'm feeling this dumb I'm just not getting how something should be done, so I'll see what I come up with. I just switched over to designing the level for now

median hound
#

billiams have you had the ai problem for abt 3-7 days now?

plush yew
#

You didnt add the music player to ur Character BP right? I meant just a seperate music player blueprint class

limber mesa
#

going on 2 @median hound

plush yew
#

something like this,so you can place it anywhere you want and attach it to body parts

limber mesa
#

everything looks correct, idk why it is failing sometimes and when it doesnt fail it still doesnt move

median hound
#

isnt their any 2d tuts for ai?

limber mesa
#

no platformer tutorials that cover sensing

median hound
#

you using pawn sens?

grim ore
#

your just going to have to debug. print out the target actor when do your ai move and print out the location of that actor and the movement result then make sure your navigation mesh it turned on while playing and when it fails hit pause and verify the data

limber mesa
#

let me try

#

@grim ore success is getting called about 95% of the time but is wont move to my character

#

now it says, success, fail, aborted

#

success and fail are start and stop im assuming

#

but whats aborted ?

plush yew
#

dude

#

help

#

please

#

help

#

somebody help

#

i got lost

#

the map is called Minimal_Default

#

and i cant find it

limber mesa
#

search for it

plush yew
#

i cant!!!!

#

please bro

#

KOPJAfemmn

#

ITS GIT ri0fE44-GPK[PD

#

ITS GOT DELETE IT

#

how

#

HOWOWOWOWO

#

HOW

#

bro

ancient lotus
#

@plush yew if you didnt delete it, check your content folder so go to your project->Content and search in there for it

plush yew
#

no i didnt delete it

#

i just open a new map for open map in my blueprints

#

bro

#

bro

#

bro

#

its ok

#

its ok

#

thanks for the help its ok

limber mesa
#

@grim ore, so some how the event isnt firing all the time

#

strange because my sensing radius is good and etc

ancient lotus
#

and please stop spamming like that

plush yew
#

im so sorry please

#

but this is the fifth time this has happened to me and I have to make a new map

limber mesa
#

why are you panicking bro

ancient lotus
#

make sure your saving as well before closing, that shouldnt delete the assets though

plush yew
#

okay

scarlet birch
#

Why are you using pawn sensing instead of AI perception? It might be advisable to start over from scratch and rethink how you're approaching that.

limber mesa
#

ok, thankyou @scarlet birch

grim ore
#

if it says aborted more than likely it cant get to the target, hence when that happens pause it and check the results and the nav mesh

limber mesa
#

there is a nav mesh

#

i made it tall does that effect anything

grim ore
#

do you see the nav mesh under your target while playing when that error happens?

limber mesa
#

no

#

wdym

#

in the editor yes

grim ore
#

turn on the nav mesh while playing so you can see it while debugging

limber mesa
#

yes its green

plush yew
#

guys

grim ore
#

so while playing and the error happens you can see it green below the player?

plush yew
#

im switching to unity

limber mesa
#

no

#

i cannot

grim ore
#

well if you dont see it and its turned on then that would be why it cant get to you

limber mesa
#

confused

grim ore
#

start play in editor, turn on the nav mesh so you can see it

limber mesa
#

to turn on the nav mesh i just hit the p key

grim ore
tiny vigil
#

quick qu so i was following virtus's vid on menu creation and so everything works and all but for saome odd reason when i press play in the graph it opens the other level but the menu widgit wont go awayive tried almost everything can i get a bit of help on this edit:please @ me this discord is very big with a lot of messages and people i may not see it if you dont @ me thank you

grim ore
#

you would need to show your bad code

limber mesa
plush yew
#

@plush yew turn on your level filter in your project
@grim ore ?

#

wrong ping?

grim ore
#

no

limber mesa
#

omg i figured it out @grim ore

grim ore
#

you said you lost your map that filter can show all maps

limber mesa
#

my collision boxes

#

i thought i prevented that let me check

#

i set to ignore, didnt work, i set it to overlap, didnt work, i set it to block didnt work, how can i get my enemy to see past the collision?

#

wait nvm

#

@grim ore i got it

#

lol im having a bad day ๐Ÿ˜†

#

my collision settings were off, so i made another collision typer and changed a few things

#

thank you for the help

plush yew
#

Anyone know why I could be getting an "Unknown error" when trying to package?

plush yew
#

it could be alot of things tho really

next nebula
#

hey I have a question

#

how can I permanently combine these two so I dont have to constantly drag the color onto the mesh?

#

rookie question but help is appreciated thanks ๐Ÿ™‚

remote mist
#

Wondering what I would do to change the opacity of the Planar reflection. Lake is looking beautiful, but I'd kind of like it at 80% opacity, not 100%

void barn
#

so basically i bought an animation asset for unity months ago ( there is also a ue4 version) before i started ue4.So is it possible to export the animation to ue4 and use it in ue4 ?

gaunt hedge
#

Hi guys ..how much yโ€™all suggest Would be the cost of an VR interactive walkthrough for 4 types of a apartments 3 bedrooms each ? I know it may differ according to clientโ€™s country but i wanna know the fair average in general for a project

gloomy gull
#

how can I permanently combine these two so I dont have to constantly drag the color onto the mesh?
@next nebula do u have to drag and drop each time? I believe you can set material defaults for a static mesh

#

so basically i bought an animation asset for unity months ago ( there is also a ue4 version) before i started ue4.So is it possible to export the animation to ue4 and use it in ue4 ?
@void barn yes, you would probably import the fbx mesh then the anims, targeted to that skeleton

#

Hi guys ..how much yโ€™all suggest Would be the cost of an VR interactive walkthrough for 4 types of a apartments 3 bedrooms each ? I know it may differ according to clientโ€™s country but i wanna know the fair average in general for a project
@gaunt hedge that sounds awesome! May I ask what for?

next nebula
#

Aphix thanks... I literally wasnt thinking

#

it was too easy

void barn
#

@gloomy gull if ue4 animation is in uasset format

#

nvm

#

i can just

#

export in fbx format

#

then go back to unity

#

vice versa for unity

#

did i get that right

gloomy gull
#

Oh yes indeed that would work

void barn
#

so fbx is universal format

#

for both unity

#

and ue4

gloomy gull
#

Depending on the number of anims it might be hard to import

#

so fbx is universal format
@void barn yes

#

The most common format you will find too

void barn
#

ok

#

thx

gloomy gull
#

np ๐Ÿ˜‰

#

Aphix thanks... I literally wasnt thinking
@next nebula np glad you figured it out :D

plush yew
#

how do I get the limbs of a ragdoll to collide with each other? I've got an example in front of me where the ragdoll limbs react to each other and I'm comparing it to my own example and I can't find a difference between our setups but my limbs phase through each other while his dont

gaunt hedge
#

@void barn 4 apartment types in a residential tower that need vr interactive walkthrough for their marketing campaign ...its my first professional project with this scale...so please i need to the right range of the cost

void barn
#

@gaunt hedge

#

u tag wrong ?

gaunt hedge
#

Oh yeah Iโ€™m sorry for that @void barn

#

I meant @gloomy gull

#

Hi guys ..how much yโ€™all suggest Would be the cost of an VR interactive walkthrough for 4 types of a apartments 3 bedrooms each ? I know it may differ according to clientโ€™s country but i wanna know the fair average in general for a project ....any suggestions guys?

next nebula
#

so Im trying to drag a blueprint interactive actor into foliage paint and it gives me this message

#

when I click ye, it won't allow me to continue

#

how can I get it in there?

#

I have a simple reference so that when I use GrabRight, the actor gets deleted.

#

VR btw

plush yew
#

can anyone send me a link to something for cartoon shaders? ive looked everywhere but nothing was straight forward i want something that wont take hours to do like stuff without all the extra/unnecessary steps

gloomy gull
#

@plush yew I think in that area the hours of work are necessary :/

plush yew
#

i mean like i can go for like an hour or 45 mins but in videos ive seen they dont do anything they speak half the time the videos go even further to like 2 hours ect

#

you know what imma just do the shaders at the end its gonna take sooo long to learn all of it

next nebula
#

gotta start somewhere

rich pollen
#

how can I start vr preview using steamvr instead of going straight through oculus api?

plush yew
#

hello, why when I click the build button it takes almost 2 hours to build everything i have a good pc

#

its just a flat green floor

potent plover
#

@plush yew Check lighting quality

loud knoll
#

anyone know why when you are cooking content that it is attempting to upload data to the Epic servers?

#

I am compiling a project on a laptop and it is disconnected from the network and I am getting errors of it trying to upload to an epic datacenter server?

loud knoll
#

I have encrypted packages on and maybe it is signing the packs?

plush yew
#

So how do I go about creating a lit unlit material? As in I want it to be affected by the light intensity, but be shaded flat

#

I want this

#

But make it so that it's affected by the level's lighting, and not end up in a situation like this

#

How could i add one image to material?

#

and choose its location

#

@plush yew lit unlit material doesnt exist dude. Point of unlit material is that its glowing

#

Whats your goal?

#

what are you trying to do

#

Essentially, I want to make it so that the character's affected by lighting, but also be featureless

#

Do you want to create cel shading?

#

Like flat lighting?

#

Sort of

#

So I switch to Lit, I get this

#

But I want it to be featureless like in the previous shots

#

Do you want lighting like this

#

in character

#

More TF2 than link, but yeah, I suppose that's a start

#

Then you need to create post process to change how lighting works

#

Making materials like that would be so performance costly that no point

#

I see

#

I cant help with creating post process like that, but there are some good tutorials and free plugins.

#

Yeah, that's still a better starting point than not knowing where to look

#

Thanks!

loud knoll
#

no

#

@ebon linden well yes

#

@ebon linden it depends on what you are tracing too and how the collision is setup,

#

@ebon linden if you are grabing the hit location or impact point it should give you a better result

runic fern
#

Hey guys this is house flipper game ... They are using a system from interaction with the wall as a parts how can i do that is it possible to do it ?

plush yew
#

Wow really nice game

#

oh

#

its a game

#

oh!

runic fern
#

yes its a game on steam Called House Flipper

#

but i want to know how to make an interaction system like this with the walls

leaden dust
#

This is a texture I importe

#

imported*

#

looks completely fine

#

why does the material editor make it look like this

plush yew
#

@leaden dust what?

leaden dust
#

it looks lighter in colour?

plush yew
#

maybe because there is light in that scene

leaden dust
#

this much difference?

#

I kinda doubt it to be honest

plush yew
#

Well you can just multiply it

#

to get it darker

#

or just edit texture

leaden dust
#

aye that's what I am going to do then

leaden dust
#

@plush yew thanks mate I appreciate it

plain pagoda
#

I want to create a jump animation from an idle post for first person.
Is there an easy way to do it? I'm not an animator so I'm looking for something that I can learn and do easily

leaden dust
#

so I added a simple cel shader and a outline effect

#

from a tutorial I followed

#

But there is some noise which causes the outlines to jitter

#

Where does this noise come from and how do I remove it

#

Never mind found it

#

Another question popped up tho

#

what is the tonemapper

wicked frigate
#

Hello everyone ... what is the best way to make a tree movement with wind? The best and the most realistic one?
using wind node in material? using 3D software and rig a tree? etc?
Which one is the best?

A few time ago a trailer has been released from epic game that there was a storm and harsh tree motions in it... the trailer there is in ue4 website home page ... how are that trees movements made?

any help appreciated.

digital anchor
#

wind node only works with speedtree iirc

#

you can use vertex paint to mask what parts have more or less wind, and use WPO in the shader to control the movement

#

then a bit of math to figure out the movement

steel shell
#

i have a tiled landscape and want to have several lods for each tile, but only lod0 is displayed, regardless of my distance. someone knows what could be the problem?

plush yew
#

how do make my scene not so fucking bright? lol

#

@plush yew Still put down intensity of directional light

#

It is at 10.

icy egret
#

Hi someone Please help me
I made grenade launcher, but its ammo won't hit on ground
When it hits enemy, it works fine(explosion)
but when it hits ground, it actually overlap, go away and won't explosion

compact plover
#

Use 1

plush yew
#

@plush yew lol i was at the indirect lighting slider

rose quartz
#

is this a good card? NVIDIA Quadro 4000 2GB PCI-E 3 Port GDDR5 1x DVI 2x DP
or NVIDIA Quadro P2000 5GB GDDR5 PCI-E x16 4x Display Port

vale junco
#

Is anyone able to recc some good videos regarding settingup guns and shooting for both hit scan and projectile based pewpew. I've seen a couple of tutorials but I'm keen to learn it the proper way rather than using some dodgy method :)

steel shell
#

does someone know where i can find an explanation for "Lod Distribution" in Landscape Settings?

wicked frigate
#

then a bit of math to figure out the movement
@digital anchor Oh my math and material knowledge is not as good as it needs

placid orbit
#

Hey all, I was just trying out 4.26 preview and I cna't seem to compile the 4.25 shootergame in it. Is there a new version of Shootergame for 4.26 or a list of things you have to do to make it work?

split grail
#

Hello Guys. Am thinking of make Something like When key pressed Object will goes up in Z direction and stop but and Keeps rotating. And then press Key again Object goes back to its original transform. So how can i do this? any suggestion?

#

really need help here

shell surge
#

guys, im using a 8 gb graphic card, and when I put more than 4-5 reflection captures, the engine crashes
any way to fix that ?

mighty wave
#

I am not sure what channel to put this question.

I want to verify that Shape Keys and Cloth Simulation are mutually exclusive without C++ code?

I have a character with a dress and a 'Weight' shape key. The dress doesn't scale with the shape key, and either floats away from the character, or clips in the character. I have done a search on the problem, and it seems like the ability to shape key cloth simulation may have been turned off in UE4 a long time ago. My only other option at this time is to put bones in the dress, but this would set my skeleton over the 64 bone limit of the Quest.

lucid grove
#

heya

#

When im using tesselation + displacement it looks good, but character steps is kinda under it

#

same with foliage

#

is there a way to fix it?

shut glen
#

when i press X i want to have a second player Joining. Is there any good tutorials out there?

zinc shore
#

I'm making a day night cycle and when i rotate the directional light when it gets to be directly upside down it stops rotating for a random amount of time before it starts rotating again or it will just never rotate again why is this

shut glen
#

this will work

zinc shore
#

it still happens when i do that but only when its rotating slowly it gets to 90 on the Y and just stops accepting any rotation changes but if its rotating faster it docent

#

it seems the numbers become flipped when it hits 90 it then starts counting back down from 90 instead of counting up but its still rotating in the correct direction

misty cargo
#

enjoy the evil mess

plush yew
#

how do you handle lighting in big open maps?

misty cargo
#

the fake sun stuff

plush yew
#

thats helpfull haha

misty cargo
#

if u open up the basic map u can see a sky background and a sun and reflection and sky positioning foir the sun light guides

plush yew
#

yea but it says the lightmap size is to big

#

i need a lightmass importance volume

lusty lance
#

hi all

frozen pond
#

hello boyz, question about shooter: not sure should i simulate bullet (as projectile), or just do lince by trace /

lusty lance
#

just had a quick basic q if anyone can help - trying to enable alpha/opacity on my mesh

#

is it possible to use an alpha map with a png? or has to be targa

frozen pond
#

yeah, in matterial settings set transulcent and drag alpha to opacity

shut glen
#

why my controls randomly swith?

frozen pond
lusty lance
#

thank you, I seem to be getting alpha now but everything is see through ๐Ÿ˜„

steel shell
#

how do i reduce the lod triangles in landscapes?

plush yew
#

someone help fix my normals lol

#

Hi,
how do I convert a game I made into a 360 Video ? Please help, I have no idea if this is even possible :/

left epoch
#

@plush yew there's a plugin called panoramic capture