#ue4-general

1 messages Β· Page 879 of 1

stuck scarab
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delete actor spawn a new one would be a very easy way

ocean grove
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View through VR headset where the body is fixed by head isn't fixed and show pairs of sounds + visual objects, make a button response, then delay, and next pawn pair.

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Ok thanks! I'll look into that now.

sleek spear
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is there a way to make the GI effect more pronounced?

ocean grove
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Essentially the task is for people to see if they can name the pawn being presented - but we vary the level of masking noise for either cue

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So I figure I just tack on a variable that increments each time a specific pawn pairing is presented and have that have a set point where it stopped presenting at like 3 occurances.

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My logic is to first get the pawns to present in sequence, then include the button response requirement, then figure out how to increment everything to prevent repeats, and then finally figure out how to get the data.

dense knoll
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Quick question, when is UE5 planned to drop and how will porting projects to the engine work?

civic lance
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@grim ore hey! I know you from the videos haha

rocky radish
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Quick question, when is UE5 planned to drop and how will porting projects to the engine work?
@dense knoll ue5 is going to release in a preview version early 2021

dense knoll
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kk

grim ore
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and ue4 projects should just open in ue5 based on the info we have so far

civic lance
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So i have a puddle shader I applied to a material. I can control the amount of puddles through a collection parameter. I am making a rain system, and I want the puddles appear like only in the area where it's currently raining. Is it possible to like, only make the shader work in that specific area in the world of that material?
So like it's a landscape, and landscape has that material applied to it

burnt galleon
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Is this the best place for newbie questions or is there a better place for those?

harsh tiger
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everytime i launch to the quest headset. i get a stupid amount of shaders to compile.

my question is this compiling all shaders in the entire project or just the ones being used?

clear shard
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@grim ore Love your channel mate, helped me a bunch when I started this lovely journey. 🀟

median hound
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what should i do abt this, i think they are trying to get to a destination and if they get blocked by another guy they keep trying to go there and they just get stuck

olive forge
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@median hound which ai controller are you using? Try detour crowd ai

median hound
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yeh i just moved onto detour crowd ai

olive forge
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If it still stuck try to add rvo avoidance

median hound
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where is rvo avoidance at

stuck scarab
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@burnt galleon I guess you can dare to ask πŸ™‚

median hound
olive forge
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Try typing avoid into the search field on top of the settings frame, it should then show it to you

median hound
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found it thx

cloud axle
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(deleted my message, I instantly solved my problem)

quick shell
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whats the thing called that makes the animations speed based on the characters speed

olive forge
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@median hound np

light thunder
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what config file controls editor layout ui? i've got mine locked behind source control and I need to remove it so window/tab positions end up saving

crimson vapor
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Guys i am having trouble playing a video from url

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this is in unreal 4.25, similar thing works in unreal 4.16

light thunder
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@crimson vapor - Print the return value of your Open URL

crimson vapor
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url value prints fine

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oh return value,, i;ll check wait

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@light thunder It returns true

stuck scarab
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@quick shell Is there something like that? I dont think so.
But you have velocity and you can set the playrate of animations

median hound
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he just wont move at all anymore hes broke 😦 ai crowd breaks it

bitter orchid
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Anyone have some experience with sound design?

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Just having a small issue with collision sounds.

abstract prism
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sneak peak at one of the most powerfull spells in my game im making\

frozen pond
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hi guys, so i have weapon SK, and i replaced mesh only in blender, but every time i swap mesh in unreal unreal says skeleton is missing bones, any fix for that?

abstract prism
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unreal makes skeletons for you normally

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might just need to reimport it or design your own skeleton

frozen pond
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i have already skeleton with animations, i just want to swap mesh on it

cyan cargo
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When packaging a shipping build for Android, what's the most commonly used platform? I'm guessing ATC?

grave pollen
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Possible to have a 24/7 live YouTube link play music on my main menu?

abstract prism
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dude no

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not that i know of

grave pollen
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Lol

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Ya I figured but... would be pretty dank if possible

abstract prism
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plus your game would probably get a dmca takedown more than likely

grave pollen
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Not if it’s a no copyright 24/7

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Also .. I’m thinking it MAY be possible somehow with something like node.js

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Outside unreal engine scope tho I suppose

abstract prism
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gonna call it holy law

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named after a similar spell from a anime

zinc shore
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Dose UE have any way to use the new effects on the ps5 controller

abstract prism
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yeah

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i think

zinc shore
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Is there any documentation on it

abstract prism
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not that i know of

quick shell
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a full character should have everything on that default thing or do you have multiple?

abstract prism
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and it cant do it in its current state

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wont be until UE5

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by my guess

lucid grove
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hey fellas

prisma maple
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if i have a full 3d model and i'm going for a first person camera, is there an easy way i can clip part of the player's body mesh so that it's not visible to them?

i want to place the camera inside the head, but when the character animates the head is visible through the 1p camera

lucid grove
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I have two directional light actors: sun and moon

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When i change intensity: moon working just fine, but sun is not

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it keeps its intensity at default 8

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but it do change cast shadows bool for example

abstract prism
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ya using ray tracing?

lucid grove
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nope

abstract prism
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k so thats good

lucid grove
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moon is duplicate of sun with different color settings

abstract prism
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cant help ya on that

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im learning ue4 myself\

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but i asked if raytracing was on cause i know that it sometimes can be related and cause that issue

lucid grove
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I can change directional light (sun) right in editor, second light is also ok. I have some other light sources that works great with intensity changes.

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Why this started to happen i no idea

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aw shit, found it. just in front of me

narrow mauve
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Can someone give me an example of the condition and its relation to the scalability. I can't find a single piece of information of documentation at all in regards to it

frozen pond
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can some1 explain my why retarget button does nothing expect for closing window? I don't use default humanoid rig, skeletons are same

cedar wave
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I'm honestly surprised that like no new information has come out about UE5 other than the unveiling.

median hound
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whats responsible for ai, cpu?

zinc flame
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Gonna ask a really simple noob QQ, assets that are free for a month, get somehow blocked after a month and need to be purchased? How does it work exactly?

frozen pond
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if you collect them you get them permamently

zinc flame
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Thx

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I usually do my stuff in Unity, feel scared πŸ™‚ Because one project really draws my attention towards ue4

gusty dune
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I know UE4 animations can be retargeted to Mixamo characters, but can you retarget Mixamo animations to a UE4 character?

cedar wave
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Ryan Laley has a YT video on how @gusty dune

gusty dune
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Thanks Duroxxigar, although can't find the reverse tutorial, only the Mixamo character to UE4 anims one

cedar wave
crimson vapor
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I am trying to play a video on full screen

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I get the following error videoTexture not found in mediaPlayer

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This is unreal 4.25 it works in 4.16

gusty dune
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I'll give it a go, cheers dude

crimson vapor
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Any ideas?

plush yew
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It's an API change by the looks of it. Try to find any migration scripts available, read the changelogs, identify the new API.

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For example, Navigation went into its own module in 4.20+ iirc.

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Idrc which version, but they provided a python script for changing all code references in classes and build scripts.

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It is likely that this has been addressed between versions. Sadly, UE4 doesn't backport gracefully. You could copy the project to test.

minor grove
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Hi all, I hear that folks are getting 1,000 shaders compiled in under 10 seconds with an AMD 3900x. It is taking me a couple minutes. Does anyone have ideas?

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Oh, I should mention: using SSD and 32gb 2666hz ram

pulsar badge
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Anyone here use SVN Subversion

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That doesn't mind helping me for a second

crimson vapor
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It's an API change by the looks of it. Try to find any migration scripts available, read the changelogs, identify the new API.
@plush yew Yes definitely an API change

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cannot find savetexture method in the new mediaplayer.h file .

plush yew
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You should hit the docs first, see where the versions began differing.

crimson vapor
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sure ill try it

grim ore
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@minor grove there is a very good chance they are exaggerating. Just watch your core speeds and shader compiler %'s in task manager. If you are getting high boost speeds and near 100% use with a shader compiler on each core you are doing fine

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Off hand I would say I get about 10-20 shaders compiled a second on my 3950x but I really dont pay attention

abstract prism
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allright can i get some help

grim ore
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I don't think anyone can help without a problem

ruby warren
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i have a problem

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Im having issue using the vr mode with oculus quest, menus and icons are black, and no shortcut key to exit

crimson vapor
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I am trying to play a video on full screen
@crimson vapor @grim ore Any advice

grim ore
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the media player tools dont work?

median hound
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does ai use cpu

crimson vapor
grim ore
crimson vapor
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This works in 4.16

grim ore
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yes the media player framework has changed

crimson vapor
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yes

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in that example they are not playing from a url

grim ore
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the concept is the same you just have to change the source

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its all in the media framework documents

civic lance
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Is it possible to just NOT apply a shader to a pixel on the material if the world position of that pixel is not inside a defined range of values?

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Since like materials don't have if statements

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or AND

grim ore
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materials have if statements

civic lance
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Yes but its like super limited

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Only 3 options

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and if I want to define a range, I can't do that

grim ore
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you can also use a lerp if you want something to be something if its not something

minor grove
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Thanks @grim ore.

If you are getting high boost speeds
What are boost speeds?

civic lance
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lerp takes in 2 values, and outputs a value that is in between those 2 values based on alpha

grim ore
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the speeds you see when its under full load

civic lance
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so if you put 10 and 20, and alpha 0.5, it will output 15 (I think I am referencing your video lol)

minor grove
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Not familiar with where these speeds are displayed

grim ore
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yeah but for example if you want it to display its pixel, you can pass its value thru the lerp and if you dont want it to pass the value you could make it 0 and pass it thru the lerp and have it output whatever you want. basically the input is the alpha and the output would be "do this or do nothing" as the A or B

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so in my case when compiling im getting ~4.1ghz on all cores which is full speed for this machine

minor grove
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Sorry, I was referring to "boost speeds"

grim ore
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yeah these are the boost speeds, normal non turbo speeds are lower

minor grove
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Ah, is"boost speeds" synonymous with clock speeds?

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The word "boost" is throwing me off, I haven't heard that term before

grim ore
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boost/turbo/overclock its all wacky named stuff now based on the cpu

minor grove
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thanks!

grim ore
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if your cpu is 100% and your getting that speed or more then your fine (assuming you have like 24 shader compilers running on that cpu)

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people tend to exaggerate

minor grove
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thanks πŸ™‚

civic lance
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yeah but for example if you want it to display its pixel, you can pass its value thru the lerp and if you dont want it to pass the value you could make it 0 and pass it thru the lerp and have it output whatever you want. basically the input is the alpha and the output would be "do this or do nothing" as the A or B
@grim ore Here, some context might be more useful. Basically I have a material that I am applying to a landscape. I also have my rain particle system. The landscape material has a shader applied to it, a puddle shader, so it gradually creates puddles with time (puddles value is hooked as a parameter which changes with time). What I want to do is to ONLY make that shader work in the x and y area of the range of the rain, so it would only make puddles in that area and not across the whole landscape. Since in my system it's supposed to rain only in certain parts of the world, so having puddles appear randomly in the areas where it's not raining wouldn't make sense

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I am like super mega stuck on this

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Like i can get the x and y values of my rain particle system through parameters and stuff

digital anchor
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yeah, like i mentioned in graphics, just mask it out, if you need persistence, use a render target

abstract prism
steady tree
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hello folks, do some of you ever tried to overwrite the ,,grass map cache,,. My Problem is that I try to populate 32x32km with Trees generated from a mask inside a shader - but I guess the cache is too small ( says 50k grass maps ) since flying around the map the landscape tiles will generate from 0 instead of already having trees. Tiles that have the grass map calculated will need to regenerate once you go away too much and reenter which is the main fk up atm.

sterile tulip
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You are awesome

narrow mauve
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Can someone help me out. I am trying to set emitter enable for an emitter in my niagara system at run time. It's not having any effect..not sure of the step I am missing

abstract prism
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You are awesome
@sterile tulip me?

quick plover
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Anyone using Control Rig? I want to animate some characters inside Unreal 🧐 does it works? do I have to make a Custom Controls everytime or is there a base Control Rig?

knotty owl
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so i downloaded a replicated ALS project and got it set up with steam

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then i added a graphics menu and

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when i change the graphics settings, it applies to the server and all clients connected

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i don't even have to change the settings on the server

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to change it for everyone

ornate cedar
grim ore
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wait

ornate cedar
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I did that already.

grim ore
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what % is your cpu at?

ornate cedar
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94%

grim ore
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yep then wait

ornate cedar
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That's fucking bullshit

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It never pulled this shit before

grim ore
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39% is shaders compiling. If your machine is near 100% then your just waiting for them to finish

ornate cedar
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And how long will this shit take?

grim ore
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all depends on your machine

ornate cedar
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This is fucking boring. I installed a 3D modelling engine, not a loading screen.

grim ore
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well you didnt install a 3d modelling engine so you might be disappointed

ornate cedar
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i meant rendering, fuck

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This tested my patience enough, how do I get it to actually fucking load?

grim ore
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you wait

ornate cedar
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I did that already.

grim flame
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more

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no way around it

ornate cedar
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Time is finite.

grim ore
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pay more money for a faster machine then

ornate cedar
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I don't have the fucking money.

grim ore
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if this compilation is causing problems your going to be disappointed when it gets to 45%

wary wave
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well nobody in here is a wizard that can magic away your problems, so I guess you'll have to live with it, or give up

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your choice either way

high musk
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I know this might be a noob question but - I'm learning UE, I just want to make a simple desk with drawers. Any simple way to group that desk so that drawers and desk itself change lods at the same time? I'm a bit lost as to how to have them all do that without merging them

ornate cedar
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Like I said, I installed 3D rendering software, not a loading screen.

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If I wanted to watch a computer do nothing for hours, I'd go to zombo.com, not unreal.

mortal cedar
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I wish there was an unreal tool that could reset the pivot point on static mesh assets, or combine materials on mesh assets. Its super annoying having to export your assets and fix them in blender

grim ore
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you can change the pivot using the new modelings tools in editor

thick herald
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you can Alt+MMB for a temp pivot point

plush yew
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Indeed it is

thick herald
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Oo you can change it perm in the new tools?

plush yew
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What version you use ?

mortal cedar
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the mesh editing tools are cool, but I wish these features were available within static mesh assets themselves. it currently feels a bit janky

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you're talking about the modelling tools I'm guessing

grim ore
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well you can adjust the pivot point by reimporting it without adjust it, its an offset in the import

plush yew
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Btw does the ue5 8k graphics good enough for computers 4 years old ?

mortal cedar
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yeah but thats extremely annoying to do, you spend ages testing and reimporting

plush yew
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Like if you make it then no one can play it

supple crag
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Hey guys, i have a question: I have a button I use for upgrading stuff in my game and the button is only enabled when I have enough money. The button state gets updated whenever the player receives gold. This works fine. The thing is when i hover the button with my mouse while the button is disabled and while my mouse is still over the button, player gold updates and the button is enabled I can't press the button. The player has to move the mouse away from the button and back over the button for the button to work again. Is there a way to fix this?

grim ore
thick herald
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Cool. Good to know πŸ™‚

knotty owl
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can someone help me fix the settings menu?

plush yew
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How long does it take to make a login system to go online into your game just like an mmorpg ?

sick bolt
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Hey guys I am pretty new to unreal but trying to play around with displacement. I have everything working correctly and just added displacement to a plane imported from blender . Everything is working fine the only thing is that my displacement doesn't seem to cast shadow. Is there a workaround for that ?

crimson vapor
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CreateExport: Failed to load Outer for resource 'AssetImportData': MediaSoundWave /Game/ctalyst/Assets/FullScreenWidget/ctalystMainMediaPlayer_Sound.ctalystMainMediaPlayer_Sound

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Getting this error anyone knows how to solve it

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by googling i find that some people suggest clearing the cache, however i do not know which particular files in the cache should i delete

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CreateExport: Failed to load Outer for resource 'AssetImportData': MediaSoundWave /Game/ctalyst/Assets/FullScreenWidget/ctalystMainMediaPlayer_Sound.ctalystMainMediaPlayer_Sound
@crimson vapor I copied and pasted the assets from another project

acoustic wraith
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If I have a material with a parameter that will take on five, already-known values, is it better to create 5 Instances, or create a dynamic material every time, with the values hard-coded in the construction script of the actor?

warm hornet
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Can anyone tell me why my DefaultEngine.ini settings are not taking effect?

In my DefaultEngine.ini file I have

r.VolumetricFog.TemporalReprojection=0

But in the editor after launching if I enter 'r.VolumetricFog.TemporalReprojection' in the console the result in the Output Log is 1

gusty dune
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Is anyone able to explain what this is doing please? It's in the Paragon Wraith character anim bp

burnt galleon
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I'm trying to get my head around the best way to create something like an infinite runner. I've seen a lot of tutorials regarding this but they don't really do what I'm trying to figure out.

What I would like to create is a randomized terrain composed of several different tiles that I create. I can do this in a block by block way but I'm trying to figure out how to get them to follow random curves. I don't need a step by step guide but I think I could really benefit from some clarity about the best way to go about this.

daring gazelle
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Quick question guys, when publishing a game to be earning money from, am I right in thinking that you can't use assets provided

light thunder
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how do you referencing a landscape spline through blueprint?

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@daring gazelle if it comes from epic and it's provided/free, yes, you can use it to make money

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you start to own Epic for using their game engine for royalties, I think after the first million now?

daring gazelle
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ahh thank you for that and you know anything about blueprints like if yours is the same as someone elses can you still use it?

light thunder
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unless someone can prove you stole it from then, yeah, you are fine, it's not a patent or something (unless you patent in a trade office)

daring gazelle
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thank you,

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you know anything about getting it to register hitting an enemy?

quick shell
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this is the default bp

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character

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did they define it? or does ue4 know what speed is?

daring gazelle
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@quick shell you replying to me?

quick shell
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no

light thunder
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@daring gazelle do you know how to do linetraces?

daring gazelle
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ive seen a little bit of it on a tutorial but i didnt think you could do it form an enemy

burnt igloo
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quick question anyone
where do you find perameters in a blendspace

light thunder
daring gazelle
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@light thunder would it work for a melee attack?

light thunder
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um, yes,

burnt igloo
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can someone tell me where to find perameters in a bs or blendspace

light thunder
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remember it's blueprint/programming - it doesn't care what an enemy is

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all it thinks is in forms of ones and zeros - in this case, did one object collide with another

dapper quest
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anyone here with extensive development experience

daring gazelle
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@light thunder true, I'm just trying to find out how to put a line trace on my enemy

light thunder
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there's probably a better way, like interfaces-

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seriously, I've been in your shoes, trust me trust me trust me, spend the time to watch this video, if you only watch one - https://www.youtube.com/watch?v=EM_HYqQdToE&ab_channel=UnrealEngine

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

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

β–Ά Play video
daring gazelle
light thunder
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save the time and watch that video

daring gazelle
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this is what i have at the moment, having problem with sphere

quick shell
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how do you make so characters only face and not turn on a 2d plane

knotty owl
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everybody drowned my question out so here it is again

high musk
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I know this might be a noob question but - I'm learning UE, I just want to make a simple desk with drawers. Any way to group the desk and drawers so that they change lods at the same time? I'm a bit lost as to how to have them all do that without merging them and cant find much info on that

light thunder
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The LOD system should load the LOD's automatically, based on your settings for the mesh

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so if the desk is one mesh and the drawers are another, they will be loaded whatever your mesh settings are for each invidual mesh @fluid lance

elfin moss
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how come i dont have a Root Motion section?

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for context my i got my third person character animationa working however it keeps running away from the camera then snapping back and i read it might have to do with root motion, but i cant find it under asset details

daring gazelle
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@light thunder in order for my enemy to hit my player I'd have to put a logic on the enemys blueprint right? Check with a print string?

median hound
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is their a way to get left vector

grim ore
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@elfin moss what asset are you looking at?

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it looks like a blend space, and thats not going to have that option. the animation itself will

elfin moss
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animation blend space

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so i have to click on the animation?

grim ore
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you need to open the animation assets yes

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the blend space just determines which animation to play

elfin moss
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im a bit confused which animation would be the issue

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cause in the blend space i use 3 animations

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idle, walking and running

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i tried removing running but that didnt fix it

grim ore
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open them each up and hit play and look at the animation, it should play back just like you would see it on the character

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so if its a root motion issue you would see it move in the preview

elfin moss
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ah

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i remember seeing that

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so when i open it up i can access the animation assets?

grim ore
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yes

elfin moss
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oh ok thanks ill check that out

daring gazelle
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@grim ore do you know how to start line tracing on an enemy?

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Linetracebychannel?

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ive got this logic for the enemy to hit the player and when i get the message from the print string its giving location rather then the player

grim ore
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well your not tracing anywhere is one problem

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you have no trace end

daring gazelle
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what would i set the end to?

grim ore
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usually forward, but it would be wherever you want your trace to end

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look at any video that uses a line trace example, most of them use a foward direction/vector as the example

median hound
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what if i want to trace left

grim ore
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get the right vector and multiply it by -1

median hound
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thank

light thunder
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@grim ore I'm still having a problem with this, for some reason, it's not facing the right direction every time when i start the binocular zoom event -

mental oyster
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Managed to create a simple .357 round that changes the mesh and plays a sound when it fires

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The cartridge becomes an empty case

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Now to create a projectile that’s spawned

molten surge
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hey! super quick question for a newbie; trying to work with collisions for the first time, and before I flesh it out more I just wanted to have a spiral (which will be turned into a staircase). However whenever the player approaches it, they're blocked away from it entirely.

Is there a preset I should be using that would fix that?

mental oyster
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Speed in UE4 is cm/s, right?

grim ore
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@molten surge turn on the collision toggle at the top for simple collision and look at what it is using for the collision volume

hidden dew
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Hi all.
I'm learning about material instances, and I see I need to have parameters in my master material that have a name.
Here's a screenshot of a Youtube video which has a named parameter in a master material

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But in my material editor, I don't have the field for giving a parameter node a name, as seen here:

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What am I getting wrong?

grim ore
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that is not a parameter is why

mental oyster
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The round works perfectly

grim ore
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that is a constant, so a non changing node. right click and convert it to a parameter, or make a parameter node from the palette

hidden dew
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Ahhh

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ty πŸ™‚

light thunder
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what am I missing here - I can't find a duplicate directional light, duplicate sky light, expotential height fog, post process...why is this looking double exposed?

molten surge
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excellent, tthank you @grim ore

light thunder
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so WTF doesn't this show when I type "light" in the outliner when this is loaded as a streamed level

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when I have that level loaded as part of another persistant level, I can't find those lights

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@grim ore Why would a light not show up in the outliner of a level? I have to physically load the level by itself

scenic flower
#

lfd

#

looking for devs!

light thunder
#

devs here, how can we help you?

dense knoll
#

i get that this may be the wrong place to ask but how do i fix this, after updating my truesky version from 4.2 - 4.3 this started happening

light thunder
bleak raven
#

anyone know how to implement Niagara system on hit? I bought this pack but cant figure out how to use it right.

late verge
#

with the cinematic camera, is it still possible for iso to create noise and for shutter speed to increase/decrease motion blur even if the exposure mode is set to automatic?

#

from what i’ve seen, it appears i need to have exposure set to manual in order for shutter speed and iso to do anything at all

#

can anyone confirm?

light thunder
weary basalt
#

Wow can you not modify RowNames in DataTables anymore in 4.25?

light thunder
#

yeah that threw me off @weary basalt

#

you can, but you can't do it from the menu the same way, you have to go up top to do it

weary basalt
#

Up top?

light thunder
#

but not down here

#

I feel like you could edit it before on the row editor portion

weary basalt
#

Oh shit, thats pretty annoying.

#

Yeah you could.

median hound
#

should a turret be a character or actor

weary basalt
#

Actor

median hound
#

actors can use ai perception?

light thunder
#

in theory, you should be able to export everything to excel, sort it out, then import back, but why should you have to?

weary basalt
#

Its just a component from what i remember?

#

Does the Turret need to move and use pathing?

#

You could get away with it being just a Pawn.

median hound
#

oh i see

#

so for character if it needs to move and pathfind and actor if it dont need that

weary basalt
#

The Character class is pretty heavy, i wouldnt use it unless you absolutely have to for anything that isnt player controlled or has complex movement behaviours for AI.

light thunder
#

Why is my skylight doing this to the one level of my streaming levels, but no other? what object needs to die for me to fix this?

#

If I change source type to SLS specified cube map, it fixes it but causes other problems

mortal cedar
#

why github engine guide says to fork and clone engine repo instead of just cloning it? I can just clone the repo, if I want nothing but to compile the engine, right? I hope that running provided bat files won't spam automatic pull requests, or something like that?

plush yew
#

You could also just use the download option then.

mortal cedar
#

then I'd download just repo archive, which won't allow me to get following updates quickly

plush yew
#

Do you want nightly builds?

#

They are usually unstable iinw. You should stick to the stable releases, unless the repo uses three branch git flow...

mortal cedar
#

I want some fresh fixes for 4.26 preview, and I want to keep cloned repo

#

there are numerous engine branches, including stable ones

#

I know what I am doing btw, I have some experience with git

#

just wondered why the guide says to fork the repo

plush yew
#

Because the repo follows the Fork and Pull model, I'm supposing.

#

You fork the repo, sync existing branches with upstream origin via pull requests. For new branches and code, going upstream, the repo maintainers have to review it, while you yourself can agree to sync your fork when you pull changes from upstream.

#

This is to prevent accidental writes, and is the go-to model for public OSS development efforts.

vernal spoke
#

Is it possible to use a ps5 controller in UE4? I don't plan to use any of its unique features, I just want to use it as a normal controller.
Still looking for an answer

plush yew
#

Still looking for an answer
@vernal spoke yes

#

It is possible.

vernal spoke
#

Does it require downloading a driver or does it just work as soon as I plug it into my computer?

plush yew
#

Depends on if it responds to XInput

#

I suggest you read about this online.

#

I'm not sure if Dualshock controllers support XInput

vernal spoke
#

I'll read more about it, thanks!

mortal cedar
#

This is to prevent accidental writes
@plush yew thank you

plush yew
#

@mortal cedar I mean, GitHub has some restrictions on using the same repo for all the updation I think

mortal cedar
#

no, I just cloned the whole repo strictly from epicgames and switched to 4.26 branch locally. no restrictions

#

I'll just remove remote origin from repo config to keep it safe

#

or I'll make a local fork, it is even better

median hound
#

330 is less than 280?

mortal cedar
#

anyone know why this is true?
@median hound it will always be true

#

look at your conditional

#

any possible number is always either less than 280 or more than -210

median hound
#

wouldnt that clamp tho so it wouldnt go false if its above 280 or less than -210

mortal cedar
#

no, it wouldn't

#

rewrite your conditional

median hound
#

did i do math wrong

mortal cedar
#

yes

#

more precisely, you did logic wrong

#

it shouldn't be or

#

it should be and

#

as far as I can see

median hound
#

yep thanks it was just and

blissful trail
clear shard
#

Guys, I can't figure out how to know which foliage type I have selected in the viewport

#

If I use 30 similar bushes in my foliage collection, how to know which one I have selected in the viewport?

#

I bet nobody will have answer because it just doesn't tell...

plush yew
#

Do unreal games use a single thread or are they multithreaded?

#

I"m wondering if I should take thread safe precautions

#

Do unreal games use a single thread or are they multithreaded?
@plush yew they are almost always multithreaded.

#

Except maybe on a Web context ig

#

okay

#

If I use 30 similar bushes in my foliage collection, how to know which one I have selected in the viewport?
@clear shard Is there no editor feedback when you select a foliage type?

#

Anything at all, like verbose console messages or the like?

viral gorge
#

hello guys i wanted some help plz

woven bay
#

Guys, I can't figure out how to know which foliage type I have selected in the viewport
@clear shard ah

clear shard
#

@plush yew No, nothing... and I cant believe I am the only one needing that

woven bay
#

check the marked items in the foliage menu @clear shard

viral gorge
clear shard
#

@woven bay but nothing is marked if I just enter foliage mode and pick something from the viewport?

viral gorge
#

help plz

#

@clear shard can you help me plz

clear shard
#

@viral gorge Checked but not that great with the blueprints stuff...

viral gorge
#

ok np thanks

clear shard
#

Btw that just reminded me that you might try posting that in blueprint section

viral gorge
#

ok thanks

untold swallow
#

Hey guysss I got a small issue , can anyone help?

sterile tulip
#

me?
@abstract prism
Yes you are awesome

untold swallow
#

My game was a bit dark on some places
So I added some directional lights
Now the game looks good in the editor
But when I package, the lights don't appear in the android

#

Can anyonee pleasssee help

fringe crest
#

Not sure where to ask this, maybe someone could suggest a channel? But basically, we have a bunch of assets which reference old static mesh asset locations, which for some reason did not transfer over to the new places when we fixed up redirectors. I made a basic Python script which replaces the text content within each uasset to point towards the new locations, but it seems like Unreal encodes string sizes within the asset because I got a memory leak after this modification. So now, I feel like the best option is to use the Unreal python API. However, I am not so sure how to detect what paths an asset variable is pointing to if the asset does not exist.

summer kraken
#

Hey Guys! Does anyone have any idea if we can import the lighting with the model from Maya into UE4 within an FBX ? ... or any other format for that matter if it works

fringe crest
#

@summer kraken I think you can use Datasmith

summer kraken
#

I checked the UE4 documentation for Datasmith supported softwares, Maya is not on that list

fringe crest
#

It supports fbx files, maybe you can still try?

summer kraken
#

I did actually

#

Didn't work

fringe crest
#

If you have VRED, you can import Maya FBX into VRED and then export VRED FBX to Unreal Datasmith, but beyond that, I don't know of anything that would support the scene structure from Maya.

#

I do think Epic knows about this issue but it's complicated to support both the Maya animation and scene data formats, if I recall correctly.

summer kraken
#

Ohh, thats sad

fringe crest
#

Oh I found two plugins

summer kraken
#

Actually I have one more issue, my current FBX only imports the mesh and Materials without any texture in them. Is this because I have got a Texture folder separately ?

#

Oh I found two plugins
@fringe crest Thats great! Can u please share?

fringe crest
#

MIRROR

#

PiStage

#

MIRROR's website is down, but the download link still works, and their videos are on that vimeo channel

summer kraken
#

Oh yes PiStage

#

I know this

untold swallow
#

My game was a bit dark on some places
So I added some directional lights
Now the game looks good in the editor
But when I package, the lights don't appear in the android

#

Can anyone please helppp me for this

hazy lake
#

Have we gotten any news on how close 4.26 is to release?

grave nebula
#

It is pretty soon

sullen pollen
#

hey guys - I am a total newbie... but stuck.. in 4.25 trying to get landscape layers to turn up... I have them in my material but it';s just not happening... looks easy in the tute... any ideas?

abstract prism
#

@abstract prism
Yes you are awesome
@sterile tulip well im currently deciding to work on simulating a eco system

#

thought it would be fun but tis difficult

#

oh well im still new to UE4 so of course things gonna be difficult

#

ima make it low poly to save my gpu lots of trouble πŸ™‚

#

and me 😦

sullen pollen
#

Ok - I've solved my above problem... the mode located in the top left has been removed in 4.25... if you enable the legacy interface it returns and you can click 'paint'... than you see the layers.

cold vale
#

Hello

#

I have a problem where UE4 crashes

#

You can see it here

#

Any help is appreciated

open wadi
#

I have a question: If you use the insert into an array at index 0, does it automatically push all other items up?

#

Or does it overwrite index 0?

#

insert node*

#

Referring to blueprints, obviously

vocal herald
#

how do I change referenced value

abstract prism
#

just started ai and managed to get the bunny to move to random locations every second πŸ™‚ thats good

#

very basic and easy to setup

#

dont even have to setup movement controls in the player model

#

ima use the forbidden u word here and say its a hell of alot easier than unity

open wadi
#

Is there a node where you can do 2 int comparisons in BP? Such as, if int 1 == int 2 OR int 1 == int 3?

#

Or do I always have to double-up branch statements to do that in BP?

abstract prism
#

i got one question here: 165,42,42 what would that be if 255 was 1.0

#

nvm

#

made a quick forest to see how the rabbit avoids objects using the foliage tool, some trees are merged but it still serves the purpose i intended

vocal herald
#

I made my instanced mesh move along a closed spline. The problem is that they have different speeds depending on where on the curve they are right now

hidden dew
#

Hi all.
I'm wondering what I should look into learning to achieve the following:

I want a character running around the ground, and as he runs the ground he passes changes colour around him, and stays that changed colour. It doesn't have to be very precise... just ground that's roughly near him.

I can use Dynamic Material Instances and Custom Primitive Data to make the ground change as he moves around, that's working (see pic). But I am not sure what's a good way for the material to "remember" which colour to use, or if this is the best approach at all.

I could have lots of data values -- I'll call them "markers" -- representing lots of different positions covering the entire ground and use each marker in a script to remember what colour it should be, and then pass all those markers to a material via some CPD ... but this doesn't smell like a good solution. A lot of ground would mean a huge number of markers for a decent result.

Any suggestions on what I could look into?

honest vale
#

I'd look into virtual textures and using one as a mask and then painting to that mask during runtime

abstract prism
#

new map for the simulation gonna work on getting water in eventually and then food

#

my plan is to eventually have a entire eco system

exotic thicket
#

Sounds cool zomgmoGud

abstract prism
#

however theese bunnys aint gonna live peacefully for long hehehehehe

#

i said a entire ecosystem

#

so ima add in a bunch of low poly animals

#

with there own ai, etc

#

even birds

#

ima work on perception now though

#

now ima import a low poly fox and color it etc

#

πŸ™‚ im not gonna bother with animations in this simulation except with maybe the humans once i add them

#

character animations*

exotic thicket
#

You could have them bounce up and down and sway a bit when they move around

#

That should be quite easy to do with no actual character animation and might look fun :D

#

I dunno just a thought :)

abstract prism
#

ill do that in the final product thanks for the suggestion πŸ™‚

#

currently just duplicated the bunys ai over to the fox rn just so the fox will run arround

#

ima make it chase the bunnys shortly

#

low poly models make it extremely easy to set up a simulation ngl and they make it very optimized so im glad im going this route cause on the scale that ima be running this

#

heesh

#

i might just make the male foxes orange and the female foxes white

#

sounds about the simplest way to do it

#

ima have to figure out how to make speeds varry cause rn i dont have anything sent up in the event graph its just going by some default speed

#

in order to keep the fox population in check

#

i might have it so the humans only hunt the foxes

#

for food

#

along with berrys

#

hey can i get some help i know how to make a ai chase a player but how do i make it chase another ai

fossil shadow
thick herald
#

Hello guys! I was making spline following a tutorial and I'm trying to make this object spawn length in a way to merge them together. It has a easy way to do this?
@fossil shadow That's pretty much the way to do it, I don't use the Get Actor Scale 3D though. I use Get Bounding Box, and use the Return Value Max X to set the section length. That way you don't need to do anything else with it ie no multiply. Hope that helps πŸ™‚

#

Keep in mind that unless your meshes are designed to be flush, you will get gaps.

fossil shadow
#

Thank you man! I'll take a look at it

rare lantern
#

is anyone aware if it is possible to have a packaged game not lag when focus is lost?

smoky valve
#

Hi, i just started learning UE yesterday and immediately encountered a major problem with Swarm Agent.

[ERROR] Channel registration failed. Reason: No such host is known
, Callstack: at System.Net.Dns.InternalGetHostByAddress(IPAddress address, Boolean includeIPv6)
at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
at Agent.AgentApplication.Main(String[] args) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.

somber quail
#

@smoky valve Sounds like it's not finding the coordinator. Did you try using the ping tools to make sure you're connected?

smoky valve
#

Mind helping me with that in the vc?

#

Ok, when i pinged coordinator it said:
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Agent.SwarmAgentWindow.NetworkPingCoordinatorMenuItem_Click(Object sender, EventArgs e) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\Display.cs:line 506
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

shut glen
#

Invalid Simulate Options: Body (BEAN_BP_C_1.CollisionCylinder) is set to simulate physics but Collision Enabled is incompatible
what is this?

quiet raft
untold swallow
#

what will be the object here??

#

i mean what shall i connect to object?

honest vale
#

the actor that is an instance of goodsky

#

cast doesn't create any instances/objects

#

it simply tells the engine "treat this object as if it was this insertclasshere"

#

casting unrelated actors doesn't work

#

so for example you can't cast a static mesh actor into a light actor

#

because it isn't one

sterile tulip
#

Hello beautiful people

#

You are so lovely and wonderful

stuck scarab
#

Mhm jeah I also still struggle with casting from time to time. Dont know if I fully understood it yet. But you somehow need to get the reference.
I tend to try to spawn the thing that I want to cast to, then you easily have the reference.
Of course that doesnt make sense in a lot of cases, like in this one πŸ˜„ Would love to hear how you solved it tho πŸ™‚

flint trench
#

Anybody know how you can manually define the value of a key in an animation sequence at runtime?

honest vale
#

@stuck scarab for something that exists in the level you could simply just expose a public variable on your BP and then set the type of that variable to the type of thing you need from the level

#

and then place the actor like you normally would in the level in editor and then just set the reference to point to that

stuck scarab
#

oh well that should help @untold swallow as well mh. Thanks for the additional info @honest vale πŸ™‚

plush yew
#

Anyone else get dx11 errors when trying to run their packaged game inside a VM?

#

Ive searched for fixes online none of the solutions ive tried worked.

thick knoll
#

Does anyone have any idea why Ambient occlusion isn't working, even though I have it enabled in project settings?

stuck scarab
#

Is it possible to migrate VFX (niagara) AND KEEP settings like Mesh and Materials?
I just migrated my stuff for the first time and had to find out that all slots are now empty.

thick knoll
#

AO not working (FIXED)

  • Reason : Screenspace global illumination being on means AO doesn't work ...no idea why, probably makes sense to somebody xP
plush yew
#

Hello

#

Need some help on unreal 2d

midnight gate
daring gazelle
#

What is the point in tutorials if they don't work

honest vale
#

πŸ˜„

#

so you can learn stuff

grim ore
#

they might have worked when created, they might still work now and the issue is on your side, they might still contain valid content but need some changes to work with current versions, just to annoy people

honest vale
#

and do stuff without staring at videos

#

some might be crap though

daring gazelle
#

Ahh I see yeah cause to get something working, I had to do it another way

gilded needle
#

Alot of the time with Youtube Tutorials I am finding it was done in a much earlier version of UE and either someone else made a newer video or that channel doesn't upload anymore so they never bothered to update.

fossil shadow
#

Hello guys! I tried the other spline but didn't work well. Now this one I've done and worked well, but the texture is inscreasing size, anyone knows how to fix that?

wary wave
#

video tutorials are a bad idea in general for UE4 because once they get outdated it's impossible to update them without replacing them entirely

fossil shadow
wary wave
#

yet the world insists on video tutorials, so...

gilded needle
#

I would prefer videos like Mathew's tbh, ones that explain what things are for example. Some of the ideas are kinda abstract so having a person say "This is what a gamemode is and what it's for, and look, this is how you might use one in THIS situation" is far more helpful that 51 x 25 minute videos explaining how to build an inventory system that doesn't work when you are finished.

weary hull
#

can ue4 deform the terrain in realtime while playing, or just in the editor?

wary wave
#

just the editor

gilded needle
#

Can you use Voxel to do it in RT?

cedar wave
#

I really haven't had issues following videos from like 10-15 versions ago. Some UI changed, sure. But it's the concepts that I pick up on.

grim ore
#

yeah thats pretty much what it comes down to in the end. New users stumble on the older stuff due to ui changes or smaller changes while an experienced dev can still use it for the content itself as they can get around the issues. Older stuff still has validity to a certain audience, that audience just complains less since they are doing stuff πŸ˜›

cedar wave
#

I generally prefer a video when I first get introduced to something, so I can have some kind of frame of reference and the opinion of someone else who is familiar with the topic.

Afterwards, I prefer text based. I don't find much value in long playlists.

midnight gate
#

i just wanted to share my fish spawner, the fishes move along a spline and then repeat if they have not been eaten pretty nice right?

grim ore
#

yep I am finding that I prefer to watch the smaller bite sized focus stuff lately

midnight gate
#

ththey also spawn at a random offset

weak cypress
#

are the recommended specs for UE4 the ones on the website?

midnight gate
#

the only recomendation i can give you is make sure you got hardware that can support direct x properly

#

cause if ya dont your engine will crash at the slightest lag

#

and your get a error smth like ue4 renderwr crash d3d error etc

#

?

#

how can you be promoting pirated content and be againt them?

#

posting links to their services

rocky radish
#

piracy is against discord TOS, and the mods dont work for epic

midnight gate
#

epic cannot ban them you need the fbi to ban them

#

these arent epic moderators

#

theyre discord moderators

#

just random people taking care of the server

#

you should reach out to epic not to people on this server

rocky radish
#

it isnt

midnight gate
#

i dont think epics legal team will notice

#

since theyre not here

rocky radish
#

the epic staff on this discord server are from the community team, not legal team

midnight gate
#

thats not how it works

#

if you want epic to see those links you must reach out to them directly

#

people here wont be able to ban those sites

rocky radish
#

you shouldnt be reaching out to them through a community discord server

midnight gate
#

were just people

#

exacly

daring gazelle
#

Yeah I totally agree, I'm a new user and at the minute I'm following a survival game tutorial because I've always wanted to make my own

rocky radish
#

and epic community staff passes on the word to legal teams dont you understand?
@tall iris thats not how it works

daring gazelle
#

I honestly thought thats how you would learn

midnight gate
#

they not connected

#

at all

#

only thought tht company epic games themselfs

#

plus i dont think the community moderators care that much to try reach out to epic games ceo

exotic thicket
#

He's already been told by Roy in the past that mods here don't work for Epic so I think he's just trolling...

midnight gate
#

my guess is that he is an admin of those pirate sites promoting the sites

rocky radish
#

someone else a few days ago was also posting these links here, probably a bunch of trolls or site admins

midnight gate
#

to get that ad revenue

#

i calll for a ban

#

let the ban hammer bann

exotic thicket
#

Yeah gonna get loads of ad revenue from nobody clicking the links out of the handful of active users who saw the links :D

midnight gate
#

tru lol

ashen brook
#

Nothing to see here

#

move along

midnight gate
#

thank you kind mod

daring gazelle
#

Can you add assets to version 25 by changing the drag down option to an easier one

#

Earlier

midnight gate
#

ehat do you mean

daring gazelle
#

You know when you go to download an asset

midnight gate
#

ye from epic launcher

#

you can put the assets into difrent versions yes

daring gazelle
#

Then when you click add to project and chose your project and it says its not compatible with that version

midnight gate
#

even if theyre not supported

daring gazelle
#

Thank you, I just had to change the option to 21 to get it working with my project on 25

midnight gate
#

you just have to click this one button

#

oh you do know how good job

#

tho beware if its code assets they kight be completly broken

daring gazelle
#

Yeah I wasn't sure it would actually work in game thats all

midnight gate
#

it should most of the time

#

but sometimes they remove some modes or add them or change them do if its old blueprint code it might not work

#

but other than that its fine

#

tho you might have to do a bit of bug fixing

daring gazelle
#

Thank you for your help πŸ˜€

midnight gate
#

np

#

hey guys should i sell my procedural fish ai code?

#

what price would fit? its very easy to use but very powerful too

lament barn
#

Why is this happening

#

Only my hull has collision, the wheels do but they are getting ignored

#

when I simulate it in the physics BP, it works fine

midnight gate
#

do whells block all?

#

maybe the ground is broken then

lament barn
#

We tried several types of ground

#

The circled ones are named improperly

If I change these names to INCORRECT named bones, Then the collision works

#

but if I name them PROPERLY, they go through the ground

#

To make my vehicle move, I have to name them properly

#

So what do I do

midnight gate
#

i have no idea this is very complex

#

y u want physics wheels tho

daring gazelle
#

I know this is probably going to sound a silly question to some of you but I'm like really new to unreal and blueprints, would watching YouTube videos and copying their blueprints be the best way to start?

exotic thicket
#

Copying has the danger that you don't really understand the why / how

#

But if you try to adapt it, for example by modifying it to suit your own need, then that would help in gaining an understanding in how they work

daring gazelle
#

I have noticed things like I understand why certain things need to be linked to others, is that progress?

exotic thicket
#

Sure

midnight gate
#

try to understand what each step does that gives u the final result

#

@daring gazelle

#

each step = each node

#

every node is vitaly important

daring gazelle
#

I think I'm getting a certain understanding of what each code they do, not a lot at the minute but I can see why they do it.

midnight gate
#

good youre on the right track then

split sierra
#

Hello there I am new I have started to unreal engine blueprints can anyone tell me where to start ? I currently have a pluralsight subscription I would like to learn from there can anyone help me with this?

sterile tulip
#

You are all so cute

midnight gate
#

@split sierra read what i wrote above

split sierra
#

About nodes?

midnight gate
#

yes

#

best way to learn right there

split sierra
#

Thanks anyway can you tell me about construction script?

#

We start from level blueprints right and sometimes they tend to go to construction scripts why they do that?

midnight gate
#

construction strip is like like event tick

#

thats all i know

#

it runs it live and updates on interaction i think

#

but im not sure

astral phoenix
#

Hello, im working on a game like Candy Crush/3 match and im wondering if some1 can help me on how to make so the game know what blocks match? i have tried google but i cant seem to find anything that can help :/
so does any1 know how to do that? πŸ™‚

midnight gate
#

ue4 got a whole ready made asset for that just download it and asset flip

#

you can analize their blueprints to learn too

#

btw its free

split sierra
#

Thanks I will come by again if I have any questions @midnight gate

lean mauve
#

Guys I made blending a bit and this is what came out. Do u have any advices how to improve it?

daring gazelle
next badger
daring gazelle
#

@next badger legend thank you

cedar wave
#

@midnight gate @split sierra Construction script isn't like tick.

Tick is a function that gets ran every frame. The construction script is what gets ran at the time of creation (so once)

light thunder
#

does anyone have a good video for skylights this is fing up my scenes and I need to figure out why

next badger
#

@cedar wave Construction Script can be run on tick in Sequencer if needed, but yes, generally it only run once when actor is created

#

@light thunder it depends on what it actually does...intensity scale is generally the setting you're looking for

deep stump
#

Hello, I'm trying to move over folders into a new project in different folders but the directories are different so when I open a map, it doesn't show any of the meshes.
I click "fix up redirectors in folder" but it doesn't do anything. I must be doing something wrong?

placid arrow
#

i have a sneaking suspicion something running in a timer event in my game is causing my game to crap out

#

whenever the game isnt paused, at certain times of the day in game-time, the audio lags out

#

how do i profile blueprint timers?

#

i want to find out which particular timers run at this time in the games execution so i can examine them, theres too much code to just go thru it all otherwise

cedar wave
#

@next badger That's intentionally running it, not the intended purpose. Not something a complete beginner needs to know about.

daring gazelle
#

@midnight gate having a hard time at the minute

paper anchor
#

hello guys, awesome a channel like this exists πŸ™‚ Got a short question about hair in unreal and the groom_color attribute. I stored that on the vertex lvl in houdini but in unreal it seems like it can't be used ? (i used the hair attributes node in the shader and connected the BaseColor to the material basecolor, is that correct ?)

daring gazelle
#

why isnt my survival player showing in here

midnight gate
#

idk mate

daring gazelle
#

my heads hurting

#

im going to have to start project from start

median hound
#

if you attach a mesh to a mesh one mesh will become a parent and another a child right

#

so setting relative location will set it relative to that parent?

light thunder
#

how can I get this to match? my light seems to be affected it but I can't get the particle to get darker no matter what I try

next badger
#

@paper anchor if it's stored in vertex color (there are no such things as vertex attributes in ue4) then it can be read in ue4 material (Vertex color node)

paper anchor
#

it is stored based on the alembic description for hair
groom_color float32/64[3] Vertex Yes Hair color

#

so yea on each vertex as color (float32[3])

light thunder
next badger
#

@light thunder you have initial color, then color over life (that overrides initial color), also if material is not using particle color parameter it won't change

#

@paper anchor If the hair attribute is exportedm it can be read by hair attribute node in material

paper anchor
#

alright thanks Alexey, then I assume that there is a bug

next badger
paper anchor
#

or the documentation is wrong

#

BaseColor should hold the color value which got exported, right ? but it seems it can't be used correclty, while the exported alembic is correct

next badger
paper anchor
#

thanks for your help, will continue there

median hound
#

how would you know the forward vector of something just by looking at it or do you just gotta test, getting forward vector of camera is easy cause its obv the forward way it looks but what if its a cube

fierce harness
#

Does anyone know where I can buy high quality tree assets?

daring gazelle
#

@midnight gate I got it sorted, I was missing a letter out of the player so when I was searching for it, it didn't show πŸ˜‚ 🀣

midnight gate
#

how can i set tint of a button?

#

thought bluepronts

dim merlin
#

Hi, anyone knows when 4.26 will be releaed

thick herald
#

on the 92nd of someday

south yarrow
#

Are you guys sure ue4 only takes profit at 1 million? I heard that they start taking profits the second your game earns over 3,000

thick herald
#

Yes, you can look up the license if you like, but it is $1,000,000

south yarrow
#

How do i know they wont just change it later? I mean this is a new update.

#

They could have it like this then 3 months down the line change it back to 3,000 πŸ€”

thick herald
#

It's already 11 months down the line... so really not sure what kind of point you're trying to make.

south yarrow
#

Not making a point, just speculations.

#

Everyone keeps telling me different things.

thick herald
#

I recommend researching it yourself then, instead of asking strangers on the internet πŸ™‚

south yarrow
#

I do search myself, and i still get mixed responses

#

"Unreal has higher quality than Unity"
"Unity is cheaper"
"NO! Unity is greedy, they steal your cash"
"So does unreal, they snipe your money"
"Only at 1 million"
"I heard it's at 3k, liar"
"Omg guys just get Godot"

#

Tired of reading all the debates on the internet, just gives me a headache

#

Now that i picked Unity, Unreal simps are coming at me

#

Like sheesh

summer turret
#

? It's literally on their website, they take 5% when your products lifetime gross revenue exceeds a million. It's not rocket science

south yarrow
#

Just making sure, since it used to be 3k. Plus stuff like this can change over time.

#

I see a paragraph coming in...

little axle
#

hey everyone..
Quick questions, are event dispatcher fired async (and/or in parallel) for the subscribers?
like, do the actors that subscribed first will get notified first or it doesn't matter?

grim ore
#

dont listen to what people say, read the literal agreement you agree to when you agree to being a dev that sells stuff with the engine

thick herald
#

I do search myself, and i still get mixed responses
@south yarrow That's not searching. That's asking random people on the internet.

cedar wave
#

Each engine is fine. Pick the one that helps you make a game. If Unreal is the best, but you can't work with it's paradigms, then it's not the best for you.

south yarrow
#

It is searching. I googled that @thick herald

#

And okay @cedar wave

cedar wave
#

There are plenty of people that come to Godot (I'm a server mod, been using Godot for awhile), from Unity/UE simply because it was easier for them to understand and actually make a game.

south yarrow
#

Yeah, i see a lot of people like that too

#

And some switch from Unreal to Unity, vise versa

thick herald
#

The first thing I see when googling is a reference to Epics FAQ talking about the royalties πŸ€”

cedar wave
#

And vice versa with other engines. Pick the one that helps you understand the gamdev process and complete games.

median hound
#

yep

south yarrow
#

The first thing I see when googling is a reference to Epics FAQ talking about the royalties πŸ€”
@thick herald I suggest looking up how search engines work. The results vary depending on the user. What you usually google, your interests, what key words you type in, etc.

thick herald
#

There is no best engine for sure, use whatever works for you πŸ™‚

lyric falcon
#

I just switched from Unity to Unreal

#

And i could say its better

#

for me, unreal is more complete

median hound
#

same cant deal with the shading

summer turret
#

I switched from unity to unreal too lol best decision I ever made

stuck scarab
#

there is no better or worth, at least when comparing unreal and unity.

thick herald
#

@thick herald I suggest looking up how search engines work. The results vary depending on the user. What you usually google, your interests, what key words you type in, etc.
@south yarrow I humbly suggest in that case, looking up how to google properly πŸ˜„

south yarrow
#

I switched from unity to unreal too lol best decision I ever made
@summer turret What do you like about unreal that made you switch

lyric falcon
#

when @summer turret ?? I lost 4 years using unity

#

:_/

cedar wave
#

You'll forever be in verbal debates about programming languages and engines. Focus on making games. Not arguments.

lyric falcon
#

I just switched like 3 days ago XD

grim ore
#

omg engine debates... its like.... compeletely useless and takes away time from playing games..... whyyyyyyy

median hound
#

fuk unity alex

south yarrow
#

I mean, no splash screen must be epic, Unreal users πŸ™‚

lyric falcon
#

hahahahaa

#

hahhahahahaha

#

XD

#

I'm just learning multiplayer concepts, I want to make a multiplayer game... Am i greedy? I have like 3 days using unreal

summer turret
#

@summer turret What do you like about unreal that made you switch
@south yarrow apart from the engine being complete, I would say quixel, Epic's community outreach stuff like monthly assets, EOS.

south yarrow
#

Engine being complete?

thick herald
#

Don't forget Epics recent acquisitions like Hyprsense, PowerIK etc.

summer turret
#

Epic literally gives you everything you need on a platter and 99% of the time without a fee.

grim ore
#

I mean if we have to argue I would think Unity would be better its what? 2016 versions higher than Unreal Engine 4 at this point so it must have much more features and tools.

cedar wave
#

Yup - logic checks out

lyric falcon
#

Guys, can you give me full guide from scratch about visual scripting for learn blueprints? Most basic guide, function by function etc?

#

Or it doesn't exist?

vernal pumice
summer turret
stuck scarab
#

Just set yourself a goal, like a little game or whatever. Then split this thing in lots of little parts and start. Then research on what you need at each specific point. The fun way to learn

lyric falcon
#

thankyou guys

stuck scarab
#

And sooner or later you will stumble across Mathew's youtube channel πŸ˜†

south yarrow
#

Usually i just google how to do each feature at a time until i can make a full game. Like search how to script a movement script, collectible coins, etc

lyric falcon
#

hahahaha πŸ™‚ I want to make a "simple" (maybe not that simple) Multiplayer game, changing gamemodes like every 5 minutes

#

Yes. @south yarrow the problem is that when they start to map the blueprint, I'm like "Oh ok... why is he doing that?"

grim ore
#

to the googles!

south yarrow
#

start to map the blueprint...?

stuck scarab
#

multiplayer is probably a lot harder than singleplayer. so maybe consider that

lyric falcon
#

when they show the blueprint finished, I'm really lost

#

because i'm not a master and i dont understand a lot of references

south yarrow
#

Wait you guys make blueprints for your games? I just come up with an idea and start coding / designing

lyric falcon
#

hahahahhahahahahha

#

dis guy

summer turret
#

@lyric falcon everything takes time and dedication to learn, nobody just watches one video and understand everything 🀣 keep on watching and practicing as you go along

lyric falcon
#

thankyou dude

stuck scarab
#

tough but fun journey

grim ore
#

hey now, some of us do watch one video and understand everything πŸ˜›

south yarrow
#

^

lyric falcon
#

Do you feel like 10 hours pass like nothing?

south yarrow
#

No

lyric falcon
#

When I start to watch videos, i feeel like the time pass really FAST

#

XD

thick herald
#

Watch Mathews videos. They are gold.

lyric falcon
#

Link?

#

please

grim ore
#

watch the materials and rendering courses on the learn portal by Sjoerd..... that will feel like 10 hours pass like it's nothing.... but thats due to Sjoerd recording for 10 hours lol

thick herald
south yarrow
#

Im guessing "Matthew" is the Brackeys for the unreal engine?

lyric falcon
#

wowowooww

grim ore
#

nah... brackeys makes like full projects and stuff

stuck scarab
#

tomatos

summer turret
#

I just found that Master materials course last night lol I gotta start that soon I need to get over my fear of materials

lyric falcon
#

I was trying this game

grim ore
#

any content by Sjoerd is a freaking goldmine

lyric falcon
#

In unity

#

I just abandoned that project

thick herald
#

That is an excellent course, for sure.

summer turret
#

Yep I played it for 5 seconds for a sneak peek and when I heard his voice I knew it was gonna be good

grim ore
#

Sjoerd is pretty much "I know everything and I know how to tell you everything so sit back, listen to the soothing tone of my awesome accent, and enjoy"

lyric falcon
#

send me the link to Sjoerd too

#

I have free time

#

to watch everything

summer turret
#

Chris Murphy is really good too, I really wanna do his course on Udemy but waiting for a coupon to drop wy_sadonk_2

grim ore
#

but pretty much any of the kickstart courses on the learning portal are great starts as well

scarlet birch
#

Is that a new landing page for courses?

#

I mean do they all have that?

summer turret
#

All the courses have that layout

#

Source: I did 4 courses yesterday lol

scarlet birch
#

I mean that link works even if you're not logged in. You couldn't link them like that before.

summer turret
#

Oh

grim ore
scarlet birch
#

Oh, nice

#

They redid it a bit. Nice!

grim ore
summer turret
scarlet birch
#

That is awesome

#

and the floating share buttons.

#

nice!

#

A huge improvement

grim ore
#

yep they've been working on fixing that stuff, sharing was a big issue πŸ™‚

scarlet birch
#

Cool, I really like it. It looks good, is easy to navigate and share.

#

Oh, nvm

#

It's still the same if you link from the course itself.

#

Looks good though.

grim ore
#

yeah the learn.unrealengine page unfortunately cant be linked to directly you need to use the special ?C= parameter which is why they made that page

#

hopefully we can get module deep linking working in the future, they are working on it but... you know... technology sucks

scarlet birch
#

I wonder if they could redirect to the landing pages if someone isn't logged in and then let the start course button prompt for the login.

#

The context less login screen is a drop off point.

#

It keeps improving. Those pages look good.

lucid grove
#

heya

#

Can somebody suggest me some artistic solution? I have made dark night with fog and stuff, but there is noticeable line between landscape (or any other objects) and sky.

#

I want to make smooth transition or something

#

I couldnt find black option in height fog

#

Its either colored or white

scarlet birch
#

Something is really off with that. Have you looked through any tutorials or guides on setting up lighting at night?

burnt igloo
#

random question

#

is anyone younger here

stuck scarab
#

specify

burnt igloo
#

like young as in teenage

scarlet birch
#

Is there a channel where virtual production is discussed?

south yarrow
#

Pixel art is pretty easy πŸ™‚

loud knoll
#

anyone know why when you force delete something the engine just seems to hang now for minutes?

#

if you remove the reference first it works fine

#

this bug seems to have started between .24 and .25

grim ore
#

less of a bug and more of a safety thing 😦 They are trying really hard to find all references now to prevent dangling references

warped ridge
#

Guys I need help

summer turret
#

With?

scarlet birch
#

Am I missing something with landscape edit layers? After enabling it my brushes are no longer visible in the viewport.

warped ridge
#

I don’t know how to rename my node

#

Like the event graph

sterile fox
grim ore
#

@warped ridge rename which node? the red ones looks like input events and that is in project settings -> input settings but then you need to change those events in the graph again.

warped ridge
#

Like when you highlight them all and rename the group

#

Into movement

frozen pond
#

from one of free pack i have hands skeleton + weapon skeleton, how i can change preview of weapon skeleton only ?

loud knoll
#

@grim ore My machine will hang for minutes and I have to close out the editor after 15 minutes of it looking for a single reference of an instance of material that was just created and used in one slot.

#

So it really feels like a bug

grim ore
#

@warped ridge that sounds like a comment. Select them all and hit C for comment

#

its not a bug just a really crummy feature 😦 I think the new systems they are working on will help (one file per actor and such)

warped ridge
#

Omg thank you soooooo much

loud knoll
#

Anyone know how to set a vector color on a Cascade mesh emitter material via BP?

glass egret
#

anyone with zbrush can convert a file for me ?

loud knoll
#

@grim ore Well if they added some sort of indication of what was happening right now the editor locks up while it is searching. If I close down the editor and clear out the references or reference it will force delete right away.

#

That is what I mean by it "feeling" like a Bug

#

if the editor is locked up after you click a button for minutes you wont know what is happening as a user

grim ore
#

no argument here

loud knoll
#

Ok I feel like I won something now I will go cry alone.

#

πŸ™‚

#

You should come into voice and hang with us when you are mentally ready @grim ore it would be fun to talk to you.

#

I learned so much from your videos

#

πŸ™‚

grim ore
#

if i ever had quiet or time i might

loud knoll
#

@grim ore So what is the trick to change a vector color on a mesh material emitter in cascade? If you try to use it on the vector param color over life it has no effect, so how do I access this color value?

grim ore
#

i wish i knew but i dont cascade 😦

loud knoll
#

do I have to create a material instance and manually set the color for this one part of the emitter?

#

ok

#

like all the other vector color params accept the color value but they aren't a material so I think that blocks the value even if it named the same

harsh tiger
mortal cedar
#

so **end **snaps an actor to the floor. Is there a hotkey, or a plugin or marketplace asset that lets you snap in a different direction?

harsh tiger
#

instead of delaying the next execution it just skips it and ends

loud knoll
#

Ok if you change the material to accept Particle Color then X by the Parameter Color you can pass BP vector values @grim ore

harsh tiger
#

so **end **snaps an actor to the floor. Is there a hotkey, or a plugin or marketplace asset that lets you snap in a different direction?
@mortal cedar
i have a marketplace asset that snaps down to the floor. and you may have just gave me an idea for a new feature.

mortal cedar
#

i'd buy it instantly. I literally have to bust out a calculator to line a bunch of walls up without seams. haha

harsh tiger
#

i'll dm you the asset link. i'm amazed i didn't think of different directions at the time of implementation haha. such a good idea

proper quiver
glass egret
#

can somebody convert a zbrush file for me

harsh tiger
loud knoll
#

I wouldnt put a delay node into a macro

#

break that into 2 macros and put the delay between them outside

grim ore
#

@proper quiver the modes button was added in .25, if you are using .24 it will be a panel on the left. You can also turn on legacy ui mode if using .25 to have the panel back

harsh tiger
#

interesting, didn't know a delay in a macro could cause issues

#

i think the for each loop might be causing me issues

loud knoll
#

well it is a value that you might tune so if I was creating a system like BP I would add the skip so you could NOT hide a delay inside it which might be some bug that takes time to find later is my guess

molten solstice
#

Hey! Does anyone know why when I place a geometry box brush I always have one side overlight compared to the other side?

harsh tiger
#

i see, i'll look into it further. thanks mate πŸ‘

loud knoll
#

@harsh tiger yeah it just a guess - might just be that it does work but I wouldn't want to debug that BP and or tune it later.

narrow mauve
#

Has anyone been able to try and get working Audio Playing in Niagara System? I am trying to play audio on a collision event..heh

heady zephyr
#

Hi there.. - I have what i think is a simple question.. is there a way of sending 2 camera outputs to 2 different monitor displays?

molten solstice
#

I think u can create a BP actor with ur collision and add sound

digital badger
#

Is the 4.26 branch production ready? If not, what's the difference between 4.25 and 4.25 plus

#

(posted in #cpp earlier by mistake)

#

It's meant more from film & media though

proper quiver
#

@grim ore ah thanks! Also, super cool, you're here I love all your HTF/WTF videos, saved me so much time, million thanks

#

I think I learned most of UE4 from your videos

loud knoll
#

@digital badger do a search for the change list from .25 to 26 it is very long and no it is not production ready until at least 1 point release after it is final.

heady zephyr
#

I am doing filming but that seems sooo complex for just 2 cameras 180 deg setup also its not clear IF i can for example use 2 monitors on the same machine instead of needing 2 machines.. sadly.

digital badger
#

@loud knoll I am looking at the productboard now for 4.26

#

Seems very large indeed!

neon wedge
#

I got a problem with the install it stops at 82%

crimson vapor
#

I got video working in unreal 4.25 however i cannot hear the sound

#

I am playing the video through an url

#

Any ideas why the sound is not playing

daring gazelle
fluid lance
#

idk where I should ask this so asking here: how would I go about assigning multiple physical materials on an auto-landscape material?
Context: I have a landscape auto-layer which combines multiple other layers based on slope and altitude. The problem is that I can only assign one physical material to the auto-layer. I have several workarounds in my mind (using some parameter collection index inside the material and switching based on it) but it would still fail, especially since in some cases, you have 25% mud 25% rock and 50% grass layered so yea...

dense gate
#

Inside your Survival Player character, the TempRifle object is invalid @daring gazelle

#

Dunno where that happens, I tend to rubber ducky until I find it

somber quail
#

so **end **snaps an actor to the floor. Is there a hotkey, or a plugin or marketplace asset that lets you snap in a different direction?
@mortal cedar There's a snap tool in the free for the month assets. You can also alt+middle click to temporarily move the pivot to your mouse and then hold down V while moving to vertex snap

daring gazelle
#

@dense gate its a variable so what would i need to do to make it work?

dense gate
#

Set TempRifle

#

Or add an IsValid check before you access it

daring gazelle
#

Where would I put the set temp

dense gate
#

That depends on your game mechanics

daring gazelle
frozen mortar
#

Hey guys, this is a dumb question but I forget what liscence I choose when downloading the unreal engine. Where can I find that information?

cosmic matrix
#

Hi,
Is all values of a tarray replicated or only changed values?

crimson vapor
#

While opening an asset I get this error.
CreateExport: Failed to load Outer for resource 'AssetImportData': MediaSoundWave /Game/ctalyst/Assets/FullScreenWidget/ctalystMainMediaPlayer_Sound.ctalystMainMediaPlayer_Sound
Any ideas on how to resolve it

scarlet birch
#

I enabled Edit Layers on a landscape and the brushes for landscape sculpting & painting are no longer visible in the viewport. I've been looking and haven't found a fix. If anyone knows what to do or where to start looking please ping me.

velvet loom
#

Ok, so I have been trying to enable landscape edit layers on a big landscape 128km x 128km so that when 4.26 comes out I can use the water on it but It will not let me and it just crashes But please tell me that I won't have to redo the entire landscape because I have almost finished it.

daring gazelle
#

I was wondering, if I finish a game and not publish it but still play it on my pc is that possible

#

And possibly send the game to friends, can you do that?

velvet loom
#

Yes you can you just have to package the game and send it to them

daring gazelle
#

@velvet loom thank you, you're a legend. What about mobile games is it easy to put them on to the app store?

velvet loom
#

Um... I don't know I haven't really been going into mobile games but you can look it up somewhere and there are a lot of good support just type in google "ue4 mobile game on app store tutorial"

scarlet birch
#

Easy is relative

daring gazelle
#

Thank you, I'm new to unreal and I'm following a tutorial for a survival game

#

@scarlet birch eh?

scarlet birch
#

It's dependent on your abilities and experience. I would say it is easy. If you've never worked with mobile it could be difficult for you.

daring gazelle
#

@scarlet birch ahh thank you, I've never actually put a game on a phone before. I did come from unity and had problems with sdk and stuff like that

scarlet birch
#

You'll have to setup the same things with UE

median hound
#

anyone use find look at rotation node and is it pretty solid?

daring gazelle
#

@scarlet birch hopefully its easier then unity though

scarlet birch
#

I'm not sure the process is all that different.

drowsy lynx
#

Hello people do you know any ressource regarding the polycount of LODs ? I'm looking for the numbers for different assets from leaves to large rocks.

quasi stump
#

does anyone know how I could make an individual object look like it is lagging, similar to how you take out key frames in an animation makes the animation look laggy, but for an object

narrow mauve
#

I am using a collision sphere and it's on component begin overlap..and it's somehow finding my character wayyyyyyyyyyyyyy out of its radius despite not even remotely close to overlapping it

#

any thoughts?

midnight gate
#

how to make sure ue4 saved to slot and is safe to close? is theres some node like check tasks complete?

crimson vapor
#

Can anyone help me with the mediaPlayer, i can play a video from an URL however cannot play the audio

#

any help would be much appreciated

midnight gate
#

@crimson vapor you need to play 2d sound at the same time

#

Have a movir file and wav file

#

Play em at the same time

crimson vapor
#

@midnight gate I am playing the video via an URL

#

not playing via an asset

kind dew
#

what's the best tutorial for creating modular skeletal meshes? Specifically Armor preferred tool is maya

scarlet birch
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In Maya you can just copy and paste the weighting for the most part. You might have to clean it up a bit afterwards.

mortal cedar
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where do you set the platform lod screen size? I cant find it in settings

exotic rune
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Hi, i got some issues with translucency depth in my project.
Here's what model looks like in maya:

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Is there any ways to increase translucency ray depth? Looks like at some point (angle) second glass mesh which stand beside the first one is ignored.

bleak raven
mortal cedar
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Does anyone know good solutions for version control that has a lot of space for assets? Github seems to have added a size limit for repos :(
Don't mind paying, but all the solutions I've found have had very small repo size limits, even when paying

wary wave
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you can always install a solution yourself on something like AWS