#ue4-general
1 messages ยท Page 871 of 1
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it's still the same as when they used that on the Palm and later HP phones/tablet then it's gonna be pretty seriously outdated :D
why are my physics breaking if i go further away from center of the world?
My ship is shaking like crazy and camera doesnt stay anymore at same position etc.
Can you not use lights with orthographic cameras?
floating point precision loss @plush yew
What could be fix to that?
don't go far away from the centre of the world ๐
you need to use origin shifting or some other method
^
you need to look at using world composition
I dont have enough experience in that subject ๐ฆ but origin shifting or rebasing is what you want to look into
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]
when does it happen?
any project or that project?
only this one
you might have to attach a debugger to it so when it crashes you can see what its doing
otherwise look at the log in the saved folder and see if there is anything before that
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
thats eveything else
yep install the debugging symbols and attach a debugger or just start randomly guessing
the full log
[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 855] i just noticedthese lines
[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:
how do i fix a GPU timeout?
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?
Anyone has an idea on how to fix this error while generating project file?
The french part says Unable to open compiler intermediate file
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
whenever ANYTHING pops up the editor crashes
the Change Collison Preset window
dead
The Open Windows from last session
dead
arghh its sooo anoying
if its a d3d error it sounds like hardware
how do i turn off errors showing when i stop play
by fixing them
What object do i choose for the widget ?
get hud or smth similar
but that wont help you because you are not using it anyways
as it is now your cast to hud wont do anything
so what iam trying to achieve is when i press the key it changes the image in the hud
where do you create the hud? store a reference to it and use that reference to talk to the hud later.
so you need to change it inside hud, now you are changing it inside your character/pc
its basic communication in UE4
trying that
to make changes in hud you need to use the reference from "as hud"
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'...
there is also a intro to umg course on the learn site
Mr Mathew Also if you can advice me Please xD
thanks guys
Can anyone tell me why the shadow of the plane is being cast on the grass and not just the grass' shadow?
I tried googling this but i'm not exactly sure how to word the question
Hiho is this the coreect way to allow all character classes to use the BP?
can someone make free vps
that cast will always pass so its not needed
that cast will always pass so its not needed
@digital anchor What do you mean?
I dont need the Cast to Character class?
can someone make me free vps
how
at first what is vps? ^^
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
ah do you mean the connection between as char and tagrt? i try to figure out the way to connect ^^
i havnt worked with a violet cast so i have to find a way to connect violet with blue xD
your are casting to a class
you dont, purple is a class type
get player character - cast to "character" (your main character bp, the way you named it)
if you are using a template it will either be cast to third person character or first person
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
so i have to say my character class is XY give me Health and mana reg
in this example its the movement ^^
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
or a component, whatever you prefer
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
the things that are being said here will probably just sound confusing
it is working for 1 character
if you want to do the same thing for all actors then use "get all actors of class" and from there "for each loop"
the original there ist only a cast to ThridPlayer Blueprint and it is working
but your all actors must share the same parent class
which in this case, is character, which is already what GetPlayerCharacter returns, so no cast at all is needed
ah ok thanks the parent class i dont konw, by programming im open a class put all actors in and can use the class ^^
WHY IS UE4 CONSTANTLY CRASHING arggrg
any time any UI elemnet is shown such has over elements dropdowns
it crashes
oh yeah man, dropdowns crash the fuck out of UE for me
have done for the last year or so
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
@jaunty haven cmon dude, google first https://answers.unrealengine.com/questions/329980/how-to-determine-if-an-actor-is-on-screen.html
WasRecentlyRendered sounds like a good solution if you need to solve for semi occluded actors
@left citrus I did , could not find it , Thank you so much.
no problem ๐ 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
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.
sooo, is their any way to fix the ue4 crashing with editor UI
Wait Catch2 do you have multiple displays?
@left citrus i think wasRecentlyRendered is the solution, thank you very much
glad it's workin' out @jaunty haven !
@dense knoll I believe whenever I've ran into that crash problem I will have had multiple displays, yes
i think that could be the prob
ue4 was working fine yesterday
then today i installed a new display
and now ue4 is not wokring
nvm
it was always very specific drop downs that would crash me, namely parameter lists on a custom node in materials
sounds like you're having a bigger problem
same
that dropdown is fucked I swear
the only adition is the Restore Last session windows
Awnser hub is not letting me login
Anyone knows how to fix the issue with .uproject file not found when running the game?
check if the file itself is still their
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
Heya. Anyone experienced with shadows? Im once again facing problems with its blackness
it is, thats how I am able to generate the visual studio files and run the editor and everything
right click the uproject file
and their should be a option
nvm your asking something else
uhhhh
its the error I am getting when running the game on the device
then theirs a issue with your code
then theirs a issue with your code
@dense knoll Do you know whats the issue with the code?
Skylight is there. Making it more extensive make image overbrighten
I did not nope
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 add skylight, if you dont have one. tweak dfao settings.
@plush yew DFAO also not giving results on shadows, mostly on other objects
How to have multiple sky atmopsheres or choose which one to render?
can you make terrain in blender?
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?
does disabling cast shadows and/or using cube maps make any difference?
@plush yew Casting Shadows dont make any changes
well actually even if i paint new foliage it still stays the same size
My bad, it does. Intensity for example mae everyting brighter, but now surface
how can i make a landscape material with multiple materials to paint on USING QUIXEL materials Tag me or DM me
Try setting it to use all axis for scale
still just plants the same size of plant is there a thing i need to check on or off?
The only thing that brighten up this place is autoexposure
But it make whole scene brighter
bloody hell
found it
after a half year
Sun -> Shadow Amount
Thanks Ponkkis, probably i would just throw it away again
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
@quick shell of course you can make but i dont recommend doing that if you are not making just some simple lowpoly terrain.
why
If you think about making some huge high poly mountains with trillion polygons and gonna import it to ue4, that is never gonna happen.
thats why you lower the polys?
Why do you want to make terrain in blender in the first place?
im talking about like caves and intracit things
I see no reason to do something like that. It just makes things way harder
You could use free voxel plugin. Its very popular.
It can do great lowpoly and highpoly terrain. Its like building with blocks that are connected. Marching cubes.
Download Voxel Plugin Free for free on the Unreal Marketplace! https://www.unrealengine.com/marketplace/product/voxel-plugin-free
Website: https://voxelplugin.com
Twitter: https://twitter.com/phyronnaz
Discord: https://discord.voxelplugin.com
UE Forums: https://forums.unreale...
@quick shell i recommend checking it out
you can do caves with it easily
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
do someone here has experience with automotive stuff ? I need opinion
do i have to restart ue4 now?
hi, so i spawn actor that contain 3d widget but quality of font is poor, any fix for that?
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
@quick shell after installing plugin to your current version?
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.
You need to install it to your version
also
Go to that plugin's page and there is install to engine and then choose right version.
maybe something in it is looping
Ye press download
i did i just didnt know you had to have epic games open
So its now installed?
yup
Do you now see it in plugins folder?
In your game
I think it can be found from "other".
Its there somewhere.
Maybe restart if not showing
@dense knoll god damn it
you dont need to ask for help between 3 messages from someone else cmon dude
And i dont know what causes it.
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?
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)
ok im getting annoyed with this, i litrally cant use anything in the engine, its unusable,
@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
@dense knoll if its a launcher build and that is the case, have you tried a new blank project?
then you should look at your hardware or windows at this point
any dropdown UI is just killing the engine
do you have any overlay software running? like geforce experience or msi afterburner or shadowplay or
@grim ore I'll look into that. Thanks!
welp its an isolated issue to your machine so I would start debugging your machine
for an example if i import something the notification that apears would crash
and i cant because i cant even create a C++ class without the engine crashing
debugging your machine. Make sure its up to date, make sure drivers are good, run stress tests, etc.
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
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
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
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?
Well, apart from doing it in the editor, I don't think there is a normal way
It may crash since it tries loading the assets and those might require a shader compile and that generally causes the crash
hm, so this is a common problem? are there known workarounds?
None that I know of
I at least load a part of the assets so it doesn't overwhelm with compiling
Also, an SSD
Don't they usually default to Content/Name_of_Package ?
Yes, I want them in Content/Marketplace/Name_of_package
Seems like Flux wants them in Content/Marketplace/Nameofpackage
so as to not pollute Content/
Right right
I figured it was easier to just let them be there, and put all my own game assets into Content/MyGameProject :P
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 ๐
ok moving subfolder by subfolder seems to be working ๐
pretty lame, but still better than the trainwreck that is Unity ๐
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
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
Does anyone know if it's possible to export Automation tests to a format like JUnit?
Or to another format which could be interpreted by jenkins
in that UFOgameDemo, the ufo pawn, when it collides it performs some random movement. how do i disable that, where is that coming from?
i have this simple ai script based on pawn sensing component, apparently its hit or miss with calling the event, any suggestions?
my project is 2d
not sure if that has anything to do with it
check(GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false));
this line is causing a error
UE4Editor-D3D11RHI.dll!FD3D11RenderQueryBatcher::PerFrameFlush() Line 45 C++
cam someone help me with this, its been making the engine unusable
thanks in advance
no this is specifically for unreal if you ask a unrelated question you will be banned doxxed and swatted
whats the meaning of life
bring it on swat, gonna turn yall into red coolaid and destroy my front porch
what does a vertical camera look like
@tiny vigil Do you mean portrait mode? https://forums.unrealengine.com/development-discussion/android-development/58924-portait-mode
For Android developers to discuss development and ask questions.
yesyes thank you
the errors are coming from every set visibility node
your branch will not have a valid object for the 2nd option, false
the false never executes the get pawn section
hm
the branch going false i put valid cause invalid wont make it work tho if it goes invalid nothing changes gameplay
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
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.
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
@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
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
@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
@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
Ok I'm a look into it, thanks
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?
i found perception to see better in little peaks
which ufo game demo?
@grim ore one called game jam kit. this one https://www.youtube.com/watch?v=nJ75BvQ4SMg
This time we review level 1 of the UFO game in Game Jam Kit. Simple but useful. https://www.3dvirtualand.com/unrealengine4 Subscribe to our channel.
@grim ore found it. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1417286-game-jam-toolkit
Download HERE (https://epicgames.box.com/v/GameJamKit)
What is the UE4 Game Jam Toolkit?
Time is the enemy - Equip yourself and your Game Jam team with the UE4
i could send just the pawn in question
Anybody know if possible to get pixel width of a slate element like a border box?
@plush yew no just no.
Make one widget for text and then make that text variable and change it when needed.
Hey guys I need help for doing motion capture with live link face
Hey guys I need help for doing motion capture with live link face
Can anyone help? Is this the right place to ask for help?
@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.
okay
ok
Why is everyone ignoring me
Bruh
it has been 5 minutes
Maybe nobody knows how to do it
@untold holly I recommend doing some research in internet
I dont think that alot of people here have been working with motion captures.
aye you probs want #animation for that one @untold holly
will get a better response
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 ๐ฆ . 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
- Can anyone confirm that this is what the red graph means?
- Does anyone know how to fix it if that is the issue?
- Out of curiosity does anyone know the fix for "animationsharing plugin missing significanceManager dependency" or how it is caused?
Anybody know if you can dynamically set key values on a UMG timeline animation?
?
fantasy weapons
Voice chat.
Does "Get Project Content Directory" work on packaged games?
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
does anyone know how i can stop ue4 spawning it's free cam
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
Anyone knows on what engine is this game made?
fixed it
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)
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
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?
not only release but previews as well
? 4.25.4 got released during 4.26 preview 4, I think.
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.
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
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.
there is a plugin for visual studio that helps a bit with build times
but its rather expensive
trying to remember how its called
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.
im still on 4.25.3 myself. didnt even notice that there was an update ๐
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
sounds good. that makes sense! 'preciate the info!
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?
ฮey 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?
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?
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.
@errant prairie bruh just remove polygons in blender
Alright
How could i scale my noise?
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
Reference for the various models available for controlling the attenuation of sounds.
not sure if this helps
Thanks brother
@tulip helm .4 is most likely the last hotfix for 4.25
@wind gate dude im talking about random noise
like that texture
that looks like cloud
but i figured it out myself
hey
Somebody knows about LEPT in materials?
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
What's causing this code to not work?
@robust acorn what would that do?
It's a simple script to load a new level after it's crossed
in my pickup I have this and without the other actor its doing nothing
make the target from the viewport the other actor
thanks
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
Anyone know how to fix UE4 EG crashibg whenever any engine notification or dropdown appears?
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.
Is it possible to move this World Composition bounding box, instead of having to move my whole world map, which would be very performance heavy? My character is being destroyed if I leave the box, maybe theres a solution to fixing that?
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
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
- Dont watch full tutorials how to do things
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
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.
ahh ok
which channel should i ask about lighting rendering in?
My object has an emissive material. But the glow fades very quickly, because the more distance I am away from it it gets less screen space.
Does anyone knwo how to fix that?
I found this post:
https://answers.unrealengine.com/questions/329524/materials-fading-away-in-distance-why-is-this-happ.html?lang=ko
Here the user "cancel" desccribes a method to make the screen space an object takes bigger, does anyone know how to achieve that?
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?
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.
can you show me how it handles jump ending
it's a very strange bug
even though jump end animation is not set to loop, it still keeps looping
Animation discussion, including Animation Blueprint, Persona, Skeletal Meshes, and more.
Maybe this will help?
anyone know how i can make my unlit materials not glow?
@plush yew unlit materials always glow.
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?
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
ah crap
idk what to do anymore
it was working fine yesterday
then all of a sudden it happened
UE4Editor-D3D11RHI.dll!FD3D11RenderQueryBatcher::PerFrameFlush() Line 45 C++
anyone know how to fix this?
this happens too often
the engine has became unusable
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
this accours whenever engine UI apears
it also happens randomly
i have tried everything but still wont work
How does one reparent a widget that's already been created without breaking it?
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.
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?
anyone knows how I can reduce the distance between the static and physics actor when using a physics constraint actor?
Has anyone ever used this node?
I cannot find any documentation on that
I want to gradually move the physics object closer, like the cable is being pulled
I created a failed click response
are these considered tags?
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
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
@median hound no, actors and components have a tag property
@plush yew are you sure that is not the mesh edge?
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
if its a mesh edge its a mesh edge, you hide it better basically
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
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
stuff, like if this was a wall you would hide it with a pillar
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
Could i use world aligned texture somehow with this? @grim ore
or does it only work with textures and not with procedural noise etc.
my dude he just told you where to ask
I did ask there also
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
Looking for some advice on creating a boating system.
Know how to import morph target curves from Blender to UE? Using Send to Unreal addon and the animations have emptied curves.
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? Itโs just a single vector.
If this is bad practice, what is the recommended approach?
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
anyone know how to fix the engine crashing
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
@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!
neato
Has anyone here developed their own inventory system?
Probably, multiple times, why
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
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
Is anyone here experienced with concave collisions?
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
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
that sucks, hopefully someone creates some magic to improve the time it takes in the future
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
https://www.youtube.com/watch?v=XqtkLKfIYpI&ab_channel=TempoSparkz hi my 2D art in the game is pixelated at the start of loading and i do not know how to fix it. it stops but is really annoying as it stays for 3 seconds on my gamedev pc but might end up being a longer load on slower machines
music not in-game was listing to it in the background while recording whoops.
thats video mem or something?
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
some1 said to up the texture memory pool, but not sure if thats the fix
only shows up in packaged too, super annoyin ๐
Fixed it had to set it to never stream
Direct 3D error
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
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
what sort of issues?
i have aldready tried that, it just gets enabled after
if i do that my other display stops working
but then you will know what the problem is
one sec
i wonder if my fatal error is related to my laptop having
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 ๐
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
aparently my iGPU was casuing the issue
so i started with firing up PIE in debug
their goes my other display
^^
yea
well another test project worked, so it is my crappy code ๐
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
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
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!
whats the thing called where you put your clouds and shit
and sky
skybox right?
bp
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?
@true sail How are you blending between states? How much blend time are allowing between states?
I'm blending between states with the actor's speed
ah so the ai just immediatly stops then?
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
Can you show us your state machine in the animation blueprint? @true sail
@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 Are the minimum and maximum values of the blend space correct?
I'm sorry but what does that have to do with my problem?
@true sail Could be why the transition is not smooth, but I really not sure.
But It's not a problem with the animation
It's a problem with the Character's movement
@true sail You want to stop moving when the animation is done?
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.
Okay thanks I'll tinker around with it
@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
for whatever reason the lighting keeps getting really bright
how to make skip able image?
@dense knoll look at disabling auto exposure
kk
lmao, i added a Potato mode for people with horible GPUs, its only on the main menu, now the game just looks like a Incredibly good PS2 Game
how can i make image that can be skip?
what do you mean by that?
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
Hello people, do you have a tutorial recommendation for an Absolute Beginner?
there are tutorials pinned to this channel, quite a few newbie ones on the learn.unrealengine.com site.
@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 ?
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
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
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)?
based on this screenshot from the docs? yes https://docs.unrealengine.com/en-US/Engine/Physics/SimpleVsComplex/index.html
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.
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 ๐ค
Or am I not supposed to nest Blueprints at all? Should I use a component somehow?
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
@plush yew Gate the pitch / yaw inputs with a check if the character is in the air?
Oh of course thanks, I was confused by the gamepad Input title
Full disclosure -- I'm a beginner with UE, maybe there's a more effective way to do it ๐
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.
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
ah, use on movement mode change then
will try sounds good
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
@plush yew
I used that in one project to do something similar.
onJumped gets called even if the character just walks off a ledge or something
Yup this works perfectly thanks bruv
cool
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?
also @eternal compass maybe you can add all the components into one BP?
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 ๐ค
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
billiams have you had the ai problem for abt 3-7 days now?
You didnt add the music player to ur Character BP right? I meant just a seperate music player blueprint class
going on 2 @median hound
something like this,so you can place it anywhere you want and attach it to body parts
everything looks correct, idk why it is failing sometimes and when it doesnt fail it still doesnt move
isnt their any 2d tuts for ai?
no platformer tutorials that cover sensing
you using pawn sens?
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
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 ?
dude
help
please
help
somebody help
i got lost
last photo taken
the map is called Minimal_Default
and i cant find it
search for it
i cant!!!!
please bro
KOPJAfemmn
ITS GIT ri0fE44-GPK[PD
ITS GOT DELETE IT
how
HOWOWOWOWO
HOW
bro
@plush yew if you didnt delete it, check your content folder so go to your project->Content and search in there for it
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
@grim ore, so some how the event isnt firing all the time
strange because my sensing radius is good and etc
and please stop spamming like that
im so sorry please
but this is the fifth time this has happened to me and I have to make a new map
why are you panicking bro
make sure your saving as well before closing, that shouldnt delete the assets though
okay
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.
ok, thankyou @scarlet birch
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
do you see the nav mesh under your target while playing when that error happens?
turn on the nav mesh while playing so you can see it while debugging
yes its green
guys
so while playing and the error happens you can see it green below the player?
im switching to unity
well if you dont see it and its turned on then that would be why it cant get to you
confused
@plush yew turn on your level filter in your project
start play in editor, turn on the nav mesh so you can see it
to turn on the nav mesh i just hit the p key
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
you would need to show your bad code
Mathew, its on
no
omg i figured it out @grim ore
you said you lost your map that filter can show all maps
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 ๐
my collision settings were off, so i made another collision typer and changed a few things
thank you for the help
Anyone know why I could be getting an "Unknown error" when trying to package?
im not sure how to help i usually make prototypes never package it but this might help you https://answers.unrealengine.com/questions/373412/packaging-failed-error-unknown-error.html
it could be alot of things tho really
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 ๐
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%
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 ?
Hi guys ..how much yโall 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 clientโs country but i wanna know the fair average in general for a project
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 yโall 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 clientโs country but i wanna know the fair average in general for a project
@gaunt hedge that sounds awesome! May I ask what for?
@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

Oh yes indeed that would work
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
np ๐
Aphix thanks... I literally wasnt thinking
@next nebula np glad you figured it out :D
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
@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
Oh yeah Iโm sorry for that @void barn
I meant @gloomy gull
Hi guys ..how much yโall 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 clientโs country but i wanna know the fair average in general for a project ....any suggestions guys?
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
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
@plush yew I think in that area the hours of work are necessary :/
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
gotta start somewhere
how can I start vr preview using steamvr instead of going straight through oculus api?
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
@plush yew Check lighting quality
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?
I have encrypted packages on and maybe it is signing the packs?
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!
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
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 ?
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
This is a texture I importe
imported*
looks completely fine
why does the material editor make it look like this
@leaden dust what?
it looks lighter in colour?
maybe because there is light in that scene
aye that's what I am going to do then
@plush yew thanks mate I appreciate it
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
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
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.
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
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?
how do make my scene not so fucking bright? lol
@plush yew Still put down intensity of directional light
It is at 10.
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
Use 1
@plush yew lol i was at the indirect lighting slider
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
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 :)
does someone know where i can find an explanation for "Lod Distribution" in Landscape Settings?
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
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?
Latest errors
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
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 ?
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.
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?
when i press X i want to have a second player Joining. Is there any good tutorials out there?
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
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
how do you handle lighting in big open maps?
the fake sun stuff
thats helpfull haha
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
hi all
hello boyz, question about shooter: not sure should i simulate bullet (as projectile), or just do lince by trace /
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
yeah, in matterial settings set transulcent and drag alpha to opacity
why my controls randomly swith?
@lusty lance
thank you, I seem to be getting alpha now but everything is see through ๐
how do i reduce the lod triangles in landscapes?
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 :/
@plush yew there's a plugin called panoramic capture