#ue4-general

1 messages ยท Page 876 of 1

lapis vine
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Well... Whatever is needed, just chimming in ๐Ÿคทโ€โ™‚๏ธ

sick patio
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any of you "recommend" a pre-built builder?

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oh so ryzn 9 or ryzen 7 is ok?

grim ore
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depends on what you want to do, but yes generically it should be ok

sick patio
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ok what about this or is it too expensive for what you get

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yes no?

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wow @grim ore replied to me. i'm fanboying

grim ore
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not really the right channel for that, there are plenty of subreddits like buildapc that might give you more accurate advice or #lounge here

sick patio
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I asked at the very beginning if I should ask here and they saidd yes

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I guess they left

grim ore
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well nothing stopping you from asking, just saying this channel is not really oriented for that topic

weary basalt
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@trim steeple Do not post Server links unless cleared by a Moderator.

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If you have an issue you would like to bring up, DM a Moderator first.

trim steeple
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@weary basalt I wanted to prevent people from getting scam.

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I, personally don't have an issue.

weary basalt
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That does not exempt you from the rules.

trim steeple
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But sorry for not having doing the correct thing. Will remember

weary basalt
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Spamming the message is also not helpful...

trim steeple
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I did, and thought it didn't apply to this case.

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Have a great day

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hahaha for real?

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like everything in bold

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with scam alert

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Then I can't fix you ๐Ÿ˜ฆ

maiden swift
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That's how fake chain letters are usually formatted.

trim steeple
thorn vector
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๐Ÿค”

grim fog
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Hey i have a question about exporting collision from blender, i cant seem to get this to work, i duplicated my mesh, put the name UCX_ on the duplication, parented the duplication and exported but i keep getting the default box around the mesh collision, any ideas?

scarlet birch
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Can you show a pic of the outliner?

trim steeple
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You name it correctly? after the UCX ?

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like this:
ObjectName
UCX_ObjectName

grim fog
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Yup

scarlet birch
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*_01

grim fog
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Nope

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Do i need _01?

scarlet birch
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Maybe?

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UCX_[RenderMeshName]_##

grim fog
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Im getting a screenshot of the outliner i took from google drive, not near my laptop right now

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Ill try that as a solution when i get the chance

trim steeple
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the _## is not an obligation if I remember well

scarlet birch
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The other thing to check is make sure it's actually convex

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and is being exported

radiant fable
grim fog
scarlet birch
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I've never parented it to the mesh like that. Not sure if that could cause an issue or not.

wintry silo
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how do we fix a bad reference in a parent BP ?

scarlet birch
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I usually have the collision and mesh have same parent, select both and export. If you're using the pipeline script it doesn't work with UCX, unless it's been fixed since I last used it.

grim fog
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I read a solution to parent the meshes thats why i parented them, both ways werent working for me

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Idk of this helps but i would also get this in UE4 when i place the player inside a free area in the mesh

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Ill come back to and update when i get the chance to try again, its more than likely user error but im not were, thanks everyone!

zinc shore
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i keep having to restart the editor after doing a color select operation because it prevent me from going into PIE even after i close it how can i prevent this

grim ore
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save the map

plush yew
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I was looking to see if someone could help me on my 2D game ?

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I am trying to it so I can fight a AI, but when my character hits the enemy he swings the sword over and over non stop

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I am really un sure and what to do ๐Ÿ˜ฆ

grim ore
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why does he swing it over and over? what causes him to swing it

plush yew
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when you ( the player) presses LMB he is supposed to attack but when I make contact with the AI it constantly attacks non stop

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I'm a beginner so I really have no clue what to do ๐Ÿ˜ฆ

shell surge
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guys, can anyone help me with distance field ao/shadows. Im stuck

wintry silo
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The Reference Dwig from CH_human BP is not passing over into the Dialog Actor BP.

grim ore
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so when you press LMB he starts to attack, what makes him stop attacking?

wintry silo
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so I'm getting none access errors from Dialog Actor BP. because for some unknown reason CH_Human is blocking DWIG from accessing Dialog Actor BP.

plush yew
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When you press LMB my character swings 1 time and you press LMB he swings again so on so fourth, but when 1 of the swings hits the AI he swings constantly non stop

grim ore
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and when you debug it what does it show is he value for when you are trying to access it? @wintry silo

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@plush yew show your code for your swinging

plush yew
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Ok

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gimme a second

wintry silo
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i don't have debug installed, only been using print screen.

grim ore
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you always have debug installed

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F9 to add a breakpoint on the node and it will stop when it hits it

agile thistle
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hey are you that dude from youtube?

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lol, just randomly seeing that picture

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thanks for your videos ๐Ÿ™‚

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helped me alot

wintry silo
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All I know is I created the widget in CH_Human and set the Dwig reference there and trying to access Dwig from CH_human from the Dialog Actor BP but for some reason it can;'t access CH_Human BP even though Char Ref is a CH_human Reference whichis linked to Dwig..............

grim ore
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your going to have to walk thru your code step by step and see where it breaks. go to the node that doesnt work and set a breakpoint on it. see what the reference is (should be null since its giving that error), then walk backwards and see why its not correct

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unless you show us exactly all of your code and the flow and how it's all set up there is no way we can guess where the code is broken

wintry silo
grim ore
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so set a breakpoint and walk backwards

plush yew
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My code is to big to fit all in one picture

wintry silo
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what makes this tricky is the widget is being created in another BP and not in the dialog actor BP. So when you step into the dialog trigger it just unhides it.

grim ore
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is char ref valid?

wintry silo
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yes. But Dwig is not valid.

grim ore
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are you sure char ref is valid?

wintry silo
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char ref is set ti instance editable.

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in dialog actor bp

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and the ref is pointing to CH_Human

grim ore
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yep, still doesnt mean you verified its valid. you need to breakpoint and debug

wintry silo
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i don't know how to use that breakpoint stuff. I only know print string.

steel bridge
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Hello, I'm new to UE4, a noob and I need a little help with this little concept that I made. as you can see there's a sphere which represents a bulb, and there's an orange button on the floor which is the switch to turn the bulb on/off when I step on it. I want to make this work using Boolean variable. Now the switch animation works (which is the timeline) but the I don't know how to trigger the bulb when I step on the switch.

steel bridge
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i hope you can help me guys ๐Ÿ˜ฆ

wintry silo
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Mattthew, Is Valid dosen't fix it if its invalid, it just halts the code to stop it from executing on the branch.

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that's what is valid does if the variable or reference is bad. then the code does nothing it just hides the error.

grim ore
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shrug you can try debugging and track down the issue or you can keep asking for help, it's up to you now

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@plush yew so when you attack your flipbook turns to the attack flipook but what stops it and turns it back to normal?

plush yew
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I'm not 100% I'm sorry, I'm following a tutorial

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Umm

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i will check a minute

wintry silo
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well the dwig reference is bad. Putting a breakpoint on it does nothing but just halts the game to point out where the breakpoint is.

regal mulch
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So you have a Pointer Variable that is InstanceEditable and you assigned a Character that is placed in your level to that variable, on the instance that is also placed in the level?

grim ore
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@steel bridge when you stop on the switch you would probably have a collision box above it and use that boxes overlap event. When that overlap event fires you would play the timeline for animation you want. You could then use the on overlap end to fire off the other animation

wintry silo
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so the reference is bad, Invalid, But I don't know where that starts in the code except for CH_Human where I set the reference to create the widget............

abstract prism
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would love it if i could switch the animation without having to re add the logic every time

grim ore
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@steel bridge I just saw the second screenshot lol, that looks like the right idea

plush yew
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Yeah, I am not sure at all

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I'm new and really have no clue what half the stuff means xD

grim ore
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@steel bridge ugh sorry brain not function, question was clear but not to me. So the light is separate from the switch?

wintry silo
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strange, i set the breakpoint on the set dwig variable in create widget and it dosen't even halt the game to take me to the breakpoint that time.

steel bridge
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@grim ore First, thank you for responding! And yes! That's exactly what I did, but I just don't know what to to get the lights triggered when I step on the button.

grim ore
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@steel bridge it looks like you have a instance editable variable for the bulb already set up in the switch, is this set up to the bulb in the level?

steel bridge
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yes the light is seperate, it's just an emissive material not a real light attached to the sphere

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yes i think so, is this what you mean?

plush yew
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YES!!!! I did it ๐Ÿ™‚ I fixed my problem

grim ore
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yes it looks like you have it 99% of the way. You are communicating and setting the variable but you dont have anything acting on that change. Make a custom event in the light bulb, call it something like SetLight and have it take in a boolean as an input.

plush yew
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OMG I'm so happy lol

grim ore
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then you can call the custom event and pass in the boolean to turn it on or off, and the set light custom event in the light bulb will then do whatever

wintry silo
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we got a problem in CH_Human The Breakpoints are not working on all the code.

steel bridge
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umm.. I'm really new to this, just started yesterday, give me a second

grim ore
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start with making a custom event in the light bulb and call it what you want. (right click -> add custom event), then in the details panel give it an input of boolean type and maybe call it IsOn or someting similar

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this would give you an event you can call when you talk to your light bulb to do whatever (change your material in this case)

wintry silo
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so that has told me volumes already about what is wrong, parts of the Blueprint are not working....

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Right well now I know that half the nodes in CH_human have become corrupted
for the breakpoints don't even work with them.

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the nodes are dead.

regal mulch
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Breakpoints not breaking doesn't mean the nodes are corrupted

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It's means your code isn't calling or you have your debug scope set on a different instance

steel bridge
wintry silo
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well there is something wrong I enter into the dialog trigger set a breakpointon on create widget, and its not breaking me to the breakpoint of that widget.

regal mulch
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I don't think you ever showed your code. So no idea.

wintry silo
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the widget is not responding even though I stepped inside of the trigger and set the breakpoint on that widget..

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and I knew something was wrong when I created a new widget and set it on the event begin play and it wouldnt even open that one up on the event begin play execution line, but it would open it up if I attached the code to a keypress..

grim ore
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@steel bridge sort of, the goal of the boolean is to determine what to do and to use less code.

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then in your trigger you call the ChangeLight function on the light bulb and tell it true or false depending on if you want it on or off

tulip sparrow
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Sorry mind if i post a picture with a question??

wintry silo
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that CH_Human BP widget has not been going right ever since the video memory crash.

regal mulch
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Go ahead. Better than a question without one :D

tulip sparrow
steel bridge
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ok, give me a min, i'll try

tulip sparrow
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Is there an easy way to add fade to door way shadows?

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its a bit intense and too specific

regal mulch
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Ah, #graphics might be a good place to check. That's out of my league :D

tulip sparrow
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slaps knee

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ok thnaks lol

sweet relic
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@tulip sparrow Use area shadows on the light

tulip sparrow
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ah ok i was told that actually

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thanks

sweet relic
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and change the source radius

wintry silo
steel bridge
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@grim ore

regal mulch
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The Casts are 100% pointless.

steel bridge
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ok

grim ore
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@steel bridge no need for the cast since you dont need to talk to the switch, correct. no need to store the boolean in the light bulb unless you want to (you could set that based on the boolean that comes in from the custom event if yo uwant). You are just having the trigger go "hey light, I want you to call this custom event and I want to pass along this boolean which represents the state of the light" then your light bulb acts on it and doesnt need to even care who called it

wintry silo
grim ore
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you know you could have a race condition depending on when all of this is created, but thats the point of debugging to see what is broke and when

wintry silo
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should I have set the Dwig reference on the Construct of the widget?

grim ore
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but that code above wouldnt cause your issue since thats a variable in the widget blueprint and your code above that is failing that you showed us comes right from the othre bp

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it's just confusing on your path here. what is the Dwig variable supposed to be?

wintry silo
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This Dwig Variable is the Dialog Widget itself

regal mulch
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When you create the Widget and set the Variable, it's already enough.

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The code in EventConstruct is totally unneeded.

wintry silo
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theni don't need to set it in the construct ok I'll removeit.

steel bridge
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@grim ore It WORKED !!!!!!

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T-T

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Thank you so much

grim ore
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i think he needed the code, he is trying to tell the other BP about itself when it is created

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but he is setting it wrong

regal mulch
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Also the AccessedNone error you should come from somewhere else than what you showed. @wintry silo

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He's already creating the widget in the Character

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Or whatever CH_Human is

grim ore
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ah didnt see that screenshot

regal mulch
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Also

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The AccessedNone is talking about SetVisiblity

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And UpdateDialogs

wintry silo
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CH Human is the Character Blueprint of my Commanding Pawn.
the none access is coming from update dialogs function.

regal mulch
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Neither of those two did you show to us

steel bridge
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@steel bridge But what if i want my character to be the only one who can call the light, doesn't mean i need the cast node?

grim ore
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he did earlier. based on what you had him do it might fix the issue tho he was probably settings it correctly then incorrectly with that construct thing

regal mulch
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Is it the Widget Variable that is null or the CharacterRef?

steel bridge
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@grim ore sry i mentioned myself xd

wintry silo
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its reading Dwig as being invalid.

regal mulch
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It says "AccessedNone trying to read property Dwig"

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Doesn't that mean the CharRef variable is null

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Which it's trying to read the property from?

wintry silo
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i have got Char Ref set in the construction script in the dialog master bp

regal mulch
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To what?

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Show me where you set that variable

wintry silo
regal mulch
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That's not setting it

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You are setting it with itself

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The CharRef is invalid

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Where is your Overlap event? Show that to me

wintry silo
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if char ref is invalid, why does it say only dwig is invalid.

regal mulch
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It doesn't say Dwig is invalid

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Is says it accessed "none" while trying to get Dwig

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It accessed the NULL CharRef while trying read Dwig

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Again, where is your overlap?

wintry silo
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but it didn't say in the error message that null was char ref, it only said it couldn't access dwig.

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so I thought it was dwig that was the problem

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ok the overlap hold on

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where's that place you paste the blueprints in so I can give you the whole code

grim ore
wintry silo
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here's where i do have char ref again on the overlap event.

steel bridge
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@grim ore how can i tell ue4 to leave the light off without assign a material? Like tell it to get the bulb to it's original state when i step down from the switch?

regal mulch
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@wintry silo When your Overlap calls, it's because you ran into it, right? So the "OtherActor" pin on it will be the Character you used.
So you can cast OtherActor to your Character and set the variable.

grim ore
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@steel bridge what was the original material on it before you changed it? change it back to that

wintry silo
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I will get the overlap event so you can see what i done

steel bridge
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isn't there another way without assigning the material?

grim ore
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maybe but your changing the material right?

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technically what you want to do is your material has a parameter for the emissive value and you just change that

wintry silo
grim ore
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so your item has 1 material you dont change, you just change the emissive value in it based on on or off

regal mulch
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@wintry silo Yeah, so this is Singleplayer, right?

wintry silo
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single player party group system.

regal mulch
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If you Print or Breakpoint the DoOnce, does that trigger?

wintry silo
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(switch also between different party members, not just single player).

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hold on

steel bridge
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๐Ÿ˜

wintry silo
regal mulch
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@wintry silo Yeah so if that triggers then you can just cast OTherActor to your character class and get the reference like that

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And that should then also allow you to access Dwig

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Just make sure you don't access the variable prior to this overlap

wintry silo
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I found how to use pastebin now for the blueprints. so you can take a look at the whole blueprint.

steel bridge
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so your item has 1 material you dont change, you just change the emissive value in it based on on or off
@grim ore If it's okay with you, I'd like to know how to do this.

wintry silo
grim ore
wintry silo
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ah now the problem is coming up with all Char Ref

regal mulch
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No, I said cast the "OtherActor" pin to your Character and set the CharRef

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No GetPlayerCharacter and no setting of Dwig

wintry silo
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oh you mean before the do once right at the start of the on overlap event., do you want me to remove that other cast in the second screenshot above.

regal mulch
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Yeah, you won't need any other cast or set

steel bridge
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@grim ore I think that's a little bit advanced for me right now, but thank you anyway!

grim ore
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well all the code was right there so ๐Ÿ˜‰

wintry silo
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i'm not sureof these instructions becaus I don't see the nodes to interpret but here's what I have done.
is this what you mean by cast to OtherActor Pin to Your Character?

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maybe is valid should go after the cast

regal mulch
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You don't need the IsValid there

wintry silo
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oh

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ok

regal mulch
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If you can run into that Overlap but you have no PlayerController, you have bigger problems

wintry silo
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what do you mean, I do have the player controller in there

regal mulch
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"Have" as in being valid

wintry silo
regal mulch
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No

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That BP has a CharRef variable

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You need to set that one

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Right now you are setting the "CharRef" variable of "CH_Human" to "None".

wintry silo
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or do you have to drag it instead from the cast. for I just dragged it instead out of the variable list.

regal mulch
steel bridge
wintry silo
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ok so why is that set node wrong.

grim ore
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any of your basic nodes, the 1 2 3 values for example, can be a static or parameter type. So for example right now you probably have a single value (float 1 or constant 1) into your emissive and its static. Right click on it and convert to parameter and it will be come a parameter version of that node @steel bridge

wintry silo
grim ore
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in my case i named mine Emissive so it was easier to remember when I needed to change it, you can call it banannas if you wanted

regal mulch
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@wintry silo Okay, stop dragging from the cast. Set the one from DialogUriTanis

wintry silo
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well I got dialog working with the parent BP now

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ok

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oh i see now, so for each world I do dialog in I have to use that particlar ref in that Actor Trigger. Can't just use the main ref from my commander.

regal mulch
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I have no idea what you are doing there. All i'm trying to tell you use how you get a valid character ref in your DialogUriTanis

wintry silo
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char ref its working for the commander.

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its working also for the other pawns as well.

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well whatever you did it worked, it fixed the Uri Tanis Dialog Trigger. Thank you.

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now I will load up blackhell and see how it behaves in that world.

steel bridge
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@grim ore Oh, but first i need to make a Scalar Parameter and then rename it to emissive right?

grim ore
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yep you can do that in the menu or make a normal constant (1 value) and convert it to the parameter

steel bridge
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Aha! That's awesome!

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I'm learnt a lot

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i*

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Thank you

royal crest
wintry silo
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what its not supposed to be 100% for long time unless its a mesh

royal crest
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its a mesh with a lot of stuff

wintry silo
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unreal engine takes a long time to import in certain meshes depending on how much detail that the mesh has, how many polys and triangles, ect. and it looks like the editor freezes because its still calculating itself.

grim ore
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yep depending on your machine it could take a while, could also be hard drive related

wintry silo
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HDD that's a good point

royal crest
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mesh is from hdd, ue4 is on m2 ssd

wintry silo
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that could also be why its slower depending on speed on SSD

royal crest
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but its using %0 disk

wintry silo
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i know that flash drive is slow when transferring files.

royal crest
boreal niche
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hi could someobody helop

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idk how to fix this im new D:

regal mulch
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Close your Editor. Open your project in Visual Studio. Hit F5.

boreal niche
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ooff 12 errors

regal mulch
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Ignore the Error Tab

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Use the Output Tab

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And go from top to bottom through the errors

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(also link those error message sfrom the output tab if you need help)

boreal niche
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im trying to find output tab rn D:

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I only see error log

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Couldn't find output log

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in vs

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okay wait i found it...

proper quiver
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Not sure where to ask this. I've installed quixel bridge and signed in, but when I press download, bridge opens a page to Pricing. Am I correct that it's supposed to be free for unreal users? I have the accounts linked correctly.

boreal niche
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I think I know where the problem is, if I had any issues later ill ask for help thx

proper quiver
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ah nvm I had to quit and restart Bridge

median hound
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thats just left right forward back what abt up down?

grim ore
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that looks like its getting axis values from input events, do you have input events for up and down?

plush yew
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Hello, i need a little help with a main menu. It wont take that long.

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When I click new game on the menu I made it doesn't load and it stays on my picture

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Could anyone help

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?

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It would be appreciated xD

grim ore
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what does the error log say, or the output log

plush yew
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How do I find that ?

grim ore
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at the top menu, window output log or window -> developer options

plush yew
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Ok I will check now

grim ore
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if no error what does your code look like for the open level

plush yew
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LogWorld: Bringing World /Game/Levels/UEDPIE_0_Level1.Level1 up for play (max tick rate 60) at 2020.11.14-00.01.59
LogWorld: Bringing up level for play took: 0.001732
LogLoad: Took 0.041308 seconds to LoadMap(/Game/Levels/UEDPIE_0_Level1)\

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Thats it

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When I click new game its just the picture stays there

median hound
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for axis event how will i make it control up and down?

grim ore
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what does the event look like for when you click new game?

plush yew
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I read some comments on the video and I think it is because I put the logic in the new map.

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I will come back to you on it

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1 second

grim ore
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ah

plush yew
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Yay! That was the reason.

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Thanks for the help bro

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I was able to fix it

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xD

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Good luck with your future projects ๐Ÿ™‚

late verge
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is there a way to limit the fps of the viewport? trying to accurately get an idea of what my cinematic camera settings will look like before i render.

grim ore
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t.maxfps XXXX in the console

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but cant you change the sequencer playback rate?

light thunder
#

what should I examine here to make this more visible, this tire decal is almost undetectable -

plush yew
#

are there decent niagara tutorials? theyr all outdated or useless

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ive been doing that but tbh its all pretty useless so far

inner cloak
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Is it possible to change the origin of an imported mesh ?

plush yew
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just really hard to find decent tutorials lol

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90% arent even niagara

limber mesa
#

Quick question, anyone know how I can change the camera angle of my 2d platformer game to make the character to walk on a different axis, only pertaining to that specific level

scarlet birch
#

Setup a different camera and then use set view target

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For the walking change what is called in the player controller

limber mesa
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He currently walks on the x plane

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Hmmm

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i want the view to rotate 90 degrees and walk the other way

scarlet birch
#

Just use a branch or enum & switch to call a different move function, or use a select node to change the value going into the movement input. There's a bunch of simple solutions.

limber mesa
#

ok

scarlet birch
#

With something like that you probably could use a select vector and have it switch between (1,0,0) and (0,1,0)

limber mesa
#

wdym mike

scarlet birch
left terrace
#

Im on my phone and not on pc so i cant show pictures but ive imported a blood particles pack for my project and all the textures are there but the particles and the materials dont want to assign the textures if you know what i mean

#

I dont wanna sound lazy that i dont wanna do it myself

#

But its a lil too complex to do it by hand

#

However my friend tried importing this particle pack into his project and all the textures and materials all where pre created and where ready to use

#

So what am i doing wrong

grim ore
#

try importing it into a different new project, it sounds like it didnt come in right or you imported a different version

left terrace
#

Yeah i tried that

#

I even tried on different version of ue4

#

Still didnt work

grim ore
#

shrug unless you can show us the issue i dont know how we can help

#

you know it works, so its something specific to your machine

left terrace
#

Thats what im thinking its prolly my pc

#

Its worked in my older projects fine hmm

#

Like 1 month ago

#

Ill probs sleep it out and sort it out tomorrow

dire ingot
#

guys there is AI bots and actors and characters.

i managed to move a cube from point to point using the three diffrent kinds.

so the question is which one is the best? lets say u want to make an army consist of 300 enemy. which one will use less resorces, or perfrom better or easier to handle etc etc.

#

i used actors. now someone suggested me to use character and blackborad and behavior tree

#

ping me

grim ore
#

there is no right answer, you need to figure out what works best for your project

#

each has plusses and minuses

dire ingot
#

that why im asking

#

how im able to know which is best for my project when im here asking which one is better?

#

that not an answer

#

i gave the state above, an enemy consist of 300 enemies

#

that will be heavy task for sure

#

idk which is the best way to handle it between that three diffrent kinds

grim ore
#

you have to test

#

we dont know your exact systems or setup or design goals, all we could give is some generic answers and 1 think you didnt tell us causes it to be wrong

#

like I could say for 300 enemies you should look at using vertex animations instead of skeletal to save on cpu usage

#

but that could be wrong if you need something specific that SKM gives you

dire ingot
#

ok

#

i get ur point

grim ore
#

your best bet is to see if any game that uses ue4, or any similar engine, that is near what you want has done a deep dive or something about their systems and try and see what they ran into and did

dire ingot
#

that make sense

#

i will check it

next nebula
#

so here I have a mini bp so that when the actor overlaps a sphere, it gets attached to a component, snaps in place, and is supposed to scale in size. However, the scale doesn't give me any compiler errors but it won't scale to the child actor's size. Any reason why this may be happening?

plush yew
#

can anyone tell me why when i use a cel shader material the atmospheric fog goes black, im new to making shaders and i dont have a clew on why its turning things black its not only the atmosphere its also some objects in the scene except the character

#

everything besides the character turns black by the way when i use the custom depth path in rendering but the atmosphere doesnt have anything i can do to turn it off for it and i cant find any reason why its turning balck

#

do i have to make a sky sphere?

next nebula
#

oh wow

#

you dont have a sky sphere?

#

sky sphere makes your sky black when deleted

plush yew
#

yeah i know but the atmosphere should still be there right?

wintry silo
#

the fog should not be that dense.

plush yew
#

what do you mean? its all default

wintry silo
#

it should not be jet black

plush yew
#

in the details? or the scene

wintry silo
#

scene

plush yew
#

yeah, im not sure how to fix it

wintry silo
#

i'm not sure what happened to it, can you zoom out of the map, what happens.

plush yew
#

is there a way to make the atmosphere not be affected by the cel shader? i make it so the shader only effects certain objects but for some reason its still effecting the atmosphere

wintry silo
#

is this post processing effect

plush yew
#

what do you mean?

wintry silo
#

post processing is an visual screen effect we put it in a volume box.

plush yew
#

i know what post processing is lol, just cant find out why the shader is effecting the atmosphere when it shouldnt

wintry silo
#

someone else in here might know about the shaders why its doing that.

foggy briar
#

is it possible to have fog top and bottom where only the center of the world is clear?

late verge
#

@grim ore i can, but i don't think the playback rate changes the FPS of the viewport?

#

i could be wrong, but i can't say i notice a difference between display rates

grim ore
#

gotcha, then yes t.maxfps limits the viewport fps

exotic thicket
#

Anyone know if there's some way to have UE4 ignore a directory under Content? I'm loading some image assets at runtime as textures, so I'd rather it didn't ask me about importing the files in that dir as assets every time

#

(The reason the stuff is under Content is so I can use the packaging settings to automatically copy it to the packaged builds, didn't really see any other way of doing that)

void mirage
#

Yes My VR game is coming to gether slowly

median hound
#

there a particle system group or no, only niagra?

void mirage
#

patrical system group? u need help on particale?

median hound
#

yeah im trying to get the stuff to stay ingame but like move away from character rn its just stuck on him

#

i made something like that but cant figure out what i did to do that

void mirage
#

umm there i not to sure on that subject yet but i beleave there is a check box that says show in game on what ever partical u got in details i think

median hound
#

i want it like this..

void mirage
#

i still new to unreal

median hound
#

what it did to the chest

void mirage
#

the blue lines ? or green smoke from chest ?

median hound
#

blue lines

#

i want it to like go away like what i did with it shooting out of chest

void mirage
#

partiacal end node i have no clue brother

#

ummm i think i know someone who might be able to help

sturdy trench
#

What do you guys think about the idea "do not care about optimization until it becomes a problem"

#

I hear this a lot but I dont think this is a good way to develop games

crude echo
#

Is any body here testing out 4.26?

void mirage
#

sorry im waiting for release of 4.26

#

an incomplete software is not worth testing till stable

crude echo
#

its okay

#

im just wondering if anybody knows why ray tracing shadow is not working in ue 4.26. Or is it just me :/

void mirage
#

it is on preview 7 in is incomplete

#

incomplete software

#

nguyen u know anything about particles

#

?

crude echo
#

nope sorry ๐Ÿ˜„

stable gulch
#

hey how is everyone doing ?

void mirage
#

it is ok

#

hey panacea we are good u?

stable gulch
#

I am doing pretty great, I was actually curious as to if any of you were interested in chatting about toolkits ?

void mirage
#

love toolkits

#

but im broke to buy any but i would love to talk about toolkits what are you thinking about

stable gulch
#

I recently got the CCG toolkit and was curious as to how to play around with it. would it be legal/feesable to share the project with you ? it would give you a bit more access to help with my questions. if you know the answers. hecc. you might spot something i dont see lol

void mirage
#

ummm if u explain the ccg tool i cant better understand it and might be able to help with the answer u seek

#

cant not cant*

#

can not cant**

stable gulch
#

it is a cardgame framework. it has multiplayer functionality built in. a card editor. and the entire project is modular. it is built with a simple template that has prebuilt abilities, and tables that populate all of the card assets in hand and on the board.

next nebula
#

@void mirage what type of game will it be

#

interest has been peaked

void mirage
#

@next nebula my vr game?

next nebula
#

yeah

stable gulch
#

so yeah. it has a lot. i just dont know how to go about changing the mana system. or adding my own elements to cards. like giving them natural armor as well as health.

#

oooooo i would like to hear ??

void mirage
#

panacea so you are making a card based game like pokemon ? or yugioh

stable gulch
#

more yugioh. but i have a few elements that i dont know how to convert to code.

void mirage
#

@next nebula the VR game i am going for is a open world survival based off a few game i love but needed more content thats what started me on this path and there isnt alot of good vr games out there right now. lvl and money will be set to items u can unlock in the world and to be honest right now this is my first game creation seeing as i am so new to unreal and people have a lot of experience. but one step at a time and it shall be a master peace to me after some extensive video watching doc reading and more it shall get there

#

panace what kind of elements i might be able to shearch up a vid for you if that helps

next nebula
#

oh nice!

#

Im making a vr survival game too

#

haha

#

collabing with a small group

stable gulch
#

sounds really interesting and i would love to play test and give feed back.

next nebula
#

you alone?

void mirage
#

im alone

#

๐Ÿ˜ฆ

next nebula
#

๐Ÿ˜ฆ

#

@stable gulch so far we only have simple holster system, advanced movement and a few nature assets and interactions

#

we skipped a couple months of work

#

now were dedicated again

void mirage
#

not very intelligent on game creation so i started with unreal and learning blender as well

#

how do i screen shot ill show u what i barly got done

#

i fell asleep

stable gulch
#

so the mechanics. In my game, at the start of the match each player can choose to put a minion in a "Cell" on a row behind the player portrait. while in the gain, each turn players generate plus one mana. the the minion escapes after a set time.

#

the next issue is how to add class types. like tribes and faction types.

#

for sorting.

void mirage
#

are u haveing trubble with mana

stable gulch
#

yeah. like i wanted to have two types of resourse, Mana and Influence. but i dont know how to add those elements to the game scene.

next nebula
#

@void mirage Windows key + Shift + S for a snippet

stable gulch
#

there is a mana code that comes with the tool kit, i could share it here ?

void mirage
#

sure i dont see nothing wrong with doing that this community if for helping in all departments

next nebula
#

@void mirage

#

whats your inspiration

#

and what have you gotten so far?

plush yew
#

Hi
It's my first day starting Unreal Engine
Any tips where to start?

P.s I have 3 years experience with Unity

next nebula
#

why the switch @plush yew

void mirage
#

my insperation is the forest popultaion one walking dead and a few others

next nebula
#

ah yes pop one

#

fun game

void mirage
#

yes very

next nebula
#

Im going for a low poly styled multiplayer survival

plush yew
#

@next nebula I just want to explore everything

stable gulch
void mirage
#

for vr does it have to be low poly?

plush yew
#

this is the documentation
@stable gulch thanks!

next nebula
#

for vr its recommended low poly if you want all vr platforms to play

#

ex: quest

stable gulch
#

i figured the documentation would help you answer my questions. and no problemo

next nebula
#

quest isnt all that powerful

void mirage
#

ty panacea let me take a look

next nebula
#

I make it low poly to fit the general feel of VR

stable gulch
#

no thank you for helping me. i am going to try to find the blueprints i need to screenshot

void mirage
#

hell yeah dude i know nothing but im good at finding answers ๐Ÿ™‚

#

im using the windows mixed reality from samsung oddessy +

#

and i like pavlovs charater set up

next nebula
#

hey @void mirage you knew to blender or prior experience?

void mirage
#

blender is a new exp for me as well im folling around with importing the ue4 mannican over and messing it all up lol

next nebula
#

hahaha its all about the learning curve

plush yew
#

Blender's Cool and easy to learn

next nebula
#

^^^

void mirage
#

btw blender is a very use full tool idk know unreal doesnt have that part of there system

stable gulch
#

this is the draw card ability. and i am wondering how it is put together so i can make my own. the tutorial in the documentation is either outdated, or i messed up the project.

plush yew
#

Also, it's open source and highly flexible

stable gulch
#

Blender is what i am learning. would you happen to know how i could transfer a project from unreal to unity ?

#

if that is even possible.

plush yew
#

I don't think that's possible

#

You can export your Meshes as FBX

void mirage
#

i havent used unity at all i was thinking of trying it out but i got scared cause i already learned a bit from unreal lol

next nebula
#

thats not possible

plush yew
#

And I guess C# and C++ are Similar, so the coding won't be a problem

#

Also, this Blueprint business is something new for me

void mirage
#

export ur meshes as fbx

plush yew
#

^^^

void mirage
#

my vr game works with blueprints

plush yew
#

What exactly are blueprints?

void mirage
#

C# and c++ i herd not sure the c# is ez to learn compared to c++ is this true?

marsh swallow
#

We are using the ccgtoolkit as well. ^_^

#

blueprints are visual scripting

plush yew
#

@void mirage yes it's true

void mirage
#

shash

plush yew
#

@marsh swallow ohh cool, also there are some really cool textures and models on Megascans
Is it okay to use them? Do people use them usually?

#

https://www.youtube.com/watch?v=28_gQi3DWfY&ab_channel=Chris'Tutorials
@void mirage thanks ๐Ÿ™๐Ÿป๐Ÿ™๐Ÿป

Start learning about making blueprints and adding code to them with this beginner's tutorial. In this mini-guide, we introduce the basics concepts of blueprints, components, and blueprint scripting. We'll make a counter script that tracks how long has occurred since the game s...

โ–ถ Play video
void mirage
#

โค๏ธ

marsh swallow
#

yes lots of folks use megascans

void mirage
#

@next nebula hey what kind of VR player setup u going for ?

plush yew
#

They look pretty sweet

void mirage
#

if u dont mind me asking

#

mega scans is awsome as hell

#

really give your creation a feel of realistic

#

and simplicity

plush yew
#

Yes

One of the main reasons I switched
Unity takes a lot of hard work to make our work look photorealistic

void mirage
#

yeah unreal spoon feed that realistic part pretty good

#

i think i need a new gfx card lol

true ridge
#

I've had a 3080 in my shopping chart three times now.

stable gulch
#

so might you know why the cd card objects isnt compatible with bools ?

plush yew
#

My Card Sucks

Real Bad

Real Bad

Radeon R9 Integrated M290X

true ridge
#

big oof

void mirage
#

msi 1050 ti nividea

plush yew
#

To add on top of that I'm not even running a PC

I run Windows Bootcamp on a Mac

#

So the Drivers are shit

true ridge
#

970 gang, who needs VRAM.

stable gulch
#

bit of a silly question, but if i jus learn the node language would that make this process easier ?

void mirage
#

panacea give me one sec im looking into the docs

#

ummm codeing is still a hard thing for me to learn tbh

#

in a way u still are codeing visually

#

with blueprints

next nebula
#

blueprints makes it a bit easier

void mirage
#

a bit

true ridge
#

@stable gulch It's like working with a translator rather than speaking the language directly. You know how a system in particular is supposed to work, you just have the nodes tell the engine to do it.

void mirage
#

@next nebula are u good are VR thried person character rigging and stuff like that sort?

#

@stable gulch u are right there all out of date videos on this subject

#

@stable gulch i think u need page 24 not sure

next nebula
#

@void mirage no Im not good at that at all 0 experience

void mirage
#

dang

#

im trying to do full body third person

#

but it is hard ๐Ÿ˜ฆ

#

im not understanding it

next nebula
#

just follow an online tutorial

stable gulch
#

last question. how would i convert a jpg to a dtx1 for unreal.

next nebula
#

find an online converter

stable gulch
#

thank you so much. i dont know why i didnt think of that.

next nebula
#

hhaahha np ๐Ÿ™‚

plain pagoda
#

is it possible to animate the hand bones (of my skeleton) in such a way that the gun being held always points towards a vector location?

next nebula
#

you mean a socket?

#

you want to position the gun a certain way?

#

in the hand?

plain pagoda
#

yes

#

I want the gun to always point towards a point

next nebula
#

Do you know about sockets?

#

wait are you 3pc or vr or what

plain pagoda
#

fps

next nebula
#

yeah so Im pretty sure you would use sockets

plain pagoda
plain pagoda
#

here's my current set up

plush yew
#

This will help you

plain pagoda
#

the gun is currently vertical, it's a fixed animation. I just want the gun to point along the lines of the pink ray

void mirage
#

socket the gun to hand and the rotate it to where u want it faceing i think

plain pagoda
#

that's all good. I have done it already

void mirage
#

oh ๐Ÿ˜›

plain pagoda
#

but I want the socket to always rotate towards a vector location

#

so suppose I put a gun on my character, I don't want to use my mouse, I just want the gun to point towards a vector even when the character is moving around

rich spoke
grim juniper
#

Double click a wire

rich spoke
#

LOL thank you

void mirage
#

monke im having trubble understanding this is the item a pick up able gun or a gun u spawn with ?

storm vapor
#

Hey my ue4 crashed

#

And when i re-open

#

I pressed skip restore wrongly

#

Is there a way to get back ?

rich spoke
#

F

#

I don't think so

void mirage
#

i usally save alot cause unreal does that some time

#

free softwear it gonna crash at times

storm vapor
#

That's bad, I'm gonna start make again then

#

Ok thanks

void mirage
#

sorry friend

next nebula
#

I think there might be an auto save

#

you can do a rollback

void mirage
#

does anyone know how to blend the bottem of grass with the ground?

#

even the bottem of trees?

next nebula
#

wdym blend

#

like same color?

plain pagoda
#

something like this

#

the gun always points to a vector location

void mirage
#

thats reminds me of a vr game i seen i think vr jet pack

#

the point of hit is where it needs a rotation i think for the gun

#

not entirely sure

#

that looks fun tho

next nebula
#

@void mirage are you going for realism survival?

void mirage
#

Umm yeah the forest was kinda realistic in a way

#

even tho it was made with unity

next nebula
#

nice

void mirage
#

and i wanna make it pc friendly as well so it doesnt use alot of resources

#

VR is going to Be a big game changer ๐Ÿ™‚

#

btw my sniping tool isnt working right?

#

@next nebula the things vr games lack is content ๐Ÿ˜ฆ

next nebula
#

very true

#

so much potential

void mirage
#

yes so much at the cost of dampining gfx a bit

next nebula
#

think you can help me here?

void mirage
#

maybe

#

what u need

next nebula
#

so here I have a mini bp so that when the actor overlaps a sphere, it gets attached to a component, snaps in place, and is supposed to scale in size. However, the scale doesn't give me any compiler errors but it won't scale to the child actor's size. Any reason why this may be happening?

#

just copypasta

void mirage
#

snap to what target location?

next nebula
#

thats not the problem

#

that works fine

#

it goes to world transform

#

of the child actor

#

but the thing is scale factor

#

literally same reference but it doesnt work.

void mirage
#

in game scaling?

#

i think i seen a video about this

next nebula
#

so heres the thing

#

I have a child actor locked into the same place on the vrpawn and its scale is larger. so I want to get the scale of the child actor and cast it to the rock

#

same thing, not working

void mirage
#

i going to be honest with you i dont know nothing about child actors and that stuff yet

next nebula
#

all good

#

Ill just paste a reference link to that

void mirage
#

if my snip tool worked i can show u what i got in my lvl

next nebula
#

so others know

#

yeah

#

you dont have to know anything about child actors for this it sjust annoying that its the same functions but for scale factor and its just not working

#

the world transform is

void mirage
#

maybe try reconnecting the rock child from the top attach to bottem run it off 1 node

next nebula
#

Ill test that out

#

thanks

void mirage
#

i dont know if it will work but it is a solutions that has a 1% of being right

next nebula
#

hahahaha

#

its worth a shot

void mirage
#

yes def

#

sometimes nodes work weird in majestic ways

next nebula
#

actually no its needed in order to hook up both

void mirage
#

oh

#

ok

next nebula
#

yeah

void mirage
#

i think my unreal just crashed

next nebula
#

autosaved probably as well

#

anyways gn yall

void mirage
#

gn

flat scroll
#

I'm trying to use the forward rendering, but I'm unable to load any projects if I turn it on. The loading is stuck at 39%. It happens even on completely empty projects without any content. I really wanted to experiment with NPR shading and for that I need the forward renderer.
Does anybody know how to fix it?
I'm on 4.25

dusky epoch
#

It's a simple Paper 2D game, light weight with flipbook only. On earlier versions it didn't happen, it's happening in 4.25.4

void mirage
#

taro it is compileing shaders

#

@flat scroll if u open ur task manager and see what is eating ur cpu is should be a shaders

flat scroll
#

for few hours?

void mirage
#

shouldnt be a few houses should be like 10 mins maybe 15 mins

#

@dusky epoch ur frame work need to be updated i think

dusky epoch
#

How to do that frame work update ?

void mirage
#

on windows 10 u type by the start menu u type update

#

check ur pc for updates

dusky epoch
#

im using windows 8.1

void mirage
#

oh well check for updates for ur pc

dusky epoch
#

okay thanks

void mirage
#

if that doesnt wrk enter the error code in google

#

and u should find some sort of help maybe

dusky epoch
#

Alright thank you

queen wasp
#

Hmm, might be an unknown SpawnCount ..

#

(user param)

void mirage
#

sorry @queen wasp i know nothing about niagara

queen wasp
#

Crazy 83 second freeze activating a particle system hehe, well I'm adding some clamps and checks to make sure parameters are good..

void mirage
#

dubble check it just to make sure u done it right just as a safe guard

queen wasp
#

Yah, always have to recheck a few times, debug prints and whatnot. Can't have that kind of freezes in a published game

void mirage
#

ture i know nothing about niagara

sinful mesa
#

Hello all, anyone had this error when enabling Terrain tesselation ?

[SM5] /Engine/Private/Tessellation.ush(178,3-12):  error X3004: undeclared identifier 'Tangent0_U'
#

UE 4.26 preview 7

void mirage
#

that version is not stable expect alot of errors

sinful mesa
#

I know, just asking if anyone seen something similar so its not something i do wrong ๐Ÿ™‚

void mirage
#

๐Ÿ™‚ i feel u

patent cave
#

anyone here free to help a newcomer to unreal?

void mirage
#

sure

#

what u need

patent cave
#

dms

#

okay uh

queen wasp
dusky epoch
#

Before updating to the latest, it used to work fine till 3rd or 4th restart now it's crashing on the 2nd restart level

void mirage
#

idk if that is what u need

dusky epoch
#

Don't know where to find that blueprint node hmm

#

lemme search it again

lucid grove
#

heya

#

I have just updated from 4.24 to 4.25 and noticed that when i sculpt\paint landscape i got freeze after end of interaction (releasing mouse button)

#

Anyone had this problem?

austere pelican
#

Is anyone out there who can help me to fix the issue about enemy health bar

dusky epoch
#

Is anyone out there who can help me to fix the issue about enemy health bar
@austere pelican

#

What help you need

austere pelican
#

actually i had already set up the health bar but health is not showing full(max health) on enemy widget

#

so if anyone can checkout

#

where ia the prob

dusky epoch
#

Did you do like this in your characters or did all the programming in your Widget UI BP ?

#

If you do like this in this image, all your characters in your Map will show the hp or your screen

austere pelican
dusky epoch
#

Because default hp percentage is from 0.0 to 1.0 in your Widget BP. You have to remove all the nodes in your Widget and do like that in that image that i shown you, it should be inside your characters

austere pelican
dusky epoch
#

Is that inside your Character or Widget UI BP ?

austere pelican
#

inside the charcter bp..i just collasp all of them to funtion and connect to event begin play

dusky epoch
#

Also you have to remove any Progress percent bar bindings. Is the Bind thing empty and removed ?

austere pelican
dusky epoch
#

remove that one

lament barn
#

Any good tutorials for making a simple top down vehicle game using blueprints?

dusky epoch
#

remove that nodes also remove the bindings

austere pelican
#

remove that one
@dusky epoch mate it still results same๐Ÿ˜ซ

dusky epoch
#

Delete all the codes/Bp's inside Widget UI and Check if the binding is like this empty

#

For me it's working and im using event tick instead of event begin play inside my character

dusky grove
#

I've been using unreal for some time, but would scripting be better than blueprints??

dusky epoch
#

I don't know scripting and you can make anything using blueprints. C++ is a little faster in performance than Blueprint if you are using many event ticks with loops (100 characters with event tick and loops). But you can Nativizing Blueprints and convert your BP to C++ for faster performence in settings.

dusky grove
#

oh thank you

dusky epoch
#

@dusky epoch mate it still results same๐Ÿ˜ซ
@austere pelican Did it work ? Did you delete the things inside your Widget UI ? Did it work now ?

austere pelican
#

@dusky epoch mate can we have a call after a while ..cuz im not understanding actually whats going on

dusky epoch
#

Sorry can't voice call at the moment. Check if your current HP and Max HP are the same amount

austere pelican
#

ohh mate it fixed..actually i get the same current health variable in the current health set funtion as condition..

#

Thanks for your time mate

dusky epoch
#

No problem

#

Any good tutorials for making a simple top down vehicle game using blueprints?
@lament barn https://www.youtube.com/watch?v=ZKP0heuQdVY You can check this tutor out and just change the camera to bird eye view top down after making the vehicle

lament barn
#

Thank you

plush yew
#

Silly Question:
How to Install the Megascans Plugin on Unreal Engine on Mac

#

*Maps

wooden forge
#

is there anyway to reference a soundwave file from path in runtime?

potent bridge
#

Would anyone know why I can't move my camera anymore? I need it to be in the same position as the line.

wooden forge
#

Would anyone know why I can't move my camera anymore? I need it to be in the same position as the line.
@potent bridge select the camera and reset it's position to 0,0,0

potent bridge
#

Lifesaver, ty

wooden forge
#

u welcome bro

austere pelican
#

i want that the health will dcrease if any other actor overlap this box component..not matter who overlapped...what to do

wooden forge
#

i want that the health will dcrease if any other actor overlap this box component..not matter who overlapped...what to do
@austere pelican just connect the OnComponentBeginOverlap, what's the problem?

zinc shore
#

@austere pelican you would just hook up the execution's pins and any actor that overlaps will trigger it if they can overlap

austere pelican
#

@austere pelican you would just hook up the execution's pins and any actor that overlaps will trigger it if they can overlap
@zinc shore yeah but i cant do multiple casting like this..i want that if any actor overlap this box, this box containg character will get damage

zinc shore
#

is the box apart of your character

austere pelican
#

yeah

fierce forge
#

is there a way to see how destroyed is a destructible mesh ?

austere pelican
#

like in fighting game one damages each other..so no permanent or master character there who cn deal damge..evryone can deal damge there...my matter is just like this

zinc shore
#

when an actor dose overlap the box dose anything happen

austere pelican
#

No nothing happens..i want that the health bar will decrease if anyone overlaps

zinc shore
#

from you screen shot you don't have anything hooked up to the execution pin but if you do have something hooked to it dose it trigger

austere pelican
#

The box im taking about is the component of the player who is in T pose...i want that the player will take damge if any other character overlap it...hopefully you understand the matter..now how can i do this

zinc shore
#

check to see dose your box component have collision and if so dose it overlap the right collision channels

austere pelican
#

@zinc shore kindly can we have a call with my screenshare..u have to just check everything is ok or not..as im a begginer so it could be taff for me to understand by just chat

zinc shore
#

i cant really do a screen share but i would recommend looking at this to see if this can help you https://www.youtube.com/watch?v=GhYfrAZkL-k

What are the Box Overlap Actors/Components Nodes in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.

โ–ถ Play video
proper quiver
#

Hey all, I'm trying to find a landscape material that is already configured to work with Quixel megascans. Anyone got any tips on where to find something like this? I looked all over youtube which has outdated tutorials, and all over the marketplace which has materials not set up to use megascan displacements correctly. Any help would be appreciated.

quick kelp
#

Why do C++ actors not update when you implement a change in their code? i tried recompiling, switching levels, adding another copy of the actor into the level, but it still doesn't update. the only time it updates is when i restart the editor

exotic thicket
#

Unfortunately that's just how it works

plush yew
#

I think i make mistake

#

lol

#

the forbidden siamese twins

light thunder
#

I want to make a drone camera that pipes a video feed (like a render target) to the player - but this is for VR, so to save performance, I was thinking of using pre-rendered video instead of a 2D Render Target (the scene video won't be that dynamic so pre-rendered could work) - Can I use the sequencer to actually pre-render video this way? Is that the system I need to research more?

upper heart
#

yes you can use sequencer to render out a video file

plush yew
#

Hey, is there any method for load / unload or hide static mesh from code?

hybrid light
#

why is this happening

plush yew
#

Why AI is not shooting player but when I play it in standalone mode it works perfectly

Please help me

#

I mean when I packaged game for windows AI is not shooting player

#

I use behaviour tree

vague scaffold
#

New Plugins Are Available Message?
When I opened up ABoyAndHisKite, I noticed this message. Does this mean I need those plugins to run the scene? Or are they optional for the Engine in general?

tired lynx
#

New Plugins Are Available Message?
When I opened up ABoyAndHisKite, I noticed this message. Does this mean I need those plugins to run the scene? Or are they optional for the Engine in general?
@vague scaffold i believe you can just close the message, no need to do anything/worry about it

vague scaffold
#

Thx!

tired lynx
#

i'm having a hella issue with megascans right now if anybody can help? i'm working on my first new project since the plugin update and am encountering an issue with displacement where it appears to not be lining up with the tiling of the other texture maps

#

or isn't high enough resolution on the mesh

#

or something weird at least

#

this is an image of the asset in the material instance window, and it looks great:

#

this is the asset on a basic plane inside the world:

#

it was working flawlessly before the update so i'm not sure what i'm doing wrong/what's changed

worn mirage
#

Super noob question. How do I download an asset from marketplace without adding it to a project?

tired lynx
light thunder
#

What do I search for to find how to make a puddle or something that is slowly traveling down hill ? (like gas leaking from a tanker down a road) what am I looking for to learn how to do that? (or a cheap asset to buy)

worn mirage
light thunder
#

I was hoping for maybe a material that slide/drew liquid on a plane slowly, (it's just a surface layer like a small puddle or gasoline pouring on ground @worn mirage but this is pretty cool but I wish I could understand his accent better

potent bridge
#

I made some modifications to the camera and then decided to revert them, but now my camera keeps clipping inside walls. I'm trying to revert them to thirdperson defualt, anyone know what the issue might be?

merry canopy
#

Hey, where can I post a little log of a crash? Having lots of crashes since some days and I dont know why.
Maybe someone can see, whats the problem maybe in that log?

bleak raven
potent bridge
#

@bleak raven What do you mean by that? I'm pretty sure the ThirdPerson template allows for that so long as the player isn't pressing a movement input at the time.

#

Maybe look into that for reference?

bleak raven
#

@potent bridge Thanks Ill Check it out

#

@potent bridge Thanks!

dense hatch
#

I have a project that uses the "Fixed Frame Rate" option at 60fps, and I want to be able to change that 60 frame rate at runtime. How might I do that?

#

I have tried using "Set Framerate" nodes but none of them work. Maybe I need to expose a different c++ property somewhere?

lucid grove
#

I created simple fire light, but real light is also moving shadows

#

the first way i did for moving shadows is moving light source a little in 0.01 tick

#

but that blows performance much

#

is there a way to make it look real without performance problems?

sinful wedge
#

is anyone here command savvy with UE4?

frozen pond
#

should physic thruster be connected to static mesh, or static mesh connected to thruster?

dense hatch
#

@frozen pond I believe they can both go on a scene component

median hound
#

Is Niagra better than particle system?

dense hatch
#

@median hound Niagara is a particle system, the old one is named Cascade, I would recommend Niagara but Cascade is just fine as well

royal crest
#

can i add component to multiple objects at the same time?

plush yew
#

what nodes do I use to do something x amount of times then stop?

wispy comet
#

Hey guys

#

I just upgraded to an RTX 3070 GPU, and i'm suddenly getting some weird issues with UE4

#

Whenever I have G-Sync enabled for my primary display the engine stutters like crazy despite showing a smooth framerate

#

that framerate also never passes 60fps, despite my GPU sitting at 30-40% utilization in Task Manager

#

Anyone experienced anything similar before?

fierce forge
#

is there a way to see how destroyed is a destructible mesh ?

plush yew
#

@plush yew where do i plug it in? loop body?

barren lintel
#

how does the paint work next to the models? when i search on how to use the paint feature all it shows up is terrain, but i want to paint the unreal engine default model. or is it that the paint feature doesnt paint models

plush yew
#

oh it doesnt work cause theres a delay after the for loop

#

hmm

#

yeah i got it but it doesnt like the delay lol

fleet niche
#

i'm having a hella issue with megascans right now if anybody can help? i'm working on my first new project since the plugin update and am encountering an issue with displacement where it appears to not be lining up with the tiling of the other texture maps
@tired lynx I'm having the same issue, I've been trying to figure it out for days and I still haven't found the right solution. Did you manage to figure it out yet?

serene birch
#

is it me or is 4.26 a lot more horrible on shader compilation? like launching a new project takes ages compiling shaders

#

like 4.26 preview 7 crashing at shader compile time when you enable GPU Lightmass it seems ๐Ÿ˜„

#

well I'll wait for preview 8 I guess

plush yew
#

anyone know how to add random spread to fired projectiles?

#

this is what I have so far

#

carefull its loud haha

#

i guess you stuff here to add randomnes but im not sure how

scenic owl
#

@plush yew you should use " Random Unit Vector in Cone " node

plush yew
#

this is what i did haha

#

ill try that ๐Ÿ˜„

scenic owl
#

that would work too XD

#

that's the node

#

you put " ForwardVector " in " Cone Dir "

#

and for " Cone Half Angle Degrees " you put any random value, the bigger the value, the bigger the random degree

plush yew
#

how big is the cone?

scenic owl
#

it depends the degree you put

plush yew
#

ah

scenic owl
#

if it's 0, it's a line

#

anything bigger than 0 will make it like a cone

plush yew
#

makes sense ๐Ÿ˜„

scenic owl
#

like if you put 45, the cone will be 90, which means it will make half a sphere

#

for the length, it depends on the linetrace/boxtrace or any trace node you're using

plush yew
#

hm it doesnt seem to work

#

like it pointing into the floor I think

scenic owl
#

send a pic of your code XD

#

I used this method to add randomness when shooting with a shotgun

main wagon
#

where do i go here to ask for help?

#

related a game crashing ue4 issue

scenic owl
#

I think in " programming "? XD

main wagon
#

ty

scenic owl
#

you're welcome pandaDuckDance

dense knoll
scenic owl
#

you should check the errors you get

errant venture
#

anyone know how i could have a 2d image that sorta spins around like minecraft items for my item system

plush yew
#

@scenic owl i got it nvm ๐Ÿ˜„

scenic owl
#

the yellow and red

#

@scenic owl i got it nvm ๐Ÿ˜„
nice pandaa

#

@dense knoll send pics of errors you got XD

plush yew
#

thanks man! nice node ๐Ÿ˜„

dense knoll
#

thats the only error

#

just the packaging failed error

scenic owl
#

really? pandao

dense knoll
#

no context

scenic owl
#

what about yellow lines?

#

no yellow lines too?

dense knoll
#

there are some

#

but they dont really affect anything

#

before the same warnings apeared

marsh swallow
#

This is really gonna be pushing for something, and pretty sure I already know, but is there any way to lerp between 2 color curves at the same value? I know that probably makes no sense considering you cant lerp between variables. But i do know that TrueSky figured how to lerp between their curves for sky lighting.

scenic owl
dense knoll
#

and its mostly just something not connecting properly because its in editor

scenic owl
#

@marsh swallow you can use " timeline " node pandaa

#

and its mostly just something not connecting properly because its in editor
ye it's weird, I never had this problem before so no idea what's the reason pandaOuch

#

did you try verifying the engine files?

dense knoll
#

yea

#

still dint fix

scenic owl
#

ouch pandaOuch

#

try deleting " saved " folder and " intermediate " folder from your project

#

then try again

dense knoll
#

kk

scenic owl
#

@marsh swallow you can read the RGB values and then use a timeline to lerp between them pandaa

dense knoll
#

aparently that folder is 10 gb

scenic owl
#

yea saved and intemediate are always big xD

#

but they're always generated by the projct itself

#

if you're not sure about deleting them

#

copy them somewhere else

marsh swallow
#

yes but thats not the issue. the issue that there is a tick that tracks current value using an external color curve. so its literally swapping the values. Honestly i dont see a way around it. I will just have to disable the color curve, get last known value and lerp to new value.

scenic owl
#

then try delete them in the project

dense knoll
#

ok done

#

lemmi try re packaging it

#

wasnt in editor

scenic owl
#

ye you shouldn't when you delete these files derpy

dense knoll
#

oh

scenic owl
#

so unreal will be re building these files for you when you open the project again

dense knoll
#

still failed

scenic owl
#

and still no errors given? Worried

median hound
dense knoll
#

ok one sec

#

aparently updating the engine screwed up a plugin i wasnt using

vestal parcel
#

Quick question, can you make a mobile game on unreal 4 for both android and IOS at the same time? I.e, without effectively making two copy's of the game?

scenic owl
#

never done that so no idea pandaOuch

#

but didn't apple ban UE4 games on their store? pandaWhat

vestal parcel
#

A Jude ruled against a ban on all unreal engine games on iOS. So they're safe for now it seems

scenic owl
#

ah derpy

dense knoll
#

it was the plugin

vestal parcel
#

Thankyou though ๐Ÿ˜

scenic owl
#

BURN DA PLUGIN pandakill

dense knoll
#

Aparently unreal 4.25.4 hates 3d pathfinding

plush yew
#

@vestal parcel huh why?

vestal parcel
#

I'm just thinking about making a simple game, but would like it to be able to run in both android and iPhone/iPad. But wanted to know before hand weather it's a case of making two seperate copies or if its just a case of exporting out of UE4 in a different way for each platform

scenic owl
#

make a very basic game and test to find out pandaa

#

cubic game with very simple codes pandaARRRR

vestal parcel
#

I did think about that, but am also unsure if the UE4 will fully emulate it running on an iOS device, or weather it just simulates resolution and controls. And I don't have an iOS device of my own ๐Ÿคฃ

scenic owl
burnt ether
#

Hey uhm... I'm trying to load up the ARPG Sample Project but it always get's stuck at 45%

scenic owl
#

keep it running, some projects takes forever to open rooCoffee

shut glen
#

how can i stop my character in place

#

like disable or forces

scenic owl
#

there was a node for that pandathinking

#

lemme remember wut it was derpy

burnt ether
#

I like the way you're always attaching a panda btw 6308_PandaLove

shut glen
#

clear accumulated force?

#

that doesnt do anything

#

for me

#

i want my player like when i attack on the air stop moving and play an animation

scenic owl
#

Pandas are luv pandaLewd

#

@shut glen nah it was a node related to " player character "

#

stops all physics for it

#

so if you turn it on in midair he will stuck in air but I forgot the name of it pandaOuch

#

I think it was " Character Movement " node

#

you put it to disabled and then nothing can cause the capsule to move as I remember pandaa

median hound
#

disable movement worked for me

shut glen
#

disable movement worked for me
@median hound i will try it

median hound
#

well it will play whatever idle anim you got but it shouldnt move x y z

scenic owl
#

according to google, the node is called " Set Movement Mode "

shut glen
#

well it will play whatever idle anim you got but it shouldnt move x y z
@median hound IT WORKED

#

but how do i enable it?

scenic owl
#

using " set movement mode "

shut glen
#

THANKS :)

#

now its time to make animations :o

#

also

#

its working

scenic owl
shut glen