#ue4-general

1 messages Β· Page 872 of 1

plush yew
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oh sick ! Does it work for video as well or does it only generate still images ?

left epoch
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you can capture to a batch of images

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i think

plush yew
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I made a game that consists of three levels and I need to convert it into a 360 video in order to show it on a webvr platform (mozilla hubs). Do you know if its possible to make something like a walkthrough of the game but as a 360 video ?

left epoch
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i mean it's just a video

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i mean the batch of images can compile into a video

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it's how people do 360 captures for vr videos

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so it should suffice

plush yew
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ok, the plugin looks interesting. not exactly what im looking for (idk if its even possible to do it the way i envisioned it) Thank you for the recommendation πŸ™‚

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yea ill def try it out ! πŸ™‚

left epoch
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what else do you need it to do,except capture the gameplay in 360?

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now i need to throw my very nonspecific question:

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i'm getting very weird stutters even in new projects

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my pc is not under stress

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and it just does this stutter

upbeat tendon
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I've just packaged my game, it says successful, but there a lot of warnings that it can't find assets, which is odd as i get a fatal error when starting the binary. I get the same error when starting in standalone mode, the log file shows an access violation, but even in debug mode i don't get a useful stack trace of what made the calls to cause the error

left epoch
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i have good enough of specs to run the editor,but i'm kinda loosing my mind

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can you post your logs @upbeat tendon

upbeat tendon
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i am sure it is my code as i am able to run other projects in standalone mode

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i've got no errors in PIE

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and no errors when i compile

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ah i think i've figured out the problem

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thanks for listening πŸ˜„

restive eagle
left epoch
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huh

upbeat tendon
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the error was right at the start of the log πŸ™‚ it can't find a map

left epoch
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@upbeat tendon you using pathtracing?

upbeat tendon
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[2020.11.07-22.56.31:481][ 1]LogUObjectGlobals: Warning: Failed to load '/Game/Ares/Maps/Test/Test': Can't find file.

left epoch
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oh

upbeat tendon
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no idea where it has this map configured

left epoch
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well the error happens

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on

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if (bForcePathTracing)
{
EngineShowFlags.SetPathTracing(true);
ViewModeIndex = VMI_PathTracing;
}

upbeat tendon
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When i started coding i only had a project name which was some what meaningless, now i've thought up a name i would like to change the output binary's name to something else, is that possible?

plush yew
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@left epoch Im actually trying to do exactly what is done in the video @restive eagle posted (thank you so much:)) but i have no idea how to implement it (especially with including spacial sound)

restive eagle
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first you should google, was pretty easy to find

plush yew
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And then I want to upload it to mozilla hubs ( for an online exhibition) so it is accessible for not only ppl having a vr headset but also for mobile and destop users

restive eagle
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you could try packaging for HTML, but no idea if that would work or not

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or just make it into a video and upload to youtube, then will work on any device (i assume thats what you want to do it anyways)

plush yew
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why my normals so fucked up

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i put normals up

woven bay
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YESSSSS

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FINALLY GOT MEGASCANS WORKING WITH UE4

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I imported a rock

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However

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It has no colliders by default.

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But after referring to the documentary

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I got the colliders working

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YAY

queen wasp
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Now what.. ```
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.518: LogOutputDevice: === Handled ensure: ===
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.518: LogOutputDevice:
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.518: LogOutputDevice: Ensure condition failed: FMemory::Memcmp(ActualData, OverrideValue.GetBytes(), Key.GetSizeInBytes()) == 0 [File:D:/Build/++UE4+Licensee/Sync/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraComponent.cpp] [Line: 2046]
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.518: LogOutputDevice:
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.518: LogOutputDevice: Stack:
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.518: LogOutputDevice: [Callstack] 0x00007fffe26c7f30 UE4Editor-Niagara.dll!UnknownFunction []
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.518: LogOutputDevice: [Callstack] 0x00007ff80d8c1fd8 UE4Editor-Engine.dll!UnknownFunction []
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.519: LogOutputDevice: [Callstack] 0x00007ff810c00ae4 UE4Editor-CoreUObject.dll!UnknownFunction []
2020.11.08-17.00.21 [DESKTOP-4GMKMDL-18928] 10352.519: LogOutputDevice: [Callstack] 0x00007ff80c62a025 UE4Editor-Engine.dll!UnknownFunction []

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The D: drive is faulty, nothing should reference it anyhow, how come. UE4.25 is installed on the F: drive now.. but it is an old project, renewed/cloned many times.. 1000s. How can I remove the reference to D: ?

grim ore
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[File:D:/Build/++UE4+Licensee/Sync/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraComponent.cpp] [Line: 2046] is where the binary was compiled from

queen wasp
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The project is also on the F: drive

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yeah, seems so, it is weird.. where could the reference to D: be though, where to look..

grim ore
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Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraComponent.cpp] [Line: 2046]

queen wasp
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Settings but what file?

grim ore
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you need to ignore the d: part, this means nothing to you

queen wasp
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It should come from the F: drive, but yeah @grim ore should look at what it is too

grim ore
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no it should not unless YOU compiled this binary?

queen wasp
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Well, if it tries accessing D: it might fail to do so, dodgy old stripe raid I will remove soon, getting an SSD.. Anyway yeah I'll look at that file too

grim ore
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its.... not.... doing.... anything.... with.... the.... D.... drive....

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It's not doing anything with your D drive

queen wasp
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"File:D:/Build/"

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?

grim ore
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** It's not doing anything with your D drive**

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That is the location where the binary was compiled at

queen wasp
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Which is maybe not the error, I know, but a dodgy old drive where it shouldn't have been compiled hmm..

grim ore
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did you compile it?

queen wasp
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I frankly don't know other than that I am using the F: install of UE4.25 but with an old project that have recided on D: before so, maybe

grim ore
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so you used visual studio and the github source of the engine and compiled your engine and editor?

queen wasp
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nope, just plain Editor download/install

grim ore
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then that location means nothing to you, the person who compiled the engine for your use (let's call him bob) compiled it using that location from his local machine

queen wasp
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Ah! I c

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Then I get you πŸ™‚ sorry

grim ore
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if you want to see the actual code of the error you can go into your engine install into the Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraComponent.cpp] [Line: 2046] part and look at the C++ code

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as to how to fix it, something in niagara is crashing. Its possible to install the debugging symbols from the launcher and get a more details crash log or you can try and guess at what you changed recently using niagara to cause this

queen wasp
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it is in void UNiagaraComponent::EnsureOverrideParametersConsistent() and is some kind of ensurance obviously. I reckon Niagara has had a good few updates with the newest versions, I might have to recompile some particles

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Thanks @grim ore πŸ™‚

wicked frigate
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how can i change thumbnail of project?

plain pagoda
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is C++ worth learning over blueprints?

versed spear
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Any marketplace sellers read marketplace thx.

plain pagoda
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I'm making games like first person shooter

queen wasp
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I've been experiencing a lot of performance drain with a few Niagara systems, not a lot of particles, ribbon systems, might be due to above errors I've had.. I tried making it GPU but ribbon can't be GPU? fixed bounds and all, says not supported..

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Also wonder where I could set pool size or something, to ensure a buffer, the activate is what makes hits in performance (it is a laser)

restive eagle
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@wicked frigate open project settings, type thumbnail

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people should google more often...

wicked frigate
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people should google more often...
@restive eagle here is faster in giving my answer often 😁 πŸ˜…

restive eagle
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out of respect for other people's time i would never ask a question without doing some investigation work myself

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but thats just me

wicked frigate
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out of respect for other people's time i would never ask a question without doing some investigation work myself
@restive eagle
Oh Ok I'm sorry

restive eagle
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not trying to be rude but thats just my opinion

wicked frigate
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not trying to be rude but thats just my opinion
@restive eagle
No you are right ... I admit my fault

restive eagle
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nah its good, no hate

wicked frigate
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nah its good, no hate
@restive eagle I love you man ... thanksπŸ™‚

round tangle
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That's grest

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Great*

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Buts it's not more of a city like square would work well with hills

devout swift
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In the Static Mesh Preview tab, is there a way to move the location of the floor's location? or move the mesh's location?
The mesh I'm trying to see is a floor but it's inside the preview's floor. Only workaround I found is to turn off the preview floor completely.

round tangle
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You can change the mesh you imported from "import translation" it kind of would be like moving the floor

next badger
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it will also move the mesh pivot, which sometimes is undesirable

round tangle
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Then hit trumpet base mesh too

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it will also move the mesh pivot, which sometimes is undesirable
@next badger change that in the pivot changer in mesh editing

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Mode

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Shift + 6

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Then hit trumpet base mesh too
@round tangle dry it's reimport

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Sry*

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Shift + 6
@round tangle enable mesh editing tools mode plugin for that

next badger
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@round tangle um...have you actually tried that? =)))

round tangle
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Yes

devout swift
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I see thanks guys.

Shift + 6
@round tangle shift + 6 doesnt seem to do anything for me. Is there a button/menu to enter mesh editing mode?

round tangle
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Enable the plugin

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Search mesh editing tools mode

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Then change the pivot I think it's in the second tab

next badger
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@round tangle so...when you move the pivot it does not affect the mesh floor preview?

round tangle
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Nooe

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Nope

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I hope so

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It doesnt

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Just changes the pivot I guess

next badger
devout swift
round tangle
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Yep that one

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So it does change the preview!

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Then there's just one way to change it

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In 3d mesh editor like blender or something

next badger
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it does, and that's the problem imo (sometimes you need the pivot to be at specific point, but floor stands in the way)

round tangle
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Just move the mesh

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In blender

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That would do

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I think there's a button on the toolbar to disable the floor

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I guess it's for the grid

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Just move the mesh
@round tangle that wouldn't too I just tried

devout swift
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i see, it seems like changing the import settings doesnt move the mesh up anyway... this is not how it's supposed to work right? πŸ€”

round tangle
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It should not work that way

grim ore
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the import settings only apply when you import, if you have the original mesh you can change those settings then click reimport

devout swift
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i see, and if I got the mesh through an unreal marketplace asset and dont have the original mesh?

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can you apply import settings without the original mesh?

restive eagle
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export that mesh to fbx (right click - asset actions - export)

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and set the file path

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this should match with the fbx that you have exported

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then your reimport button should work if i remember correctly

devout swift
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oh cool, thanks everyone!

meager frigate
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I've got my hands connected to a full body skeletal mesh in VR, should I just "layer blend per bone" in the animBP on each finger for pointing/grabbing whatever? does that sound silly?

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so each finger does its own thing

plush yew
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0
Hi there, so I get issues with my UE4, like let's say i decide to click a asset or maybe an edit option or anything, I get a black screen. buggy screen. I have reinstalled UE4 multiple times and on different drives. My hardware is 8GB RAM, GTX 1650 SUPER, R5 2600X. It worked fine up until 3 months ago.

lucid grove
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Is there a way to make displacement on landscape and add collision to this displacement? When I'm using tesselation with displacement (for puddles and road for example) character legs is under texture.

cyan summit
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Hey guys, i am verry new to UE4 and i am following some tutorials while i run into a problem, is this the right place to ask for help ?

grim ore
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@lucid grove displacement, if doing it in the material, is a visual effect only so no

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@cyan summit you can ask in here or the appropriate #channel

cyan summit
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Okay thanks, i followed that Open World Game tutorial that how to creat an AI controlled Character, i followed all the instructions and when i runed it it worked. But now after some days, my NPC start shaking like crazy sometimes, as if they are recalculation theyre path every mill second.

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This is the blueprint:

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can anyone see what might be the problem ? I can also post aa video of how the character is shaking if you want.

wanton lotus
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@cyan summit use a timer instead.

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Also, no need to do the radius call twice.

cyan summit
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Timer insted of delay ?

wanton lotus
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Best way is to actually use a behavior tree, but with what you got, you can use a timer to prevent the shaking.

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This snippet won't do anything, but just an example. Need to do your random point in radius for the location.

cyan summit
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I also changed the double radius. my npc still look like that

wanton lotus
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@cyan summit Behavior tree is the best route for AI. The unreal engine documentation has a short guide on making AI roam/patrol.

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I believe it is the EQS guide.

cyan summit
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Okay thanks for that. Ill take a look into it, i just wanted to know were the shaking was coming from sinc i cant explain it and sinc i am new to UE4 i want to understand what i do πŸ™‚

wanton lotus
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I'm guessing it is starting multiple infinite loops with that delay.

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Add a print string in with that delay node and see how often it prints.

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Or maybe AI Move To node doesn't wait for the AI to get to the location before executing the success?

cyan summit
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Well i tryed that aswell. The Loop is only triggerd if i have reached the target location to search for a new one, and the shaking occured while the npc is walking to the target

tight prawn
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anyone knows if there is a documentation for the marketplace API ?
I'm willing to create a client for linux to handle purchased assets etc but the information i can gather is few and scarse

barren flume
exotic thicket
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Unexpected X usually means that there was supposed to be something else than X, so the problem is usually before that line

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Would be easier to answer if you can show some more source code for it than just that bit

plush yew
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I have a collision sphere around my level to prevent the character from falling off.. but then the character just spawns on top of the sphere

lusty lance
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ubern00ber q here - how to slow camera rotate speed in viewport?

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not movement speed, just rotate

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with RMB

wanton lotus
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@lusty lance move your hand slower

lusty lance
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lol

tight prawn
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yes I have found that, but its not enough, i'm looking into login and creating projects/ adding files to projects

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like what is available through Epic Launcher

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I found something for linux and as far as the author claims, Epic was fine with that

restive eagle
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https://prnt.sc/vfov2h @lusty lance or ctrl+mousewheel, i doubt there is a setting for rotation speed. change your mouse DPI

Lightshot

Captured with Lightshot

wanton lotus
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Ah, not sure about that. This is the only API I have been able to find regarding the marketplace. It is what I use for the spreadsheet that keeps track of asset prices.

tight prawn
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thanks nonetheless

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are those all the queries possible ?

wanton lotus
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@lusty lance on a serious note. I am not sure if you can change it within the editor, but you can definitely change the sensitivity of your mouse if needed.

glacial pecan
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I don't understand why the HUD class is separate from the widget... I need a HUD thing, and that thing needs to talk to the widget that actually does something... super annoying! πŸ˜•

dire ingot
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guys im using the loop here, but it make infinty spwans, i want only 30 enemy, how to do that?

restive eagle
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increment int on each spawn and when its = 30, stop

dire ingot
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how to do that?

lusty lance
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ok ty

wanton lotus
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@tight prawn That is all I have been able to find with that API. You can only search 100 assets at a time and the queries are very limited. Limited to what the marketplace allows for general use.

restive eagle
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make an integer variable, get it and type "++" @dire ingot , that way on each spawn it will add +1 to integer, when you reach 30 then invalidate and clear the timer

wanton lotus
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@dire ingot why even use a timer for that? You can just use a regular loop node.

dire ingot
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how? teach me guys im still noob

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tasuken how to create a ++ int

restive eagle
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with for loop he would have to make a delay, unless he wants them all be spawned at the same time

dire ingot
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and icnrease it until 30

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no no i want a delay between their spawns

wanton lotus
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You can add a delay to this too if needed.

restive eagle
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he needs a delay between spawns as i understand correctly

narrow mauve
restive eagle
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this will loop without any delays

narrow mauve
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PIEEEEE

plush yew
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whats your guys prefered way to do flowers?

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flat plain head on?

narrow mauve
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..what?

plush yew
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or plain for the stalk and flower head?

narrow mauve
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You mean like the actual mesH/

plush yew
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yeah like small flowers in a field

wanton lotus
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@dire ingot If you want to continue to use the timer, check the looping checkbox.

narrow mauve
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depends what you can get away with..do you have the budget for more detailed mesh..also if you just do a flat plane you might have way less polys but youll probably get overdraw from all the translucency

wanton lotus
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@dire ingot you use one or the other, not both.

narrow mauve
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yeah like small flowers in a field
@plush yew Are you making the foliage meshes yourself

wanton lotus
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@dire ingot you are trying to create multiple timers? In that case, you can do that if you want.

restive eagle
plush yew
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@narrow mauve i am

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im its all wip but just trying to figure out how things work πŸ˜›

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grass took me like a week not kidding

narrow mauve
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Well foliage can be very tricky to get right..it's a class of its own

plush yew
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fucking normals man

narrow mauve
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When you do the normals for foliage you'll want them bent in the direction of the leafs

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or the lighting will be fucked in ue

plush yew
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i just face em upwards lol

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im doing stylished so its abit easier imo

narrow mauve
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ohhhh okay

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yea stylized is so much simpler and free

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I mean like when you try to do something realistic ..if it's off even a bit it's EH

plush yew
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yea haha

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you gotta get it just right

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specially lighting

wanton lotus
restive eagle
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already showed him the exact same one πŸ˜„

wanton lotus
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Ah, lol

plush yew
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btw having a 3d package, photoshop and unreal AND firefox is not fun haha

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at the same time

narrow mauve
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What is your spec?

hidden niche
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Would you guys happen to know how to solve an access none coming from the character movement.

restive eagle
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but you can use >= as Slashin showed, it wont change anything just a precaution

narrow mauve
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access none mean its not working

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whatever you're doing

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it's trying to find something

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and it's getting no valuye

hidden niche
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to simplfy things

narrow mauve
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you can fix it by checking if its valid first

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but..

hidden niche
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I'll show you this example

narrow mauve
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it still wont work because if its accesses none..it..accesses none

hidden niche
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oddly this has worked many times in the past for me seamlessly

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but now its pulling an access none and I can't wrap my mind around it

restive eagle
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delete, add it again

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sometimes it just breaks

narrow mauve
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hmm

hidden niche
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alright ill try that

restive eagle
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delete walk speed, compile. then add them again and compile

narrow mauve
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Speaking of things breaking...widgets are so broken in 4.26 preview

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bindings constantly break

restive eagle
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dont use widget bindings in general

wanton lotus
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Yep, what @restive eagle said. You want everything event driven.

restive eagle
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regular actor tick is even better than an UMG bind

narrow mauve
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oh ya?

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Hm

restive eagle
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its very performance heavy, atleast thats what other people were talking about. i never used them and never will

narrow mauve
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Interesting

wanton lotus
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The only time I would even consider using UMG binds (I'd still go event driven) is if the widget is shown only when game is paused.

narrow mauve
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I had no idea

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I never would have thought

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feels simple enough

restive eagle
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when you bind it means that it will run every frame, if your health for example doesnt change you dont want to keep it updating with the same value, update only when you receive damage, as Slashin said make it event driven

wanton lotus
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You should already know exactly when anything changes (since you did program it) and at only those times you run events/functions to make the changes necessary.

narrow mauve
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I had noidea that was run on every frame

loud knoll
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@grim ore Why would the engine send data to Epic when packaging? Is it for signing packages? Or crypto?

plush yew
restive eagle
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close level sequence?

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or check if you dont have 2 projects open

loud knoll
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looks like he clicked the create sequence button maybe on streaming level and is trying to access it when he is not in the level where it was created?

plush yew
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I have two levels, one is the actually game, one is the main menu, both have sequences, to create the main menu level, I just copied and pasted the main level...

loud knoll
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are you spawning anything in the sequence?

plush yew
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Not spawning anything, but I am calling upon functions

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via event track

loud knoll
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well if you copy the sequence did it retain the proper name?

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did everything retain the proper name?

plush yew
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I deleted all the sequencers in the menu level, problem still persists

loud knoll
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you don't need to copy sequences into the level regardless you can access them via blueprints

plush yew
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I know, I just copied the level which had sequences in it.

loud knoll
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does the level bp haven't reference to the sequences? play events or anything?

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does any actor that spawns have an references to the sequences?

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I am just guessing

plush yew
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It did, but I deleted all them, and still no fix

loud knoll
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when you click build on the level you get no errors?

plush yew
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Shall, i just backup the other level, delete it, see if it still happens, and then re-build it?

loud knoll
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the other level works?

plush yew
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No errors on build

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Yes

loud knoll
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I would delete the broken level and try again by copying parts over in small groups and testing it each time until breaks again then narrow it down

plush yew
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πŸ‘Œ

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Okay

loud knoll
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create a fresh level and copy a few things over at a time

plush yew
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Will do, thank you

loud knoll
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I do cheat in the same way I will copy a level over but then created a "template" of a min spec level that has everything it needs to not break the game, then use that as a starting point then start filling it with content

lusty lance
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reee

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any reason why the teeth and eyes here are going super dark?

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or is it the harsh lighting that causes strong shadowing?

loud knoll
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they creating self shadows?

lusty lance
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@loud knoll I'm not sure tbh only just started using UE

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but wondered if it was a setting that I had enabled

loud knoll
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select the model parts and during off create dynamic shadows which will have them cast shadows on themselves

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then you can see if that is the issue

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do a small test

lusty lance
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ah thanks

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will check now!

loud knoll
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then if you hit it with lights each tooth might be creating a shadow which might not be what you want

lusty lance
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I just used default settings for import

loud knoll
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yeah the default is to have it on

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also it could missing materials or shaders

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it looks like the materials are working and there but you can also do a test where you shine a light at the mouth and see if you can get the light to hit all the teeth

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the head is blocking the light if it is the default settings

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@lusty lance the light settings will be on the placed actor

lusty lance
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materials are in, yea

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painter they are quite bright, the eyes and teeth

loud knoll
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is that from painter or unreal?

lusty lance
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that one in painter

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ah I will try the light trick now you mentioned

loud knoll
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yeah so you are getting a general purpose lighting which is giving every surface enough light

lusty lance
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ah ok I just imported to a dummy scene!

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as quite new

loud knoll
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you just need to play with the lights in unreal more and you will get it to look better and fine

lusty lance
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but will try tweak that

hidden niche
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Can anyone help me getting an access none on the character movement component.

lusty lance
#

thank you!

loud knoll
#

@lusty lance the default settings will give you a (directional Sun) and sky light

lusty lance
#

ahh I see

#

dropped in a point light to test!

loud knoll
#

yeah much better already

lusty lance
#

I've never done any lighting or engine work really other than unity, so all new to me

#

but thank you for the help

loud knoll
#

put that light inside the skull and turn it red see if you can give his mouth a red glow through the teeth

#

chain is going through the body around the chest you could make that a physics object and it would look cool

runic fern
#

Guys is it possible to use the Showcase map of CityParkEnviromental Pack in a game with few changes ?

lusty lance
#

ahh good idea, cheers!

dawn gull
#

How would I pull off an effect like "The Shadow Man" or "The Thing" in Hello Neighbor?

#

They look like this, and it's constantly changing. I have seen nothing that would help me with this so far.

reef jetty
#

Guys is it possible to use the Showcase map of CityParkEnviromental Pack in a game with few changes ?
@runic fern I believe it is, just keep in mind that they own it and perhaps didn’t approve its use for commercialized games, as opposed to f2p

#

However I don’t think it’s properly optimized

runic fern
#

Yes i also sent them a question i will change alot just need to use the block of the map and the Small lakes they have did

plush yew
#

@gleaming narwhal - An idea for your YouTube weekly: YouTube channel of the week, where you introduce tutorial makers and Unreal focused YouTube channels. There are so many great creators out there whom have dug into the cores of the Engine and put it forth for the rest of us to learn from.

wild cobalt
#

Does anyone have a tutorial for setting up animal AI?

plush yew
#

whats different about animal ai or enemy ai

#

just watch a normal ai tutorial

median hound
#

yep

strange spire
#

Where should I go to ask for free asset packs? I'm looking for a dungeon asset pack that's pretty good.

dense knoll
light thunder
#

I am using a 1080ti and while I am working with some maps and moving them to setup streaming levels, i've worked with much bigger than this and not had an issue...

plush yew
#

@loud knoll I deleted the whole other level, and the problem still occurs!

proud verge
#

What did I do wrong here?
@light thunder It mean your PC runned out of memmory... maybe your scene is too demanding for your graphic card or... your RAM

#

or... you had othr stuff working at the same time and it consumed your memory too

dense knoll
#

that also happens to me

proud verge
#

so, UE crashed

dense knoll
#

and sometimes its on a level without anything

proud verge
#

then, its our PC

#

your

light thunder
#

Yeah, it doesn't seem like it's the actual GPU running out, I think Unreal has a memory leak somewhere

proud verge
#

I dont think so, in my case I only happens when ram reaches high values, wich means Im running UE, maybe playing in a different window... and running other stuff... or my PC has too many time working on that scene, then UE crashes

#

Your PC does get tired... dude

light thunder
#

I want to move this sublevel and position it in an "area level" - what's a good practice for doing it - dragging it manually is cumbersome and leads to problems - the best thing I can come up with is to use a low-detail shader model

#

mind you, that's like 7k worth of actors in there (static meshes, etc)

#

when I go to optimize I will obviously build HLOD and even merge actors if I need to

proud verge
#

----- LOL of course it is going to crash....

light thunder
#

I've done things like this before - a lot actually

normal temple
#

@dense knoll have you tried volumetric fog or something like that?

#

Or maybe you could draw some sort of effect that is around the player

dense knoll
#

ill try volumetric fog, i cant do the seccond onebecause that would look odd in a fighter jet

normal temple
#

Oh yeah haha

light thunder
#

maybe a blutilty that would add an offset to all selected actors? I'd have to get the difference between the world location of the right click that accesses the blutility menu and the farthest actor away

#

Am I missing something here? how the heck do I have a level positioned so that someone running through a streaming volume would spawn the level next to that streaming volume? there's no way to do it without first positioning the streaming level to be next to the other level's streaming volume

plush yew
#

does this grass seem optimized enough?

#

or is grass like that just terrible to use cause of all the alpha?

#

looks damn good in unreal tho

frozen pond
#

is there any good way of making animations for characters ? No kinect or mocap set ofc.

light thunder
#

Btw, this is how you MOVE and POSITION streaming levels - really wish someone had told me about this years ago -

#

I guess it's the level bounds maybe?

charred portal
thick herald
#

Only if you tell us what in Gods name that mess is meant to be doing.

versed jay
#

A general question: How does UBT actually find and execute build/target cs files that are used for each part of the engine? I've been scouring the source code and documentation for both the engine and C# but I can't figure out how it actually finds them to compile.

charred portal
#

@thick herald it supposed to be a Cel Shader doing something like this

#

this is simplified

#

and i wanted to do it more complex but in some way it doesn't work

quasi star
#

It was today I found out I know nothing about math. I'm just looking to have an actor bounce off anything it hits whilst keeping it's velocity (pong ball hitting wall or paddle). I found a formula on stack overflow π‘Ÿ=π‘‘βˆ’2(𝑑⋅𝑛)𝑛 where d is the original velocity and n is the hit normal. I understand the dot product in the brackets but I'm unsure what the 2 and the n either side of the brackets mean, I've no idea what to google to find out more, could anyone point me in the right direction here please

#

From what I think I read, they are to be multiplied? 2 x dot product * n πŸ€”

digital anchor
#

@quasi star theres mirror vector by normal

#

builtin

shadow ermine
#

Hey does anyone know if there is a way to stop the cameras from fading out things that are near to it or at least make the distance to the camera that's needed for this smaller?

restive eagle
#

clip plane?

#

go to project settings and look for that option, not really sure if thats what you want. @shadow ermine

shadow ermine
#

Thx I will try it out

quasi star
shadow ermine
#

@restive eagle works thx

dense knoll
plush yew
#

@dense knoll thats very cool i love the navy ship is it navy? idk lol

dense knoll
#

its a nimitz Aircraft Carrier

light thunder
#

what's the simplest way to put a wall/fence here that is no longer visible when the sublevel (the dark road that leads off) when that level loaded....is there a OnLevelLoadedEVent?

shrewd axle
#

Been out of the loop on UE as of late, is it possible to raytrace with emissives yet? I heard it was potentially coming in 4.26

plush yew
#

why the rain got like this

light thunder
#

check your particle emitters Rain and see what the color/light settings are on them

limber mesa
#

can you use enums to determine if you can play montages, for some reason mines not firing

idle goblet
#

I have a question about the cost, I know it costs 5% when your game succeeds, but what if it doesn’t?

ivory furnace
#

free

idle goblet
#

Ok thx

ivory furnace
#

and the 5% is only after 1mil

idle goblet
#

Ah

#

Ok

dim narwhal
#

Hey

median hound
#

when you use the 3d default character he has arms legs head and you can attach the camera to the head or anything its a socket, if you import a character from blender with a head for a bone will it reconize it auto?

dim narwhal
#

I wanna make a multiplayer game on unreal engine for android, but i do not know where to start. I know how to make singleplayer games but I just wanna take it to the next level. Can someone point me at the right direction?

novel rover
#

How would I check whether I have the publishing or creators license?

light thunder
autumn grail
#

Hello, i change skeletal mesh InGame running but it have no animation however i set the anim class

#

Please help

restive eagle
#

is the mesh using the same skeleton as the animbp?

#

i mean your newly changed mesh

idle goblet
#

So I was trying to install it, but it says epic games launcher is open, but it isn’t, what’s wrong

restive eagle
#

@autumn grail just tested the same code you have and it works, your new mesh has a different skeleton than the animbp

autumn grail
#

ok i search

restive eagle
#

you need to have a different animbp for that mesh because it uses a different skeleton as i explained before

#

or retarget that mesh to use the same skeleton as your initial mesh

autumn grail
#

It says there are missing bones , and it ask me if i want to regenerate the skeleton

#

but the skeleton i use is the same

#

i dont understand

restive eagle
#

are you trying to add like an armor piece maybe?

#

or just changing the whole character mesh

autumn grail
#

i was trying to add an armor , but i anbandonned that and i try to change the entire skeletal mesh with the armor

#

i think its not the best way to do it

restive eagle
#

watch this then

autumn grail
#

thank you

restive eagle
#

np

autumn grail
#

@restive eagle When i export my skeletal mesh and import it to blender it does this:

restive eagle
#

i dont work with blender so cant really help you in this case

median hound
#

values cant be more than 100?

plush yew
#

try to hack it

#

press the number and then put the value

short thunder
#

anyone have any idea why this would not be identifying the UHealthComponent class in the delegate?

exotic thicket
#

Pretty sure you have to declare things in order in C++, so it doesn't exist at that point

weary basalt
#

Or its just a false positive, compile your code.

short thunder
#

it does compile

exotic thicket
#

Sounds like a false then :D

weary basalt
#

Then its a false positive, or Rider has something else to say about it.

short thunder
#

having delegate issues though thought this might be it

weary basalt
#

What does the tooltip actually say about it?

short thunder
#

Cannot resolve symbol 'UHealthComponent'

exotic thicket
#

You probably could try using a forward declaration for UHealthComponent above that... But not sure if that'll sort it out

short thunder
#

ok that fixed it, feels odd putting a forward delegate for the class ur in haha

#

thanks

median hound
#

no the value just wont go above 100

weary basalt
#

If you put the Delegate at the bottom of your Header it will probably also fix it.

#

Since your Class is being declared below the Delegate currently, its most likely complaining because of that.

#

Which is why zomg said to Forward Declare it.

short thunder
#

yeah makes sense

icy egret
#

hi someone plz teach me
how to run events to enemies in radius?
not only apply damage, but also stop their logic, make them invisible or something...

median hound
#

setvisible?

plush yew
#

How capable is Python scripting in UE4 for game development? And does it use Python 3?

arctic horizon
#

Python is only for scripting the editor, not for writing game code.

plush yew
#

Hmm yeah, I knew it was that way in Unity, but couldn't fully solidify it with UE4.

#

Thanks for the info. ^^

plush yew
#

when my player dies I want him to instantly be in a different zone, do I make a new level for that or do i put the zone into every level that i already have?

gloomy gull
#

@plush yew it depends on ur preference, is it a single or multiplayer game?

#

hi someone plz teach me
how to run events to enemies in radius?
not only apply damage, but also stop their logic, make them invisible or something...
@icy egret Destroy()

icy egret
#

destory...?

plush yew
#

@gloomy gull single player

gloomy gull
#

@plush yew same map would be easier since with many maps u would need persistence

#

destory...?
@icy egret there is a destroy function in ue4 blueprints and cpp

plush yew
#

so i should teleport my player to a new level?

gloomy gull
#

No just teleport them to different locations in the same map

#

It saves a lot of time and work for persistence

plush yew
#

aight will do thanks

gloomy gull
#

Np glad I can help :D

icy egret
#

I think it will work when "destroy actor(self)" is run, right?

lyric sundial
#

Hey guys, I'm building a game for Oculus Quest 2 (~ Android), the Megascan decals I placed in the scene don't show up on the device.

I'm getting a lot of warnings like this:
Material: /Game/MSPresets/Decal_MasterMaterial/Decal_MasterMaterial.Decal_MasterMaterial
StaticMesh:/Engine/EditorMeshes/EditorSphere.EditorSphere
LogStaticMesh: Warning: Adjacency information not built for static mesh with a material that requires it. Using default material instead..

However, I'm using DecalActors and the only static mesh of a decal is the engine's default sphere, and I've double checked it has Build Adjacency Buffer ticked. I've checked literally every other static mesh in my scene, all have Build Adjacency Buffer ticked. I've also tried turning on/off Forward Rendering, and I've tried to set the master decal material (from Megascans) to Translucent and DBuffer Translucent Color (+/ Normal), none of which solved the problem.

Anyone else encountered a similar issue?

lapis plover
#

I have been having dreams about working on my game.
Happy, happy dreams.

rare axle
#

Hey anybody know how I could set up my UE4 project to automatically upload or email a high res shot to someone?

#

Is that possible via BP or would I need to go into code? If anybody has a plugin that could do that or knows a way, please LMK.

naive crescent
#

Hi, I have problem with post on forum, 4 day ago, i post, and i receive message "Admin need approuve your post" and Today nothing... Anyone say how to solve this problem ?

rare axle
#

Also If the aforementioned is a complicated setup, I'll be interested in comissioning someone for the work, and will likely have many more UE4 work requirements for the viz industry in future if somebody has good knowledge of the engine

abstract bramble
#

I need a small but urgent help in 3ds max. Anyone willing to help me in private chat?

plush yew
#

Can anyone tell my why this is happening or like help me fix it, i turned off cast shadows for the grass but im still getting shadows on the object i dont know how to get rid of it i dont normally do shadow stuff like lighting ect cause its a pain but im not sure if you can see but the grass still has shadows on it even when cast shadow is off is there way of turning off all the shadows on the object? i havent found anything yet that will help me

rare axle
#

Set material to unlit?

#

@abstract bramble I'm a 3ds max user. Feel free to dm me

plush yew
#

i tried that just turned the material black also tried a few other methods

rare axle
#

If you set to unlit, connect up diffuse to emissive.

plush yew
#

ohh ok thanks, i have no idea what i was doing in the material kept playing with the settings instead of that

rare axle
#

πŸ‘

low vortex
#

Hey yall so, im trying to make a building system, where the player can adjust the distance the building item is away from the player based on the pitch of the camera, however and the camera pitch value goes negative and im stuck on what to do? The image is what it currently looks like but im stuck as to what to put to make it so the object is only infront of the player and the distance is based on where abouts the camera is looking

rare axle
#

Wouldn't a line trace work better for this? And you can split the vector into a float and clamp for Min and Max distance values?

#

Unless I'm misinterpreting what you're trying to do. Just thinking with doing a line trace, then setting the actors location to the hit object/actor location or the surface normal. Would always place it on top of geometry and adjust to your view.

light thunder
#

so this means what? is there any performance gain if they retain 100%? HLOD question

low vortex
#

Unless I'm misinterpreting what you're trying to do. Just thinking with doing a line trace, then setting the actors location to the hit object/actor location or the surface normal. Would always place it on top of geometry and adjust to your view.
@rare axle Ill give it a try

leaden dust
#

Hello everyone

#

How do I light a level that is supposed to be a man-made tunnel underground

#

since there is supposed to be no sun

#

but the problem is I also require some ambient lighting

#

so parts of level aren't completely dark

#

because of shadows

low vortex
#

@rare axle appreciate it, honestly dont know why i didnt even think of doing that

supple cove
#

How do I light a level that is supposed to be a man-made tunnel underground
@leaden dust Be experimental maybe using movable pointlights could do the trick, at least i do my levels like that.

rare axle
#

@low vortex No problem, hope it helped πŸ™‚

leaden dust
#

@supple cove yeah sorry I am kinda new to this and quite confused

supple cove
#

Hey everyone, i need some help with unreal engine crashing alot and i cant fix it. :/

leaden dust
#

@supple cove aren't are metric ton of pointlights expensive though?

supple cove
#

@supple cove yeah sorry I am kinda new to this and quite confused
@leaden dust its fine haha dont be sorry

rare axle
#

If you crash a lot on fresh projects, look to your PC setup. Software/hardware.

supple cove
#

@supple cove aren't are metric ton of pointlights expensive though?
@leaden dust Dont overdo it but i dont think if you have a decent system it wont be that expensive. But as i said, experimenting with lights is the best way to learn how they work

#

make a copy of your level and name them like, experiment 1, 2, 3 or sth like that. And use different techniques on each one, compare them based on fps and how they look and voila. After spending some time im sure you will get great results

#

If you crash a lot on fresh projects, look to your PC setup. Software/hardware.
@rare axle i had a ton of issues with my system and i did a clean installation of windows recently. I still have some problems that i cant fix because i cant find the cause of it but i believe it also affects unreal engine

leaden dust
#

@supple cove Thanks for the advice mate

supple cove
#

@supple cove Thanks for the advice mate
@leaden dust If you need any more advices or even support on your level just tag me πŸ™‚ Im inlove with designing a level from 0 to 100

#

including lighting

leaden dust
#

@supple cove Sure, I am more on a technical guy

#

never had any talent in anything that requires creativity or a fine hand

#

Even in junior school

supple cove
#

The opposite for me, im never the technical guy when it comes to games. i really cant realate with coding but im inlove with things that require creativity

leaden dust
#

Aye

supple cove
#

But also i think being a coder requires some kind of creativity πŸ™‚ They all balance each other

leaden dust
#

The problem with me is I am left-handed and write with a 890 degree bend of a wrist

#

90*

#

not 890

supple cove
#

oh

leaden dust
#

I haven't been able to get rid of this habit ever

supple cove
#

i really hope it is not 890, that could be painful

leaden dust
#

so it makes it impossible to make straight lines or good circles

#

or even just good handwriting

#

Everybody I have met with the same writing posture has a god-forsaken terrible handwriting too

supple cove
#

haha

#

my mother is left handed too. and even with both hands her writing still looks better than mine

plush yew
#

ok finally some good news

leaden dust
#

left-handed does not make writing bad

plush yew
#

I got like 80% of all my main assets made for the game environment.

leaden dust
#

the bend of the wrist does

#

It also hurts because it makes the hand tire out quickly while writing

supple cove
#

i ment her rght hand is better than my writing

leaden dust
#

since you are only using the wrist

supple cove
#

my writing just is terrible

leaden dust
#

and not the fingers

#

My handwriting is pretty bad but not unreadable

#

it is comprehensible at least

supple cove
#

I got like 80% of all my main assets made for the game environment.
@plush yew uuu sounds cool, what u working on?

#

it is comprehensible at least
@leaden dust mine looks like a bug randomly walked around a paper and accidentally painted it

leaden dust
#

@supple cove I write like that in my native tongue

#

even I have trouble reading that sometimes

#

On a side note, any advice on making jumping better for platformers

#

it seems a bit floaty

#

I think I am gonna mess with the gravity

supple cove
#

increasing the mass maybe?

plush yew
#

@supple cove a pirate game.

supple cove
#

Or you can raycast to detect the player's height and make a fake extra gravity effect to make it faster

#

making them fall faster

#

@leaden dust ah and also maybe making the game time faster can help, maybe. Making the time dialation 1.2 wont make the player notice much but still it can make it less floaty

plush yew
#

@Tumon how long did it take you? i get bored in like 30 mins after making one model

leaden dust
#

@supple cove nah I am not gonna mess with the dilation

#

will need to tweak a lotta default values otherwise

#

Is anyone on that has worked with the 'Jump max hold time' setting?

#

What have you found the sweet spot to be?

supple cove
#

Sorry, i dont really remember much. It's been so long since i did some coding and stuff

thin flume
#

My packaging faild i dont know what to do? Some one please help me

unreal comet
#

Anyone know why when I'm playing coop with my friend on my game (listen server) We both start at 200+ FPS, but later in the game the FPS slowly decreases until about 30min into the game we are both at 30 FPS???

supple cove
#

you need to explain more about when exactly the framerate is at its highest and when it starts to drop, is your pc similar with your friends pc in terms of performance and hardware?

#

My packaging faild i dont know what to do? Some one please help me
@thin flume Can you send me the log file it created? I might be able to help with it

leaden dust
#

@supple cove could you recommend something to make small GIFs (small enough to be sent on discord)

supple cove
#

from a video?

leaden dust
#

@leaden dust no straight recording

#

@supple cove *

#

from screen

supple cove
#

I use obs to record videos and then use giphy to create what i want, i dont really create many gifs so i didnt look for any apps that are easy to use and downloadable

rich spoke
#

Anybody know how to reset one animation when another one started playing?

supple cove
#

Anybody know how to reset one animation when another one started playing?
@rich spoke you mean you want to stop the first animation before playing the second one?

rich spoke
#

When I'm pressing the fire button fire animation plays and then it goes to idle animation

leaden dust
#

@rich spoke what else you want to happen

rich spoke
#

But when I'm pressing fire button again is starts from position where it just paused

leaden dust
#

@rich spoke ah you are using a anim montage?

rich spoke
#

No, only Animation Blueprint

leaden dust
#

@rich spoke try animation montage

#

that is better suited for fire animations

#

firing in state machine will cause this

supple cove
#

can you show it on stream?

rich spoke
#

firing in state machine will cause this
uh, I don't really need a state machine right now, because there's only two animations and Blend Poses by bool will fit too

leaden dust
#

how do I make this jumping better?

#

(Ignore the animation)

#

animation is bugging, nvm tht

#

just the jump

#

also this is double jumping

supple cove
#

which part do you want to enhance?

leaden dust
#

the feel

supple cove
#

The animation or the feeling of it

#

maybe adding a super small delay to the jump and a more detailed jumping animation can do the trick

leaden dust
#

@supple cove got it

#

there is one thing that is not feeling good

#

and that is the height of the double jump

#

the second one covers only minimal height

#

I might need to increase the z velocity for the second one

plush yew
#

@leaden dust how did you make that shader? ive looked everywhere but couldnt find anything im not a material person sooo, like the outline for the material

leaden dust
#

@plush yew 1 sec

#

this one

#

extremely simple to follow

#

and if you want explanation that is there too

plush yew
#

ok thanks, ive looked everywhere really and couldnt find it

leaden dust
#

also if the outlines seem to be noisy

#

you need to change a setting in the material to make them work

leaden dust
#

@plush yew for noise fix

#

change this setting in the material

#

to 'before tonemapping'

plush yew
#

ok thanks

rich spoke
leaden dust
#

@rich spoke convert animation to montage

#

and play the montage from the player blueprint

#

or whatever you are using to fire the gun

#

right click on the shoot animation

#

->Create -> Anim Montage

supple cove
#

Is there anyone who can help me fix the crashes i get from unreal engine? At least identifying the cause would be amazing, this is driving me crazy over time

leaden dust
#

@supple cove any details?

#

or just straight crashing from start

#

so many things cause unreal to crash its kinda absurd

supple cove
#

I can tell you exactly how and when it happens and i also have a log text of the crash happening.

#

Are you available to join voice?

leaden dust
#

@supple cove Not right now

plush yew
#

could you send the log?

leaden dust
#

Also chatting with someone knowledgeable would be better serving your time

supple cove
#

I dont need to create a level with high detail

#

it can just crash on a empty level too

#

it is too random

#

happens between 5 to 15 minutes after i launch a project or create one

plush yew
#

For my pirate game I cannot wait for 4.26 and see the amazing new wave system for water and Gerstner waves.

#

it could be many things really from maybe your drivers need to be updated, to ue4 might have some problems running it might need to be updated i mean i dont see why it would be a problem not updating it but if its a really old version then you should, or you could always reinstall ue3 and see what happens it might be a bug tho, the list goes on

#

ue4*

supple cove
#

this started after a failed windows update. I was able to do so much hardwork on ue4 before

#

All my drivers are up to date right now

#

Also ue4 is the latest version available and i did a clean installation of windows

#

i dont see why this is still happening

#

i tested the beep out of my pc with benchmarks and stress tests and it didnt fail at all

plush yew
#

i think you should take your pc to get looked at by where ever you got it from but it also might be your graphics card if its not letting you go into detailed levels or crashing right as you open a level

supple cove
#

i left the gpu to suffer in a endless benchmark test with 4k, the gpu could barely give 20 30 frames per second and i left it running for 2 days no break

plush yew
#

hm, it could be alot of things really, you should probably trouble shoot it

leaden dust
#

@supple cove are you on a laptop by any chance?

supple cove
#

nope

#

desktop

#

but i also have a laptop, why?

leaden dust
#

@supple cove eh I was looking up similar error logs on google

#

a few solutions state power saving settings

supple cove
#

i saw a weird setting on my power settings

#

it was set to turn off hard drives after 20 minutes

#

why would it do that

leaden dust
#

@supple cove also if you can work with it, try switching rendering API to Vulkan

#

it isn't possible always

#

but if it is

#

try it

supple cove
#

I have a better idea that will probably end up destroying my pc

#

the issue with ue is probably related to the issues i have with my pc

wary wave
#

don't suppose anyone has a smart algorithm for finding the greatest distance between any two points within an array of points?

#

tried using the MinimumAreaRectangle math function but it doesn't seem to be useable in this case

#

bah, think I'll just average it and get the distances to the centre point the sum the two greatest values, should be close enough

shut glen
#

Pin Players in Game is specified as an array, but does not have a valid array property.

#

what does that mean/

#

?

leaden dust
#

@wary wave what about you find the point farthest from the origin, and then you find the point which is farthest from it

#

pretty sure that should be the longest line

wary wave
#

nah, that's not going to work, the two points farthest from one another might not be on opposite sides of the origin

#

it might be good enough for an approximation though

light thunder
#

Even though I've retained 100% of triangles, this HLOD should STILL reduce draw calls, RIGHT???!!!

wary wave
#

possibly

#

if they all have differing materials, the number of drawcalls may not be reduced that much

light thunder
#

Is there a way to check?

#

I keep having crashes when I try to build HLODS

#

it's become a very tedious and frustrating process and I cannot find any more literature on the subject besides the live streams and the paltry information on the docs

#

And I thought it worked by combining all the materials into one material?

wary wave
#

I don't know if there's a way to check specific assets

#

materials with different shading models can't be merged

#

hence why 'may' not be reduced that much

light thunder
wary wave
#

yeah, seems reasonable

light thunder
wary wave
#

I'd expect the engine tries to group things together based on shading models where appropriate

light thunder
#

Am I wrong in the way I'm interpreting this?

#

Because of each one of those is a separate item at the bare minimum that list is like 20 draw calls down to one

wary wave
#

if it's all merged into a single mesh with a single material, it'll be a dramatic reduction in draw calls, yeah

light thunder
#

Other than the live stream in the official docs do you know where I can find more information about the system?

wary wave
#

I'm afraid not

light thunder
#

I feel like even though they built fortnite using this Tech they don't want us to all know about it or something unless we're big boy developers lol

wary wave
#

the documents were more than sufficient each time I've used it, but I guess I didn't have the same questions

light thunder
#

My biggest problem is that it crashes inexplicably I can't just reliably set it to build the proxy meshes overnight every time I do in the morning the computer has crashed

#

There's no way to somehow get it to manage its memory better I'm using a 1080 TI and my machine has 32 gigs of RAM

#

Just crashed now when I tried to build about 30 in a row

#

Should I increase my page file maybe?

#

It's not the memory that's the problem in this case, when I watch the crash, nothing is maxed out

#

but I'll do that just in case

#

the HLOD systems failure is so incomprehensible

leaden dust
#

@wary wave what is your current solution for the greatest distance between two points problem?

light thunder
#

and why can't I KNOW the reason? where would I find that information - I have plenty of other HLOD's built from those models

worn peak
#

how do I keep my sound cue ''playing'' after leave the falloff radius and comeback ?

wary wave
#

@wary wave what is your current solution for the greatest distance between two points problem?
changed tac slightly and am just using greatest distance from the average location of all points, which gives me a cheap & decent approximation for what I need

#

I only need a radius that neatly encompasses a set of points, so doing it the cheapest / easiest way isn't really a problem - just makes it harder to offset it to give it a bit of randomisation

light thunder
#

@plush yew What should I search for in the minidump?

leaden dust
#

@wary wave does that even give a good approximation?

light thunder
#
[2020.11.09-12.19.42:174][855]LogTexture: Display: Building textures: T_Scenario4_0_HLOD_0_SM_Outer_Wall_Column_23_Diffuse (BGRA8, 1024X1024)
[2020.11.09-12.19.42:234][855]LogTexture: Display: Building textures: T_Scenario4_0_HLOD_0_SM_Outer_Wall_Column_23_Normal (BGRA8, 1024X1024)
[2020.11.09-12.19.42:759][855]LogStaticMesh: Building static mesh Scenario4_0_HLOD_0_SM_Outer_Wall_Column_23...
[2020.11.09-12.19.42:759][855]LogOutputDevice: Warning: 
``` hmmm
wary wave
#

@wary wave does that even give a good approximation?
@leaden dust for a radius that covers all the points it's guaranteed, it's just larger than it necessarily needs to be

leaden dust
#

ah ok

wary wave
#

it was obviously going to be solved, just didn't know what to call it when looking for a solution

#

such is life, but that has certainly helped the google search πŸ˜‚

#

UE4 has a 'smallest rectangle' math node, but it didn't seem to actually output what I expected

merry canopy
#

Hey, can I change the RMB in the mat editor to search for something, to TAB? Or is there a preset to set keybindings to Houdini? I could find lots of other key settings, but not the Material RMB.

light thunder
#
    check(Height <= MAX_uint16);```
```Unhandled exception at 0x00007FFB995368E0 (UE4Editor-MeshUtilitiesCommon.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFC8. occurred```

That seems to be it @plush yew
shut glen
#

ok ty

#

i just added a delay

lusty carbon
#

Is there anything like unity collab for UE4?

#

built in easy to use source control?

smoky sonnet
#

hey does anyone know some tutorials for a pc build simulator? [vr]

leaden dust
#

@smoky sonnet I don't think there are tutorials for a full game

#

try to look it up concept by concept

rare axle
#

Because it got buried before, I'll shout here again. Not sure how to use the job channel/bot; still looking for some more experienced UE4 devs / programmers for some commission work. DM me if interested.

thorny perch
#

is there a setting in UE4 editor to make the vr-preview window exand to fill the monitor?

#

so I can record in editor and then the vr-preview fullscreen

plush yew
#

guys im getting a error

#

@thorny perch vr games should be full screen when you press play... idk

#

it says no compiler was found

#

install visual studio 2013

#

@plush yew send a pic of the error plz

thorny perch
#

I just get a small screen

#

but in the headset all ok of course

plush yew
#

Umm

#

You have a C++ code in your project but you don’t have visual studio

#

Installing visual studio should fix it @plush yew

#

Installing visual studio should fix it @plush yew
@plush yew bruh? i have latest viisual studio with unreal engine c++ support installed

#

Are you sure that version is supported?

#

yes

#

its 2019

#

it also has unreal support

#

ah

#

Ummm

#

I’ve never had this problem... I think it’s impossible that the 2019 version doesn’t work and the 2013 version work... idk you could try installing that

#

Idk

shut glen
plush yew
#

@wild kestrel any help?

#

me?

#

no?

#

its the 4. something version

#

its that i dunno what comes after 4.

honest vale
#

why 4.0.2? O_o

wary wave
#

4.0.2, whut

shut glen
#

wtf

#

do people still use that?

honest vale
#

that was released like.... six years ago

wary wave
#

4.0.2 is from 2014

plush yew
#

my internet bad

#

i couldnt download the 30 gigs of new unreal

shut glen
#

why not upgrade to 4.25 or 4.24

plush yew
#

how do i updatet engine

shut glen
#

just wait for 5.0

wary wave
#

literally pick the new version from the launcher

shut glen
#

or 4.26

wary wave
#

yeah, 4.25 will do just fine

shut glen
#

4.25 gang

wary wave
#

(and won't be an unstable, buggy version of the engine from six years ago, lol)

plush yew
#

this?

wary wave
#

yup

shut glen
#

yes

plush yew
#

ok

shut glen
#

2014 vs 2019

#

also

#

can someone help me?

honest vale
#

VS version

#

or wait

#

there was no VS 2014 πŸ€”

#

ya

plush yew
#

i use vs 2019

shut glen
honest vale
#

@plush yew you need an older VS if you want to use UE 4.0.2

shut glen
#

NV

#

fixed it

plush yew
#

4.25 is 11 gb

#

my internet speed is bad

#

im using unity from 2 years

#

wanted to try out unreal

honest vale
#

we can't help you with your poor internet πŸ˜„

#

older visual studio is only 2 GB or so

plush yew
#

it will download in like 2 hours

#

i cant wait

#

yees

honest vale
#

listen here you whippersnapper

plush yew
#

i have 2 mb /s

#

10 mb/s

#

but isp

#

deleivers

honest vale
#

in 2000's I downloaded a UT 99 mod that was like 40 MB and it took me six hours

plush yew
#

2 mb/s

honest vale
#

56k modem ftw

#

I don't remember the actual time

#

I just remember I let it DL over night

plush yew
#

my father wont let me turn on my pc for the whole night

#

im just 16

#

its 6:22 PM right now

#

i have a holiday tomoirrow

#

il be up for like 6 hours more

#

5 actually

#

8 on mobile

#

my pc will be on till 11 pm

#

and i will stay awake till 1

warm hornet
#

How do you guys handle memory management in the editor? When I enter Play my landscape disappears! (And yes I checked to make sure it is visible in game mode)

leaden dust
#

How do I make a camera for a side scroller that is fixed in one place that it shows the whole level

#

I want the camera in the pawn class

#

but the camera keeps following the pawn root

ember quest
#

anyone know how to remove this weird outline around object that's in front of surface with DBuffer decal?

dense knoll
#

SHAder issue?

ember quest
#

any idea what I can do about it?

plush yew
#

do you know with what the issue is occuring?

#

like because of what

ember quest
#

yeah, on the floor behind this item there are decals, I changed decals to DBuffer translucent

#

but I remember using dbuffer decals before many times without issues like that

plush yew
#

idk

arctic compass
#

Can you have multiple StaticMeshComponents for an actor? The engine started crashing when I tried to add a second one, so either code or assumption is wrong.

#

Ah! yup! I tried to give both components the same name

smoky sonnet
#

hey i have 3 seperate meshes one is my mainboard, 1 is the handle at the cpu and the third one is the cover ( dont know the real names), my question is if someone knows what the best method would be to create the animation if you move the handle so you can put in the cpu? should i just work with the method that if you click on the handle the rotation just changes and so on or is there a better method/option?

plush yew
#

wassup

wind gate
#

Well, I build the lighting and this monstrosity of brightness came up! What happened?? How do I start to figure out. The sun is only at 5.0 and I tried removed almost all light sources and building again but nothing changed! What else could it be? Help pls? 😬

cursive estuary
#

U can use this instead

#

@smoky sonnet

earnest violet
#

hello

#

I just bought a top down space shooter pack similar to space invaders but it won't move. I have packaged it for android and am using vitual joysticks. My question is what's the input I have to use for movement in axis mode for android plz?

meager frigate
#

is there an option that makes the rotation of these constraints matter? on the UE4 mannequin it seems to affect where the calf is able to bend to, but on my homemade dude, I feel like i have it set up exactly the same way but my rotation doesn't affect it.

#

my knees keep buckling inward and the 65degrees is straight down so it can bend a little to the back and a little forward. On the UE4 mannequin the calf only bends to the rear and if I rotate the constraint i can make it bend forward and backwards just like my character, but if i rotate the constraint on my character no matter what it acts like its straight down and bends 32 forward and 32 backwards

gilded plinth
#

@meager frigate sorry it's been a while since i been in the physics asset, so forgive if i'm misspeaking, but there are two visuals that appear to be constraints and it's possible you are only limiting the range of one. There's some non obvious hotkey (maybe control) that you hold while rotating to add another kind of limitation

#

i know some tutorials on youtube floating around cover this

earnest violet
#

Can anyone help I losin' my mind

#

how do I set android controls?

#

I bought a top down shooter and I can't control with virtual sticks! =/

#

Anyone?

grim ore
#

did it come with any documentation?

#

if not did you enable the touch controls in the input settings in project settings

earnest violet
#

I don't think so m8

#

How do I enable touch controls

#

Sorry if this seems baic

#

basic

#

Can't I just set up input controls for android?

zinc shore
#

Is there a way to se a minimal window size

earnest violet
#

What r the input I would use to move left right, up and down using vitual sticks

grim ore
#

it depends on how this shooter is created. it came without any documentation?

#

it seems weird the sample map would not be working unless it was not designed to support mobile

earnest violet
#

I got itmoving left and right now but not forward and backwards. All Ineed to know is what the inputs r that I select to use virtual sticks? THX! πŸ™‚

#

I had to turn off "Fly with mouse"

grim ore
#

what do you mean "what the inputs are" ?

earnest violet
#

You know, which ones to select for mobile under Input in project settings πŸ™‚

grim ore
#

nope

earnest violet
#

????

grim ore
#

no I dont know or understand.

#

are your virtual joysticks working right now? are they showing on the screen

earnest violet
#

ok

plush yew
#

my update

#

is verifying

earnest violet
#

That's what I'm asking friend. I got the virtual joysticks working well the left one but I don't know what input I select to move forward or backwards using virtual sticks you know like "W" for keyboard but I need to know which one is applicable for virtual joysticks. Is it simply gamepad?

#

Above is my current input config

grim ore
earnest violet
#

Where is it located plz m8? the touch controls interface. What's in the secod pic how do i get there m8?

#

I know basic but t I am still learning

plush yew
#

go to details

earnest violet
#

ok

plush yew
#

then touch interface

grim ore
#

its in the screenshot you sent under mobile

earnest violet
#

I must be the stoopidest fuck on the planet I can't find it

grim ore
#

go to your input settings which you show in that screenshot

#

go to the mobile section which you can see at the bottom of that screenshot

#

there might be a drop down arrow for more content but that default touch interface is there. that is the object that holds the touch controls

earnest violet
#

Yeah there fine but when I come to set the forwarward and back movement what is the gamepad control I need You know like left stck x axis or sumthing

#

Thx

quick kelp
#

hey might be a stupid question, but can anyone tell me how to use this function in C++:

Parse
(
const FString & AddressString,
FIPv4Address & OutAddress
)

#

found it in documentation and im a bit new to UE4 c++

#

its supposed to convert a string to an IPV4 address

#

so if i have FString& X , should i do X.parse() to use the function?

plush yew
#

What are you trying to do?

quick kelp
#

i have a FString variable, i want it to convert to FIPv4Address then store it in an FIPv4Address variable

#

there is already a function for that inside UE4 but i dont know how to use the syntax for it

earnest violet
#

I tried to setup just one left virtual stick and it does not show up?

#

in game

#

I don't know y I bother anymore

#

The engine just givesme the runaround =/

#

How do I set up just one virtual joystick?

grim ore
#

change the image and the inputs to nothing on the 2nd joystick in the touch interface object

earnest violet
#

ok thx

wild kestrel
#

@plush yew sry for late reply help with what?

plush yew
#

@plush yew sry for late reply help with what?
@wild kestrel fixed already

grim ore
#

@earnest violet depending on what stick you want you can also use the included left joystick only asset

unborn wolf
#

Hey there everyone, I don't know what other channels this would go in, but is there a quick way to randomly spawn static meshes on another mesh that is limited by a material? Could this be done with Niagra particles? This would be a lot like what we can already do with grass or painting meshes on a landscape, but with a pre-determined count of meshes.

earnest violet
#

Got it workin' now thx a million

median hound
#

a pawn is a character 2 right

cursive estuary
#

Yes

#

No i mean

#

A character is a pawn

#

A character inherits from a pawn

median hound
#

so if i ignore pawn collision it ignores characters and pawns

cursive estuary
#

Yes

median hound
tight prawn
#

anyone knows where the UE4Editor icon resides ?

plush yew
#

Im trying to remake @plush yew Avatar XD

meager frigate
#

@gilded plinth marco helped me! It was alt! Thank you for your time!

#

It works beautiful now!

gilded plinth
#

nice ya, alt ahhh good to know/remember haha

#

it's weird how not obvious that is

meager frigate
#

Yes! I looked everywhere for options. I think ive been using unreal enough to know there was a way to do it but the only hint seems to be some small text in the very bottom left. I was looking for options to turn on some kind of visualization for the the rotation that mattered if there was one but i dont think it exists. You have to use the snap option to make sure its at the original rotation before you hold alt too or itl still be wrong i think.

#

I kept going back to it over probably a month trying different stuff lol. I dont think i can forget it

gilded plinth
meager frigate
#

I kept putting it off because i knew it wasnt too important but i have my character set up to make a bone cracking sound and ragdoll if he hits the ground too hard and pretty much everytime i test something i end my test by jumping off something cause its hilarious. I probably waste a lot of time though :/ worth it

#

Looks good!! I might post one in a little to show off mine

plush yew
#

Guys can i say something?

#

is it possible to learn to write blueprint?

#

Like this

grim ore
#

no

plush yew
#

xd

#

imagine

grim ore
#

technically it's possible but it's not practical

plush yew
#

exactly

restive eagle
#

saw this some time ago

#

there should be a plugin on the marketplace for that

plush yew
#

no

#

not like that

#

i mean type it

#

and get all the nodes

remote mist
#

Why is this happening? It shows green but then I go to click and drag it in and it turns grey

kindred dagger
grim ore
#

@remote mist what are you trying to do, that screenshot doesnt have much context

kindred dagger
#

@remote mist a lot of times when you import a static mesh it doesnt tie the material to the mesh

#

@grim ore his foliage mesh is coming up grey after pulling it from the browser. preview is green

remote mist
#

Trying to drag a tree into the Foliage panel so that I can paint some trees into the landscape

#

It's green when imported

kindred dagger
#

open the static mesh itself and make sure its got a material

rugged heron
#

Hey everyone! If I'm using PoolSizeVRAMPercentage, why would I use PoolSize? And what happens if I also set it?

kindred dagger
#

@rugged heron I believe thats the texture pool memory %

#

like how much RAM is allocated to streaming the texture pool?

remote mist
kindred dagger
#

top right, see the two grey spheres

#

its supposed to be composed of two different materials

#

probably the leaves and the bark

#

you're missing those 2 in those slots

remote mist
#

Even changing that the material still turns out grey. Maybe this Asset library is outdated..

rugged heron
#

@kindred dagger yeah but it seems that PoolSize controls the absolute value and PoolSizeVRAMPercentage controls the value dynamically and relative to the total VRAM available

#

so I'm wondering what happens when you set both

kindred dagger
#

I would assume one would take priority