#ue4-general

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daring gazelle
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i thought that there would be a crosshair pack on epic for free

mortal cedar
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Kenney gochu fam ๐Ÿ˜‰

daring gazelle
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how do i get them on to unreal once downloaded pal

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nevermind think i figured it out

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but done something stupid though

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i accidently dragged files onto unreal so now im getting loads of errors appearing on screen

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i reckon they will go soon

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right its come up as a tile sheet so how do i select one reticle?

neon wedge
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Just spent 8 hours installing unreal. When I start it, it says it doesn't have the prerreqs llll

rich furnace
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is there a way to stream MJPEG in ue4?

daring gazelle
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Anyone help me please, when I play as a client one of the animations isn't working

rich furnace
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does the vlc media plugin in ue4 support m-jpeg?

eternal compass
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I'm trying to create a system to script dialogs using Blueprints. The way I'm going about this is by having essentially a couroutine-like BP, that would yield dialog entries and be able to resume execution. Is that possible? I'd assume it is using latent actions ๐Ÿค”

pulsar badge
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Is there away to get SVN to update to the lastest when you start the engine/project?
using subversion

sleek spear
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looks like i cannot access post process indirect lighting intensity from a blueprint. why is that?

scarlet birch
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Is there something to do with arrays in materials coming with 4.26?

daring gazelle
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@scarlet birch do you have experience with multilayer settings

scarlet birch
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idk. What do you mean?

daring gazelle
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when i play as offline its like this

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when i play as client the player wont bring the gun up

scarlet birch
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Oh, multiplayer?

daring gazelle
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sorry i missed the p haha

scarlet birch
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How much multiplayer stuff have you done?

daring gazelle
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not much at all to be honest ive just been changing stuff that has been on the tutorial im doing

scarlet birch
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Animation should be determined by state, if that's the case then the question is where is that set and is it set on both the server and the client

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If you haven't read it yet read through Cedric's compendium and the docs on the framework. multiplayer's not too bad if you break it all down carefully.

daring gazelle
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Its not set on my animation bp pal, need to add it but not sure what to add

scarlet birch
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How is it done?

daring gazelle
scarlet birch
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What is the purpose of the reference check and where is it set?

daring gazelle
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its in my blueprint animation and not too sure on the purpose

scarlet birch
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Try removing it

daring gazelle
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im new so i dont get most of it yet

scarlet birch
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You sure you want to start with multiplayer?

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It's much easier to learn this stuff first and then tackle multiplayer

daring gazelle
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no im not too fussed on that to be honest i can always change or add things at a later date couldnt i?

scarlet birch
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I'd recommend starting with the learning stuff on the Unreal site or in the launcher. Work through some projects until you have a better handle on the basics before trying to get multiplayer working.

daring gazelle
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I think that's what I've done sort of in a way, I started with a third person project and added a new level

scarlet birch
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Make some simple game completely and package it.

daring gazelle
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i wouldnt have an idea of what haha and this is my zoom in but has a delay on return

late verge
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turned the intensity up, threshold down, size up... still not seeing any flares

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if it matters, i have my exposure set to manual and my sunlight is at 1700 lux

scarlet birch
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@daring gazelle That's not good.

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I guess it gets it done, but I don't like it.

kind dew
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Hey Mike can you go into a bit more detail on the process for making "modular" meshes on the unreal skeleton like for armor, or even just point to a tutorial if you know one. A lot of the ones I'm finding are like 6 years old or hard to follow

daring gazelle
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@scarlet birch why what's wrong with it pal

scarlet birch
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Not really, you just rig it to the same skeleton. If you google it you'll find something on copying weights to another mesh with Maya

daring gazelle
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Apart from it doesn't work fully

scarlet birch
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It's jenky

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If you're going to use a timeline like that use a Lerp node and set the alpha .

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Then the curve in the timeline can control the rate of change

daring gazelle
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What instead of timeline?

scarlet birch
dense knoll
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any idea how to fix the engine lagging

scarlet birch
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If the timeline works for you, go with it. I'd simplify it though by just using a lerp node.

daring gazelle
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But what should I attach it to and what should I get rid of

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And would it be a leap vector

scarlet birch
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Set the timeline with a key value of 0,0 and 1,1 use the output from the timeline as the alpha in a lerp node that moves between the FOVs

dense knoll
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Any idea how to fix a game slowing down when the FPS drops?

scarlet birch
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If you want to adjust the rate of change add some inbetween keys and adjust the curve

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To adjust how long the change takes change the playrate of the timeline

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Playrate = 1/seconds to change (I think)

daring gazelle
scarlet birch
proven shuttle
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f5

late verge
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reposting for visibility: anyone able to help explain why my lens flares aren't working? i have the intensity set to max and threshold set to the minimum and there are still no lens flares.

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i don't think this is an issue with my level's lighting, but i could be wrong?

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even a point light directly next to the camera isn't producing any lens flares

daring gazelle
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@scarlet birch cheers pal, was you giving me that link to find the aim blueprint or just so I can learn other things

scarlet birch
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I'd go through a bunch of the stuff there. I do.

frosty minnow
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Can Lightmass work with Incredibuild? Could not find any information on the internet...

dense knoll
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any idea how to fix engine slowdowns and game slowdowns? My Speca re Intel i5 3.4Ghz an AMD 560 GB a 2TB Samsung SSD and 16gb ram

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just loading this drops my frames to 18, im trying to get it at a capped 30 FPS because anything above 30 FPS speeds the game up

daring gazelle
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@scarlet birch would it be a good idea to do one of the tutorials on there?

scarlet birch
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It'd be a good idea to do a lot of them.

daring gazelle
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@scarlet birch there's a detective office one that I want to try have you seen it before

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@scarlet birch which one would you recommend?

median hound
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is vector length all axis combined? or what

daring gazelle
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What are fovs

median hound
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field of views

daring gazelle
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thank ypu

plush yew
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I just started blender and I opened up a skeletal mesh fbx file in blender and turned x-ray on

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It looks like this but I want it to look like this

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I think it is because I used the skeletal mesh from an animation pack on the marketplace instead of the default character, but I'm not sure

median hound
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the bones or the orange shit?

plush yew
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orange shit

median hound
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yeah

plush yew
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the little graph thingys

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because in the video the guy could scale the little graph things up

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but there is no graph things for me

median hound
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i would ask blender chat

plush yew
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cri7 where blender chat

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u know what

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i gonna test it out with the default one

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see if it works

light thunder
plush yew
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BigBrain finally using my brain

light thunder
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but yes, try the default skeleton, learn about retargeting different skeletons

plush yew
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yea i learned about retargeting yesterday

daring gazelle
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@scarlet birch still awake pal?

plush yew
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@plush yew That's a rule in a lot of servers now.

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oh wow

daring gazelle
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@light thunder yo man how's it going

plush yew
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@daring gazelle Hello Raiden?

daring gazelle
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Hi player

plush yew
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Meeting new people everyday!

daring gazelle
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Best thing to do

plush yew
daring gazelle
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@scarlet birch I've got the aiming right now I just can't move now haha

plush yew
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Animations set up right or script problem?

daring gazelle
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Animations fine its just the bp is bad

plush yew
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Ah Okay.

daring gazelle
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I could chuck my computer out the window right now

plush yew
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i haven't done a single line of cpp in the game im tryna make

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do people usually make the base player or something in blueprint and the actual player in cpp?

daring gazelle
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You asking me pepo

plush yew
daring gazelle
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why do i keep looking 30 miles away with this

kind dew
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when my friend imports his fbx everything works fine, when he sends it to me and I download and import it, I don't get the texture, and the skeleton is all fucked up. Any ideas?

dark stag
scarlet birch
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Maybe try a tga

dark stag
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yeah, might do.

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maybe she no like png

scarlet birch
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give me a sec there's a particular format that works better

dark stag
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ah

kind dew
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When my friend imports the same mesh everything is fine for him

scarlet birch
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Idk, I know I had to use TGAs when using alpha but i forget which setting

dark stag
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i can work it out, ill make TGA instead

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@kind dew problemns in your FBX

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did you do the fbx in c4d?

scarlet birch
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32 bits

dark stag
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coz theres this weird thing where you have to put the texture selection tags "after" the texture... other order fucks it up

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also, embed textures in the fbx if you havent done so

kind dew
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@dark stag so why does it work when my friend imports it?

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he made the model, and rigged it, tested it on his unreal, it worked, so he sent it to me

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and that

dark stag
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if you open the fbx in your modelling software do the textures show up?

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he probably has the textures locally

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and didnt embed em

kind dew
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Ahhhh that makes sense

dark stag
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if he did the model and got it in UE, just best he sends you ueassets

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btu yeh

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either works

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else he'll have to embed the textures during the FBX export on his end

kind dew
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and the texture thing would make the entire mesh warp when an animation is playgin?

dark stag
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no

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unless it was a crazy vert shader in a mat or something dumb?

kind dew
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cause i'm less worried about the texture as i am the dwarf turning into slenderman

dark stag
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i think youre linking a bad skeletal actor to that

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or a different one

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i should you meant textures

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didnt get that far

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oh yeah... those are the mannqeuin ones

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you need to retarget

eternal compass
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I keep repeating this pattern a lot - is there a way to make it into a macro with an anonymous event?

kind dew
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@dark stag does he have to embed the rig on export too or something?

viral gorge
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can anyone tell me how to restart the game when the player falls of the map

regal mulch
split sierra
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Hey everyone can anyone explain me what is event graph why do they use it?

median hound
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huh

daring gazelle
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Ffs this tutorial man, followed him down to a tee and it buggered my game up and I can't fire now

austere scroll
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Im trying to make a flip coin action , and when i press the HUD button the animation triggers on the blueprint of the coin , now i figuered that out but it says that i have to put something in the object input , what kind of things are put in there ? DOCS DONT MENTION IT

austere scroll
split sierra
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So I need to do that after blueprints or before blueprints?

median hound
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i just get actor of class

austere scroll
austere scroll
median hound
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grab the object and type in "get actor of class"

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in the actor class that would be "coin" return value is object then connect it so its gets actor of class then casts

median hound
austere scroll
median hound
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sus

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right click open space and do get all actors of class

austere scroll
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ohhh thats what u mean

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it doesnt work im gonna jump out the window

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i dont understand

median hound
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tf u mean

austere scroll
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it doesnt work'

median hound
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how

austere scroll
median hound
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where are you

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no

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out actors type get

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then that blue circle of get is object

austere scroll
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FINALLY

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THANK YO]u

summer turret
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is calling a function 60 times per second better than calling it on tick?

wary wave
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No.

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Your tick rate might be better than 60Hz but you're not gaining anything by avoiding tick since you'll be calling the function most ticks anyway.

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You'd also have to manage Delta time manually, which is kinda silly

astral marsh
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Guys i have no clue but sometimes, my animation doesn't work when there is lower FPS(<45) ingame but when there is higher fps (>50) the animation then works how tf do i fix this ?

stable ore
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Anyone know some good places to find people to work on collab projects. Im trying to build my portfolio and just want a project to work on other people with.

fallen marten
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Can anyone tell me why player state doesnt have Name as a variable anymore in 4.25? And how was it set? I need it for some stuff to do with scoring which is now broken after upgrading from 4.21

regal mulch
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GetPlayerName should still be there

stuck scarab
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Short logic question. This is a Projectile that on hit destroys itself and applies damage.
Now, If I destroy the projectile before I apply the point damage, which likes to have a location from the projectile. Is it still able to get the location because its so fast that it gets the info before the projectile gets destroyed?
I mean it seams to work, but I wonder why ๐Ÿ˜„

fallen marten
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sweet thanks man - didnt know about that helper function, it used to be a single name variable

orchid helm
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Do people still work on the UE3 Engine by chance?

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As in developers, I know UE4 is mostly used but are there people out there, that continue to work on UE3 based video games to further develop?

fallen marten
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@astral marsh thats an unusual probem, perhaps check your anim graph while the game is running and force a frame drop to see what happens in the graph

stuck scarab
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mh, mortal kombat 11 was made in ue3 I believe

astral marsh
orchid helm
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Cheers Sven, Now I just need to find someone who has Multiplayer Coding experience to help me out ๐Ÿ™‚

long gyro
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Guys, Do you know if, when I activated the shader complexity view mode, it is constant across all device? or is it scaled based on time it take to render the shader?

jaunty cedar
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I have this one BP which calls SetActorLocation every frame using a timeline, and whenever that timeline is running it tanks my frames from 50 to 30 when I do in viewport playing. Is SetActorLocation really that expensive? If I nativize this, will it improve performance enough or should I just move this whole function to C++?

long gyro
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Guys, Do you know if, when I activated the shader complexity view mode, it is constant across all device? or is it scaled based on time it take to render the shader?

loud knoll
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it is highlighting every frame that is drawn it isn't scaling anything just shows you the over head of everything being drawn

long gyro
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it just want to understand what it means by "bad", because if I use a rtx grafic card over a potato pc, it would change, right?! So it's more of an indicator to guide you than an actual precise stat?!

loud knoll
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you can take the best video card that money can buy and stack a bunch of transparent materials in front of each other like trees and get it to turn white along with particles emitters same thing. It is showing you how much "work" the GPU needs to do render that part of the frame.

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If you are doing a game the first decision you should make is what hardware is going to run the game all decisions about what is going to be the game is based on what the hardware can do, unless it is a very simple game where you know it will run on any hardware even with everything running.

tidal yoke
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Does any know if it is possible to capture & stream video & audio in-game? I want players to not only record but stream it to a server. I am technical enough to set up the server side, but I haven't found any UE built-in tools or plugins that allow for this.

I've only seen a Unity plugin that does this. https://assetstore.unity.com/packages/templates/packs/fmetp-stream-143080

Use FMETP STREAM from Frozen Mist to elevate your next project. Find this & more Packs and templates on the Unity Asset Store.

grim juniper
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Why does a curve need to be a whole separate asset rather than another variable type?

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Like there's struct types for curves, but they're not an actual curve themselves, right?

wet berry
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Can anyone recommend a comprehensive tutorial for sequencer?

grim juniper
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I need an instance editable curve, but to do that I apparently need to create a separate asset for every single curve I need rather than just having it be another variable contained in the blueprint

dense knoll
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Any idea how to fix engine lag? im trying to get my game to cruise at a steady 30 fps, anything above speeds the game up and makes it unplayable

honest vale
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properly programmed game should not speed up if you go above 30

rough knoll
tardy sapphire
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Hey guys, did anyone else do a VR flight experience using a spline? For some reason the movement is jerky when changing direction, I cannot get a smooth spline out there.. anyone else have the same problem?

dense knoll
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The graphics are really badly lagging my game, the FPS issue i fixed, but its still not cruising at 30, its droping to 9 at some points

spare sun
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try profiling

dense knoll
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ok

gilded needle
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Been going through the Online Learning classes and I am impressed. It reminds me alot of the Salesforce Trailhead site. Kudos to the Learning team at Epic.

plush yew
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Hi there everybody! How are you all?! So, I've kinda just find out that I can't submit my game to Unreal Mega Jam just because I'm from Brazil. Can anyone tell me a good reason for that?

wary wave
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your local laws prevent it

merry canopy
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are there actually some free off-road cars that I can use instead of the standard blue car that comes with the preset?
I have kinda like an off-road track and would like to play a bit around with an off-road car ๐Ÿ˜„

solemn wraith
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is there a way to dump console commands from an .exe?

next badger
polar crest
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Hello, i am still new to UE4 so I try to make some basic functions in blueprints. I added a box that gives experience to the player and I would love to set it max (for example 100 points) but my print still says that experience is growing (probably no limit). here is 2 photos of charactercontroller and item in a place that gives to the player some experience

exotic thicket
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I'm a bit confused about that first picture

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You increase Experience by 0.05, then you compare if Experience >= Experience, then you set Experience to Experience?

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Huh?

covert hedge
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you have an infinite loop mate

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you set the boolean only once, so it will only evaluate to true

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and then you'll be stuck in the loop

exotic thicket
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it looks it's designed to work with the overlap so that part of it is correct

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note it gets set to false when overlap ends

covert hedge
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ye, except end overlap is only fired when the char leaves the collision

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so if he stays inside, the boolean stays true

exotic thicket
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sounded like that's what he wanted, the problem was just that the exp function keeps increasing it because that one doesn't work :)

covert hedge
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Idk he says "experience is still growing", so i assume he wants the infinite xp loop to be gone but i might have misunderstood

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maybe he just wants a "have i already given enough xp" branch or something FeelsDankMan

wary wave
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delays are satan and should never be used this way

polar crest
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it is what is zomg said

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i don't want that the exp still keeps, i want to stop it when my exp is 100. and sorry for my bad english

polar crest
wary wave
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because people write weird code that causes unexpected behaviour when they use them

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I would consider the above to be an example of weird code with unexpected behaviour

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in fact I can see one problem with it off the bat - that function will be triggered any time a third person character overlaps the box

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it doesn't matter which character it is

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also you're maintaining a reference inside the original function throughout the delay, which is really, really dodgy

polar crest
wary wave
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no problem

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I would advise using timers, and storing each charatcer that has overlapped in an array

polar crest
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in fact i realized that i made some weird in blueprint here

wary wave
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each time the timer loops, append the XP to the characters in the array, and when they cease to overlap, remove them from the array

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you can stop the timer using it's handle when the array becomes empty

uncut forum
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hello,
how do I setup camera pixel resolution in order to render an image file of my scene? Thank you

lament barn
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Why is my scene so jank compared to the bottom one?

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everything is default, I followed step by step of the guy dragging skylight and etc into a new level

uncut forum
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did you build lighting?

lament barn
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He set it to movable

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he didn't build it either

uncut forum
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I saw nice things in my scene only when I built light for the first time

lament barn
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Hm, I guess I'll give that a shot

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Dont see why he didn't have to

uncut forum
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be careful to follow videos, sometimes they jump parts

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but I'm not a super user in unreal, so I'm only guessing

lament barn
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I understand, though it's an uncut video

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thank you

gilded needle
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I want to say I watched the same video and he had setup fully dynamic lighting. I could be wrong there, but reading this that popped into my head.

wary wave
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he has a skylight

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the first image appears to be missing it

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hence no ambient lighting in the shadows

plush yew
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Welp, I came crawling back to UE4 again

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Unity is such a pain to deal with

scarlet birch
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Is there a way to search for any BP that is using a particular function from a BP library?

grim ore
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do a blueprint find for that function name?

plush yew
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What is the best Unreal Engine version?

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I know in one version they changed the layout used to make landscapes so thats why i dont like the newer versions

exotic thicket
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@scarlet birch have you tried right clicking function -> Find References?

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it'll search the current BP for it first, but if you click on the binocular icon it should do a global search

scarlet birch
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ah, thanks forgot that was there

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Forgot you could click the binocular

plush yew
exotic thicket
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Structs can't be cast since structs don't have inheritance

plush yew
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.<

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damn

grim ore
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what is the name of your game mode class?

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because your asking for your game mode as "Game Mode" but I dont think thats the name of your custom game mode

plush yew
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i dont have class i guess

grim ore
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it certainly has to have a class

exotic thicket
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looks like it's TopDownGameMode

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try casting to that - my bad I misunderstood your question :)

plush yew
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i think it works

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:3

open wadi
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Question: Is it possible to click on a text block that takes user input and set it so upon click, all text within the text block is erased? The only two events I see associated with a text block are "OnTextChanged" and "OnTextCommitted"

exotic thicket
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You could probably put it inside a button and just make the button not look like a button

open wadi
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haha, hey bro.

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Well, that's an interesting idea.

mortal gate
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hello im having some problems with my animations ,i made my blend space put in blueprint animation made the event graph but then the character just made the walk animation ,i tried a lot of ways but he just does 1 animation ,somebody having the same problem and can help me ?

grim ore
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welp #animation might help but without any actual code or idea what you did no one can really help

median hound
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do we need more vector math vids

olive lynx
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hey guys you cant develop on a preview version of unreal right? I really wanna use the volumetric clouds system in a project but it should only be used as a preview right?

digital anchor
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its fine if you keep in mind that at any point it can just stop working, so have source control

barren flume
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Is there a way I can take an image in ue4 at a set resolution instead of the high res multiplier?

rotund scroll
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set the viewport size to be what you want the resolution to be

barren flume
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How would I go about doing that

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through cmd line

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also having issues with spotlights on my character no matter what radius or intensity i set it always does this on all characters

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when I set lighting to unlit it looks fine

rocky radish
#

#graphics for lighting and material related issues

scarlet birch
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If anyone else was interested in learning more about the variant manager they're doing a stream on it now.

plush yew
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How to know if my hierarchical instance is overlapping with anothing hierarchical instance?

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I have been trying to solve this now for hours but i absolutely cant get anything working.

foggy verge
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Hey folks

gentle trout
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Anyone can help me?

median hound
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ofc helps

crimson vapor
#

Anyone knows how to add a media sound component to a widget

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?

glacial pecan
#

Either my 2016 Mac Pro is going bad, or Unreal on MacOS is a disaster ๐Ÿ˜ฆ

plush yew
#

How would you guys make a house in UE4?

plush yew
median hound
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is their any other way to get ai to run away instead of doing math n vector stuffg kinda hard ngl

merry gazelle
#

I have a datatable of categories and I want to assign a random color per cat. I know of some workarounds such as adding colors into the datatable. I was however wondering if it's feasible to use the category text itself as a seed(or vector) to randomise the color per cat

e.g. categoryabc = R35G72B122 and categoryxyz = R211G11B34

zenith drum
#

Hi, Im working on a game, where i want to get access of crash log inside unreal to use it further, Anyone how its done?

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thank you in advance !!!!

light vigil
#

Hi everyone, whenever I make a change to a material parent the child does not automatically apply the changes from the parent - I have to go to every single child instance and click the yellow arrow to reset to default - how can I have it accept parent values by default unless I've manually overriden the value?

scarlet birch
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@light vigil Maybe use a material parameter collection?

light vigil
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I'm not setting the values in blueprint, just from the material instance asset - would a collection still work like that?

pseudo saffron
#

would anybody be able to do a call at sum point to try and help me with some problems I'm having in a unreal project? my workflow has been at a halt for sum time now, so i could really use a hand...doesn't have to be right this second, and thanks in advance.

glass adder
#

I am trying to get a video from an android camera through a media player. It works in Windows, but not on the phone. Can someone help me ???

kindred dagger
#

Does anyone know which of these yields the best performance for a game?

  1. Making structures of a map (like walls to a house) out of BSP
  2. Making structures of a map in Blender then importing the models
  3. Modelling the entire house in Blender then importing finished result
eternal compass
#

@kindred dagger BSP is VERY expensive and shouldnโ€™t make it into the finished game

#

2/3 are very dependent on the level itself. You should aim to not duplicate geometry that repeats, since that reduces your options for GPU instancing ๐Ÿ™‚

#

So 2) has more draw calls BUT more potential for optimization, 3) has more less draw calls but is less flexible

kindred dagger
#

@eternal compass tysm ! I'm working on a personal project horror game to learn Blender and Unreal better. I want to make a house so I'm currently modeling my own modular home kit. There will be multiple houses / levels so I'm thinking I have to pick 2 as better work flow in exchange for the GPU tradeoff

eternal compass
#

Generally youโ€™ll want to use BSP to prototype the level, since it allows for REALLY fast iteration and gameplay tuning

#

You should also think about collisions. You can model those separately and export them from Blender by naming the collision mesh UBX_... / UCX_... / etc. and it will automatically assign them as the collision mesh

kindred dagger
#

I remember I tried to model a whole house structure in blender not too long ago as one FBX and man the collision did NOT go well

eternal compass
#

Yeah

#

Generally you have a tradeoff to make between higher number of actors (worse) with more options for instancing (good) vs. more complex meshes (less actors) with less options for instancing

#

As long as you keep your blend files tidy, you should be able to always rework things, so donโ€™t sweat optimization too prematurely ๐Ÿ™‚

kindred dagger
#

@eternal compass I appreciate the tip. I'm a one-man-army right now so I'm juggling multiple different responsibilities and am having a hard time deciding which order to prioritize them in. Currently I'm just making the base structures & objects with simple models that have some details but not a whole lot with the intention of coming back and redoing them or tweaking them

eternal compass
#

I find it best to not sweat details too soon, since you're then prone to locking yourself into something sub-optimal

#

Best advice I can give is to not underestimate sound, it often does more for ambiance than visuals do ๐Ÿ™‚ Especially for a horror game

kindred dagger
#

I'm going in it and I'm trying not to end up having the map be centric on darkness. I want there to be adequate light in many parts of the game, and I don't want a soundpack that drowns the users perception because the game is meant to be an adaptive AI predator. The details really won't be a huge deal in terms of map design but I'm so nitpicky ๐Ÿ˜‚

sharp yew
#

Just asked a question in blueprints, regarding how to control a pawn using physics, any help would be appreciated

#

Also, glad to discover this place! ๐Ÿ˜„

midnight bolt
#

does anyone know a plugin that would allow me to remove material and mesh it's using directly within UE4? currently i have to export to blender, remove the material, reimport the mesh, and then I have the X button to eliminate the material slot

#

so like if i have wooden crate, with 1 wood material and 2 snow cover, how can i remove one material?

crimson vapor
#

I am playing a video full screen and pausing the game. I am using add media sound component to add sound. The problem I am having is it plays the video sound if the game is unpaused and does not play the sound if the game is paused. I want the game to be paused and as well to play the video sound.

#

Any help would be appreciated

#

thanks

gusty dune
#

Hello all, can an entire animation blueprint be retargeted?

thin tendon
#

How to make a Umg border only draw the outline of the square and not the inside?

kind dew
#

any idea why thisis happening when i play an animation?

plush yew
#

For further context on what Green just posted I rigged that model with blender addon autorig pro v2, it worked fine in my unreal engine. But when I transferred file to Green it got all wonky.

sharp yew
lament star
#

Do we have a release date for 4.26?

plush yew
#

hi anyone want to help me with my unreal project?

crimson vapor
#

I have a sound component i have enabled the is UIsound, still the sound does not play when the video is paused

#

anyone has an idea?

full leaf
#

I am getting this strange bug where my character teleports when I press the jump button. I am using the Thridperson blueprint from the starter content. The only component that I tinkered is the landscape he is walking on. Has anyone encountered this and know the cause?

earnest hearth
#

Hello! here's something i've worked on for a museum loop. a loooot of work but i just wanna say how much unreal tech helped me out. so, keep up the awesome work! https://youtu.be/FYCNK7fzSck

an animation i did for a museum of city of Varaลพdin, a lot of work, UE4, works best with Sigur Rรณs, i'm no sound guy :) nonprofit of course. this was a huge undertaking by lots of people since the discovery of a woolly rhino skeleton in the 80's. i still want to work on it, possibly in VR. making it interactive is a different experience, just s...

โ–ถ Play video
rich furnace
#

Hey guys, wall of text and dev sadness. I cannot continue my journey with Unreal with the remaining resources I have left as a lone indie dev. I originally got into UE4 back in August thinking it would be a fast and quick way to produce 3d games provided to be quite a battle. I think I am not alone in highlighting the critical shortcomings when it comes to indie dev friendly experience especially with C++. Hopefully I can get refund on marketplace purchases. Many many of them are buggy as hell and will not even let me produce packages. I don't know anymore because I have dozens enabled and often it is impossible to get the support I need on time.

Not happy as I invested a lot of time into UE4 but its just far too much to handle although there are those that do. I enjoyed talking to y'all and getting help from people like Matthew Wadstein and his youtube channels.

Fingers crossed EPIC can refund me I spent close to $1k on UE4 marketplace items and other tools ๐Ÿ˜ฆ ๐Ÿ˜ฉ

My feedbacks:
UE4 is an excellent and powerful tool but for indie devs it can be challenging (of course depends on your project).

  1. Blueprint is awesome but C++ is needed at some point. C++ is hard. If you can just use BP then its great.
  2. Many marketplace items have poor support and getting refund is tough. Customers and studios should always have the right to refund first.
  3. C++ documentation, tutorials need major improvement (I took gamedev.tv's UE4 C++ multiplayer course and could not continue due to gaps)

A killer app would be cleaning up the marketplace quality and a Script only replacement for C++ that is a bit slower than C++ but good enough for majority cases. Ability to switch between Blueprint and Generated Code would be the golden ticket.

One last criticms of Blueprint would be is that it feels redundant when doing basic if, switches, loops with variables sticking out. I think the new UI update where it includes those varaibles inside the 'box' is key.

Hope this helps EPIC team

earnest junco
#

B y e

midnight bolt
eternal compass
#

What's a good way to do branching dialogue logic in UE? I've cobbled something together using behavior trees, but it's kind of lacking in that the tree is required to be an actual acyclic graph, as opposed to most branching dialogues ๐Ÿ˜…

#

I'd love to just use Blueprints to do it, yielding the appropriate dialogue line with some kind of latent node ๐Ÿค”

soft tree
#

I'm trying to build a dark game.
How can I get dark lighting when playing, and bright lighting when developing?

#

turning off in game settings and using this feature helps indorrs, but the outdoors being a different lighting is pure white

plush yew
#

I'd assume you can use Lit/Unlit mode on the top.

soft tree
#

when set to unlit

warped tangle
#

have a postprocess volume specifically for devloping, and make sure you delete/de-select infinite bounds before shipping. That PP volume can have adjustments to make it brighter

#

alternatively have lighting layers, one dark one light, and use the light one when doing layout

#

another option, turn up the skylight intensity temporarily

#

@soft tree

median hound
#

when will c++ be needed in ue4

soft tree
#

Thanks @warped tangle
Let me start with a dev lighting post proces vol, and I'll move down the list if it doesn't work for me

quasi stump
#

im making a multiplayer game and new to networking, if I put critical code inside a server only spot will that server only code still run even if the player is in a singleplayer mode offline no server connection? again idk much about networking

vestal goblet
#

what could be causing a widget to only show on simulating play rather than starting playmode within the viewport?

open wadi
#

Can someone please explain to me the difference between a multi-line text box (that allows user input) and a multi-line editable text box?

#

Does the latter mean the user can somehow edit the text box itself, not just the contents?

#

Since both allow for the user to edit the text within.

#

@vestal goblet If you're referring to general unreal behaviors that only occur on full simulation, I've experienced that a ton myself, I now only preview with proper full standalone simulation, been like that for a long time.

#

I never simulate non-standalone because I regularly experience unusual behavior

vestal goblet
#

whenever i run the simulation though i get locked out of actual control

#

whilst in general play mode the controls act fine

open wadi
#

Does it work when you simulate standalone?

vestal goblet
#

is there a difference between that and the built in "simulate" option?

open wadi
#

Yes, that's my point.

#

I only simulate standalone, because I've noticed for a long time that certain components wouldn't work as expected using normal "simulation"

vestal goblet
#

standalone is when it opens in its own window correct?

open wadi
#

Just always use standalone simulation.

#

Yes, exactly.

vestal goblet
#

i'll try that now and get back to you

open wadi
#

It's an option on the "Play" dropdown, standalone simulation, it appears in its own window.

vestal goblet
#

standalone game i assume?

open wadi
#

Also note, if you're tailing the logs like you should be, the logs will create the filename NameOfProject_2.log

#

For the standalone simulation

#

Yes, standalone game.

#

Just use that at all times.

#

It's more accurate anyway.

vestal goblet
#

the main menu widget doesn't show up there at all

#

similar to my natural play state

open wadi
#

Are you stream-loading levels?

#

Or do you have multiple levels?

#

In your project?

vestal goblet
#

its just one level, the main menu widget is supposed to appear over the top

open wadi
#

Well, double-click your lone level to make sure it's loaded prior to simulating, and if it's not working in standalone simulation, then something's wrong with your code.

#

For example, I have a main "primary persistent" level and then I stream load various levels throughout my project, and if I accidentally have another level loaded (due to, for example, editing the level blueprint), and I simulate, it'll start from that level and things will be broken.

vestal goblet
#

i followed the tutorial i'm using and double checked everything twice, when he runs it it works fine, but for me it doesn't

open wadi
#

Well, not sure what to tell you, there are an infinite number of variables in your description.

#

But if you have your lone level loaded, and you're using standalone simulation, that's the game.

vestal goblet
#

yeah, thats a fair point

#

just trying to figure out what happened

open wadi
#

So something is wrong, perhaps with your project settings, who knows.

#

Check your logs.

#

Are you on windows?

vestal goblet
#

yeah

#

the only error i get is something returning null during a show mouse curser

open wadi
#

Ok, so open powershell, navigate to your project root directory, then within the root directory go to the Saved subdirectory, then the Logs subdirectory, then, if using Standalone simulation as recommended, type Get-Content NameOfProject_2.log -Wait

#

where NameOfProject is the name of your project

vestal goblet
open wadi
#

That will "tail" your logs akin to *nix so you can monitor them in real-time.

#

Look in the logs for errors - Unreal reporting it can't open an asset, it can't do this, it can't do that, so forth.

vestal goblet
#

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsPinball_Player_Controller_1". Blueprint: PinballGamemode Function: Execute Ubergraph Pinball Gamemode Graph: EventGraph Node: Set bShowMouseCursor
this is the only error it gives me

open wadi
#

So a cast is failing it looks like

#

Related to a boolean "show mouse cursor"

#

In Unreal, to edit properties (such as variables) of other widgets (than the one currently in), actors, etc, you have to "cast" to them.

vestal goblet
#

theres another of the same nodes, in the same context that is reading fine though

open wadi
#

Is that boolean part of that game mode?

#

Is that a variable within that GM?

vestal goblet
#

i don't have any boolean variables at all

open wadi
#

ShowMouseCursor is a boolean

#

That's why it has that check box there

#

It can either be true or false.

#

And the naming convention with Unreal for booleans is to start with a lower-case b, which is how I knew from your logs it was a boolean.

vestal goblet
open wadi
#

So...

#

one of those casts is failing is what your logs say

vestal goblet
#

what could be causing one to fail but not the other?

open wadi
#

Probably the lower one, which would make sense why you're not seeing the menu

#

Since that's the "create main menu" functionality

vestal goblet
#

they're both cut and pastes of the same code with only the widget being called upon changed

#

and obviously the main menu having remove all widgets at the front

open wadi
#

Yes, I don't see anything wrong offhand, but your logs say it's failing

#

Hmmm

vestal goblet
#

i've rewatched the tutorial video for the main menu section and everything lines up with what they did, granted they did it in 4.14 versus 4.21, but that couldn't have changed too much. i don't think anyway

open wadi
#

So one way you can check all these, is using the "print string" node. You can use print string all over the place to confirm that an execution chain hits the points you expect it to. So for example, you can prove if things are or aren't working by slamming a print string node after say, the create main menu widget, then another after the add to viewport, then another after the "set" node for the show mouse cursor boolean

#

By default, print string has a timeout of 2 seconds, change it to 20, and change the color to red to make it easier to read.

#

So you can see where exactly in the execution chain something fails by whether or not a given piece of output is printed to the screen.

#

So for example, I might put a print string node after the create main menu widget with the text "Checkpoint 01 - After Create Main Menu widget", timeout set to 20, color set to red

#

Then another after the "add to viewport" node with the text "Checkpoint 02 - After add to viewport call", timeout set to 20, color set to red

#

And then finally, after the "set" node with the text "Checkpoint 03 - after set bShowMouseCursor", timeout 20, color red.

vestal goblet
#

after doing that it seem that the full code is able to run fine

open wadi
#

Also, can you show the event graph of the PinballPlayerController?

#

Do what? You added the print strings and all checkpoints are hit?

vestal goblet
#

yeah

open wadi
#

Do your logs still show that error?

vestal goblet
#

yeah

open wadi
#

lol, well that's odd.

vestal goblet
#

i'll try it again for the high score widget since i think that's where the error is actually coming from

open wadi
#

Sure, use print string all over the place until you've isolated the failure.

vestal goblet
open wadi
#

But your casts look identical, so it's odd that one would fail and the other wouldn't, so while your logs are saying there's an error setting that boolean, I'd also check the Main Menu widget since that'

#

Ok, I looked at that, but you're saying the issue is that your main menu isn't appearing, correct?

#

Is the other behavior as expected?

vestal goblet
#

yes

open wadi
#

Let's see the main menu widget

vestal goblet
#

and when the main menu does show (specifically in the simulate play option) my actual gameplay functions don't work

open wadi
#

Wait, your main menu does show?

#

In which type of simulation?

vestal goblet
#

the one simply labeled "simulate"

#

alt+s hotkey

open wadi
#

So simulate standalone doesn't show the main menu, but standard simulate does?

vestal goblet
#

yes

open wadi
#

I wonder if your project defaults aren't set up correctly

vestal goblet
#

the project settings you mean?

open wadi
#

Settings > Project Settings > Maps and Modes

#

Game Default Map

#

Also default GM, if your instructions tell you to set one

vestal goblet
open wadi
#

Simulate Standalone has ALWAYS been the most accurate option as far as I've ever seen

#

Is "Entry" the correct setting for this project?

#

For the game default map?

vestal goblet
#

not sure what that "entry" means since i only have one level made

#

its not even part of the dropdown

open wadi
#

So your lone level is "test level"

#

That you created

vestal goblet
#

yes

open wadi
#

Correct?

#

Can you change the game default to test level?

#

It autosaves once you change it

vestal goblet
#

done, should i try standalone simulation again?

open wadi
#

Yes

#

Always use standalone

#

If it doesn't work in standalone something is broken

vestal goblet
#

still no main menu, and this weird blank ball in the middle of the level which i didn't put there

open wadi
#

lol

#

How is the main menu being called?

#

I wouldn't be surprised if your class defaults are incorrect to for your level, if you're creating custom game modes

vestal goblet
#

Event BeginPlay runs straight into the create main menu function i showed u earlier

#

and the "play button" on the main menu runs a custom function called "reset game"

open wadi
#

Well, in the screenshot you pasted earlier. what I see is the event begin play of your player controller calling the functions "detect flippers", "detect plunger", then "create player HUD"

vestal goblet
#

yeah?

open wadi
#

That's what it says

#

So we have to trace the execution path

vestal goblet
#

the main menu widget is in the gamemode not the player controller, sorry for not specifying

open wadi
#

The only other screenshot so far is of the event graph of your custom game mode that has two custom events: "Create High Score List" and "Create Main Menu", and who knows where the "Create Main Menu" custom event is being called

#

Right, so that screenshot is the event graph of your game mode with a custom event, "ResetGame"

#

I mean to be frank, this is a pretty complex project to start with

#

If you're new to Unreal

vestal goblet
#

this is the first game i've actually made, before this was just an arcvis project

open wadi
#

Right, well you're doing a good job, it's just, this is like going from zero to hero in terms of tracing execution path

vestal goblet
open wadi
#

Ok I see, so on the begin play of your game mode, it's calling the function "Create Main Menu"

#

Can I see that function?

vestal goblet
#

sorry about all the weird cropping, i run two monitors and the only way i know how to ss is windows prnt scrn which copies both screens

open wadi
#

No, you're fine, I blame the tutorial, not you.

vestal goblet
#

create main menu is actually the bottom function in that same event graph

open wadi
#

Remind me - is your project's Settings > Maps & Modes > Game Mode set to this custom Game Mode you've created?

vestal goblet
#

PinballGameMode yes

open wadi
#

Oh I see, it's not a function, it's a custom event

#

Yes hang on, let me look at this

vestal goblet
#

the tutorial i'm using was actually recommended to me by someone in this discord, supposedly it's a really good starting point

open wadi
#

lol, well alright, it would have confused the shit out of me at the beginning but to each their own

#

Why not dive right in

vestal goblet
#

i had literally no idea where to start, this is what i was recommended, here i am now lmao

median hound
#

is their a print hotkey? i assume its very commonly used for debugging

vestal goblet
#

its crazy to me how something as simple as pinball is so dang complicated in terms of development

bitter orchid
#

Chloro

#

Use Windows Key + Shift + S for screenshots

vestal goblet
#

will that only copy my active window?

bitter orchid
#

You can select what you want to screenshot

open wadi
#

So I can think of two possible scenarios:

  1. The class defaults of your level don't have you using this gamemode, or you have a world-setting game mode override set, or for whatever other reason your game mode is not executing, which is causing the event begin play to not execute, thus not calling your create main menu custom event
  2. Perhaps something is wrong with your create main menu widget itself
#

I use the windows snipping tool myself

gilded plinth
#

hey all silly basic question. UE4 docs say Exponential height fog can be controlled locally or globally in its detail controls. But where is that switch?

open wadi
#

re: screenshots

bitter orchid
#

Then you can just ctrl v to chat

gilded plinth
vestal goblet
open wadi
#

lol, yes, it just calls the "reset game" custom event back within your gamemode

vestal goblet
#

yeah

open wadi
#

Well that's on clicked

#

That's when you click the play button

#

the widget itself is going to have the play button, it's going to draw that to the screen

vestal goblet
#

can't click the play button when the widget doesn't load though, which is kinda my whole problem

open wadi
#

Right, and that's what I'm saying, the widget isn't being created at all, which leads me to believe that somehow your custom game mode there isn't being used, thus the event begin play isn't being called (which is what calls create widget for your main menu)

#

In the level itself, check the class defaults, and check the world settings, make sure you aren't overriding your custom game mode with something else

vestal goblet
#

how do i check my levels defaults?

open wadi
#

First off, double click your level

#

To make sure it's loaded in the viewport

#

Then on the right sidebar

#

Check "game mode" under the world settings tab, make sure it's not being overridden

vestal goblet
#

"gamemode override None"

open wadi
#

Alright, good, in fact just slam your custom game mode in there

#

just for shits and grins

vestal goblet
#

ok, done

open wadi
#

Now ctrl + shift + S to save all and run a standalone simulation

#

see if your main menu widget appears

vestal goblet
#

still nothing

open wadi
#

This dude here had that issue, where event begin play wasn't being called, he made sure world settings were also set to the proper game mode, then he saved, closed, and re-opened the project and it worked

#

Give that a whirl

vestal goblet
#

i swear if the old turn it off and back on again fixes it

open wadi
#

lol

#

It does sometimes, unreal can glitch like that

vestal goblet
#

ok, no. still no main menu

open wadi
#

lol that was fast

#

The hell rig are you on, a cray?

vestal goblet
#

custom

open wadi
#

I'm on a damn Alienware R11 with maxed out specs, about $5K from two months ago and my shit doesn't reload that fast, but more power to you

#

Your must be powered by the sun

#

Ok well honestly I'm out of ideas, event begin play should be called by your GM if your GM is set as the default GM everywhere, and your GM's event begin play is calling your "create main menu" custom event, which is simply removing all widgets then creating the "main menu" widget and setting the boolean to show mouse cursor, so unless your actual main menu widget is somehow broken, which I can't imagine, I'm at a loss.

#

Perhaps someone else can jump in.

plush yew
#

How to know if my hierarchical instance is overlapping with anothing hierarchical instance?
I have been trying to solve this now for days but i absolutely cant get anything working.

vestal goblet
#

well, since that burnt out i have another problem where unreal won't read my keyboard inputs for player controllers, but will read mouse ones just fine

#

i can bind both of my mouse buttons to no issue. but if i try and use say. spacebar nothing happens

#

maybe my engine is just cursed, lol

bitter orchid
#

Anyone know the issue I'm having with shadows? I'm sure it's just a setting I'm overlooking.

#

This is what a normal static mesh looks like. Not quite as bad but still janky. The above photo is an example with trees placed with a foliage brush.

sweet relic
#

@bitter orchid you probably want to increase the lightmap resolution of the landscape or the asset that the shadows are being cast on

median hound
open wadi
#

Does anyone know if it's possible to grab the OnMouseHover event for a textblock somehow?

bitter orchid
#

@sweet relic So I'm looking to increase the light map resolution of the ground it's actually on. Got it. I've messed with light maps for everything but that lol

sweet relic
#

ya you should be able to set it in the details for the landscape

regal mulch
acoustic wharf
#

Hi, Im very new to Unreal Lightings, I just bake the lighting with a single spotlight and it look like this crap. Do anyone know which part of this scene is going very wrong?

bitter orchid
#

It's not an actual landscape. It's a platform. It's currently a geometry brush. Does that matter? Do I need to set it to a mesh? @sweet relic Also. When I raised the lightmass resolution for the platform I got this. Seems to have made the problem.. Different.

open wadi
#

@regal mulch Interesting, thank you. Well, for example, I have this simple widget:

#

I'd like, on hover, to have the text automatically all highlight, or better yet disappear.

regal mulch
#

Textboxes should have a preview text

open wadi
#

Perhaps, just take the widget itself and leverage the on-hover for it? The CP?

#

Oh wait, they do?

regal mulch
#

But either way, wrap it into your own widget if you need more control

dim haven
#

does anyone know a fix for Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game? it happens when i paint on a landscape

sweet relic
#

@bitter orchid ya you should be able to set the geo brush lightmap size as well. Not sure though it may be something weird where you have to set it to like 0.1 to get a tighter scale...

open wadi
#

Are you referring to the "hint box" text?

#

I see that field, never used it.

regal mulch
#

Not sure what it's called

open wadi
#

Perhaps that's it.

sweet relic
#

@bitter orchid geo brushes are okay... usually you want to replace them with a proper mesh eventually though

open wadi
#

I'll look into it, thank you Cedric, very helpful.

regal mulch
#

It's that type of text that shows until the user clicks into the text box

bitter orchid
#

@sweet relic I do before I call the level finished. This game has come a long way lol.. Don't want to talk about the first "Tutorial level" I tried to make. This is what I'm looking at now. This is the settings from the platform brush

sweet relic
#

double it to 256 and the shadows should be twice as sharp

bitter orchid
#

Let me try that.

sweet relic
#

but the light map texture that gets generated will take up twice the space, so it's a tradeoff

#

but 256 will probably still be pretty low... im not really sure how the geo brush light maps are generated

bitter orchid
#

Still having a weird problem. They look perfectly fine before building lighting. Does that tell you anything?

#

This is after I build the lighting.

median hound
#

try clicking a light or setting 1 light value different and setting it back

sweet relic
#

so before you build lighting, the preview shadows are fully dynamic, ie basically the same as if you set your light to "moveable" so nice and sharp but expensive. When you build, you bake the light information, including advanced features like bounced light, global illumination and ambient occlusion into a texture known as a lightmap. The lightmap is static, but basically free to render, so you can get really nice lighting effects even on limited hardware.

bitter orchid
#

Ahhhhh That makes more sense now.

sweet relic
#

The dynamic lights are drawn based on the geo, whereas the static lightmap is basically a texture that gets applied to the material, the 'lightmap resolution' is the resolution of that texture

bitter orchid
#

Thats what people mean when they're taking about static lights.

#

Got you.

sweet relic
#

exactly; I think that the geo brush likely does a poor job of generating the lightmap uvs/texture so it might not be ideal for this case

bitter orchid
#

Let me try it on a mesh

sweet relic
#

you can also convert the geo brush to a mesh

bitter orchid
#

I know.

#

Was building the lighting. Took awhile

#

This is what it looks like on my previous level of the same game. This is on a Geo Brush. It has a light mass resolution of 32 and looks significantly better. I wonder what I have that's different.

#

What is different on my second level from my first one . @sweet relic

#

Maybe the dark environment. Possibly not using lightmass importance correctly. It's my first time doing a dark scene might be missing something.

lament barn
#

Why isn't my material doing anything

#

I added the arrays

plush yew
#

@lament barn because you are not inside post process.

lament barn
#

the size didn't matter

round elk
#

Me and my team were trying to figure out a way to work on a project simultaneously.
Some help would be definitely appreciated.
We still don't know what's the most efficient way. It's our first one together btw.

lament barn
round elk
fallen marten
#

Rent a gotlab server - it's cheap

plush yew
#

@round elk are you aware of VCS?

shell pebble
#

guys how do we merge levels in ue4?! i created a room and want to merge it with the main level :p

rough knoll
#

so should i have the engine on the ssd, the project on the ssd, or both? trying to conserve space as much as possible

round elk
round elk
plush yew
#

@round elk you should learn about Version Control Systems, especially Git, and choose one of GitHub or GitLab, or any of the other solutions available for hosting your software "repository" online.

#

It's GitLab btw.

round elk
#

It's still gotta upload files right?
I was thinking more of a real time thing

plush yew
#

Just got into unreal after being on roblox for 8 years.

#

this is as far as I've gotten lmfao

plush yew
#

@lament barn sorry if this is late but you need to turn on infinite extent it will make the post process effect the entire level with out having to be in it

#

also if your doing shaders from tutorials etc you can make it effect certain objects with custom depth so if you want it to effect everything "wouldn't recommend" you will have to delete your custom depth in the mat

lament barn
#

@plush yew
I already did infinite extent, it didn't do anything.
But custom depth for every object did it.

plush yew
#

ok im just saying cause if you delete your custom depth in the material it will effect everything, my problem was it turned the sky black so i had to make my own but if you use custom depth then you wont have that problem but you will have to go to the details of an object and turn it on

plush yew
#

Speaking about post process volume

#

Just figured it out

#

@plush yew it might be a bug, have you tried reapplying it or build the level?

#

i haven't ran into any bugs yet in ue4 so im not sure how to help but you could look it up

hidden dew
#

Hi all
I'm wondering where all the extra stuff in a blank project comes from when you press play.
So this is a blank project with nothing done and no starter content:

#

What controls all those extra things being added?

plush yew
honest vale
#

world settings spawns the particle event manager

#

and so on

#

you can find the spots in engine code by searching for SpawnActor<AActorClassNameHere...

plain token
#

while copying reflection capture i m getting out of memory error. i tried (https://www.thewindowsclub.com/increase-page-file-size-virtual-memory-windows) but again same issue. my pc having 32gb of ram and 2 gtx 970 graphic cards. please suggest me the solution.
thanks in advance.

The Windows Club

If you see Your system is low on virtual memory message, when you try to start memory intensive applications, increase page file size in Windows 10/8/7.

warped ridge
#

guys i need help

#

i accidentally closed the major toolbar and dont know how to get it back

quick kelp
#

I want to spawn an actor but i dont want him to activate event begin play or event tick, whats a good way to do that?

warped ridge
#

i cant to anything without that toolbar

#

that toolbar contains the blueprints and everything

exotic thicket
#

Try Window->Load Layout->Editor Default

#

or Window->Toolbar, I think that's the one you're talking about

open wadi
#

@plain token Yes, you could increase your page file size, as I recall, provided you have the disk space, you can set your page file to double your physical RAM, so in your case, make it 64 GB.

#

And make it a static amount in Windows, that gives a miniscule performance increase in that Windows doesn't have to dynamically resize it.

#

i.e. make the upper and lower bounds the same.

#

And of course, the faster the disk the better that performs, it'll always pale in comparison to actual RAM, even with a new nVME drive, but as my father used to say, "better than a poke in the eye with a sharp stick"

plain token
#

@open wadi will try that

fresh bay
#

Do you guys know if quixel mixer has a discord server?

open wadi
fresh bay
#

Heck yeah, thanks

open wadi
#

No problem.

#

Does anyone happen to know if it's possible to disable logging in VaRest so if, for example, I want my API to pass some metadata I'd rather users not have access to (such as user email addresses), it won't be listed in the logs?

#

I realize if they were "elite" they could examine RAM and what not and pull that data, but my userbase isn't going to fall into that category.

#

But, the logs will be right there.

rough knoll
open wadi
#

Well Jayleaf, that's a broad question.

#

I mean, what is it you're trying to do?

plush yew
#

@rough knoll use LandscapeLayerSample

#

if your trying to put grass on a landscape material automatically thats what you want to use is a LandscapeLayerSample

plush yew
#

How to add offset to grid?

#

I have voxels that are 1m and 0,5m and of course when i put 0,5m voxels they are at middle of 1m voxel so i need to have 0,25m offset at grid to get it to corners. How to achieve this?

midnight gate
#

so this integer variable works fine its for a progress bar but if i try to call it anywhere else in this ui bp it cones out as 0? even thought its clear that the progress bar isnt 0 so its not 0

plush yew
#

i cant get Curl noise to appear on my terrain

#

it just... doesnt happen

plush yew
#

can anyone help me fix this, im trying to import my character with its rig but this keeps poping up im not sure how to fix it, also i use blender i never had any problems before using the older version but in the new version of blender im getting errors and its putting "end" at the end of the bones name

#

oh also its changing the names of the bones and looks like its saying its all one bone

#

man i haven't done rigging in a long time, i might be missing something

rough knoll
#

how do you edit landscape in-game? i want to make a farming game and i want players to be able to flatten ground

hidden dew
#

How can I prevent this CameraActor (red box) from being auto-spawned in a level when I press Play?

I can understand everything else that appears there, all the Managers/Controllers/etc.
I've seen that you can change the default Pawn and HUD to 'None', and that the default PlayerStart actor won't be spawned as soon as you put your own one in the level. But I can't find/google a way to stop this CameraActor from spawning.

If I shouldn't prevent it, why not?

stuck scarab
#

If you dont want it to spawn then just delete it from your level ๐Ÿค”

#

its probably not really spawning but just existing/placed in the level

hidden dew
#

It's not in the level. The level is actually entirely empty (except for the one CameraActor I placed)

#

Sorry, I should have been clearer... this is after I press Play

stuck scarab
#

oh jeah I have it too, never noticed ๐Ÿ˜„

hidden dew
#

I think everyone does. I guess it's not getting in anyone's way but I'm surprised it appears to be unstoppable

#

I've checked every link on my first page of google results (and then some)

stuck scarab
#

might be a debug camera

hidden dew
#

Well I know that it's created by the PlayerCameraManager we can see there, which is created by the PlayerController.

#

From what I've read I get the idea that the PlayerController must create a camera to function properly

#

But it seems weird that you are forced to just have this useless actor lingering around

stuck scarab
#

absolutely no deal tho, but jeah interesting and I would love to hear why that is as well ๐Ÿ˜„

#

damn now I want to know :_:

lucid grove
#

Heya

#

Can someone help me with timer and construction script?

#

I have timer on event graph which is giving different floats on 24 hours (day\night system with different fog, skylight and etc)

#

Im playing with fog and artistic things at the moment and wanted to set refresh on construction script at different time

#

Like set time to 22 and hit refresh

#

And get results on editor

#

But seems like my floats not updating from the timer with that construction

#

only works ingame

#

My bad

#

Wrong input

stuck scarab
#

๐Ÿ˜…

lucid grove
#

Well then, next one: can some one suggest some learning articles or videos on YT about dynamic lightning art? My main problem is night: it looks just not right. Its either dark or too bright. Im looking for something not really bright, but not blindly dark.

#

Im not having skylight problems or something like that - fixed it some time ago. Its more about art atm.

#

Most of YT videos about static light or static scenes.

#

I know its a hard one to work with, but maybe there is something on the internet to start with

stuck scarab
#

maybe you want to check the other channels here as well like level-design to improve your chance to receive help

plush yew
#

How to add offset to grid?
I have voxels that are 1m and 0,5m and of course when i put 0,5m voxels they are at middle of 1m voxel so i need to have 0,25m offset at grid to get it to corners. How to achieve this?

fair herald
#

Hey!

#

can anyone explain what is Unreal Engine Generalist is and what he/she do?

grave nebula
#

Unreal Engine Generalist is a job title. He or she does does everything related to Unreal Engine, rarely having advanced knowledge or skill in any of the disciplines. @fair herald

fair herald
#

ok, so kind like a manager ?
are there lead the the team or just fill the space for missing piece?

grave nebula
#

no, not a manager

#

that is technical job

thick herald
#

Jack of all trades, master of none.

fair herald
#

ok, thanks i think now i have basic idea. ( that it's not my cup of tea).

midnight gate
#

How can i set blackboard value in my ai character blueprint?

thorn vector
#

watch youtube tutorial on ui

wanton lotus
#

@midnight gate You set the values in blackboards like this example setting an enum:

plush yew
#

How to change hierarchical instance material parameters...

#

Like i want to be able to change color of invidual instances.

mellow wedge
#

hey guys im new here.. i just want to ask where to post the problems
i need help with multiuser level editing

midnight gate
#

@wanton lotus ill try that thx

plush yew
#

Why don't the logs provide any useful information for crashes? [2020.11.21-07.44.15:906][349]LogWindows: Error: === Critical error: === [2020.11.21-07.44.15:906][349]LogWindows: Error: [2020.11.21-07.44.15:906][349]LogWindows: Error: Fatal error! [2020.11.21-07.44.15:907][349]LogWindows: Error: [2020.11.21-07.44.15:907][349]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000130 [2020.11.21-07.44.15:907][349]LogWindows: Error: [2020.11.21-07.44.15:907][349]LogWindows: Error: [Callstack] 0x00007ff7d55630f9 VisZ.exe!UnknownFunction [] [2020.11.21-07.44.15:907][349]LogWindows: Error: [Callstack] 0x00007ff7d90a5f92 VisZ.exe!UnknownFunction []

#

I wish it wouldn't write unknown function and use a pdb or something to grab the function names.

proper quiver
#

How do you guys track and check state of a tutorial system?

#

My plan was just to have a series of bools in a struct, but that seems not ideal

next badger
#

@plush yew you need to be in debug mode to be able to use pdb, as log shows only memory address/offset

wanton lotus
#

@proper quiver I guess it all depends on how your tutorial works. If it works in a linear fashion, you can treat it as an array and store the current index as the state of progress. If the tutorial prompts have no order to them, you may just have to use a bool to check if it has already displayed.

thick prawn
#

Hi, anyone knows if I can use 'jump' node without pressing a key? (it's not working ๐Ÿ˜ฆ )

midnight gate
#

@plush yew that is so stupid it made me laught lol

#

ue4 is a dumbo

timber fern
#

i need people for game developing

plush yew
#

I think I can package for debug mode though.

#

It should still work with steam OSS

proper quiver
#

@wanton lotus thanks, yeah I figured, mine doesn't really have an order, guess I'll store it in a dict lookup

#

bool/text struct that's data for if a step is completed, and what the text prompt is

#

then arbitrarily prompt them in blueprints here and there

#

and inside is a check for if it's done already, and this stuff has to get serialized to save state

full leaf
thick prawn
#

I want the character to bounce once he hits the ground

wanton lotus
#

@thick prawn can you verify that that event is being called? Add a print string before the jump for testing.

thick prawn
#

Yes, its called, but never jumps

wanton lotus
thick prawn
#

I can try that way, but what i esentially want is the same as jumping without writing it all ^^'

wanton lotus
#

@thick prawn jump function basically just launches the character upwards (z-axis) with a velocity of the character movement jump Z velocity.

thick prawn
#

it works with that, thank you ^^

prisma plank
#

why my record videos freezy/laggy if active frame show 30+ fps?

exotic marsh
#

Hi folks, I am super new to unreal... I apologise if this question is obvious. I have searched high and low. I want to adjust the UVs of a texture in the material graph, and view the updates in realtime so I can position a texture on a surface in the right place. However whenever adjusting the positiion using texcoord node and * or +, it always redraws the material and then needs to be saved/applied. Is there a way of seeing the changes in realtime?

prisma plank
#

yes, make material instance

full leaf
# thick prawn This, basically:

Launch character is not part of the "character movement". I know the character movement is integrated with the network play, but not sure if "Launch character" would work. I would suggest you to link "character movement" to your "target" at jump. Just to be safe if you every decide to do network play.

thick prawn
prisma plank
#

@exotic marsh something like this
https://www.youtube.com/watch?v=y7yWSlzxu-4

In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to scale UV texture coordinates through parameters in a material instance.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1

Join me for Live Streams: https://www.twitch.tv/lusiogenic
I Share ...

โ–ถ Play video
exotic marsh
#

Thanks @prisma plank thatโ€™s exactly the behaviour Iโ€™m looking for. Canโ€™t work out why mine wouldnโ€™t work!

prisma plank
#

Yeah.. after make material instance- and it's realtime will be.. without saving

#

@exotic marsh There s option easier- Texcoord+scalar paramter> multiply> texture

exotic marsh
#

Is the important bit the material instance part? Maybe thatโ€™s why it wouldnโ€™t update. Gonna experiment this eve.

prisma plank
#

yes- cause this you can change realtime without shader comply et..c

mild valve
#

Is someone down to help me get blackboard key values to change? I am getting a blueprint runtime error. Accessed none

#

Behaviour Tree is set on Event On Possess

#

Behavior Tree has an Asset

#

Immediately after I check to see if Blackboard is valid. It is. Then when I run an event "On Perception Updated (AI Perception). Blackboard is not valid

scenic prawn
#

Just curious, how do you guys organize your assets you purchase through the marketplace?

#

Do you keep them in their original folders, do you organize them by mesh/animations/etc?

wooden wolf
#

Were you able to fix crash? Everytime I enable Landscape Edit Layers, Editor crashes.

fierce harness
tranquil roost
#

Hello! I'd like to examine the complexity of making a room/house building app in Unreal. An example of what I'd like to achieve can be seen in the app Room Designer VR. Judging from the devs webpage, it's made in unity. Have any of you seen anything similar? Any pointers as to the basic way you'd like to solve such a problem? Link to the page, hope it's allowed here: https://store.steampowered.com/app/601620/Room_Designer_VR/

Room Designer VR allows you to design your room while standing inside of it. Draw the floor plan directly on the ground. Place furniture objects, doors, windows and a lot of other fun stuff into your room. Apply textures for walls, floor and furniture objects. Interact with objects in your room: Throw a pillow onto the couch or lift your cupboar...

Price

$24.99

โ–ถ Play video
exotic marsh
plush yew
#

its happening when importing my character with its rig

#

never mind then i fixed it

lucid grove
#

heya

#

Anyone know what parameter responds for this line in "atmospheric fog"

#

Its seen from close distance

#

by "line" i mean this difference in blue shadow on the mountains

dawn gull
#

In a material, how can I choose a random vector 3?

#

from a list of them

soft tree
#

I have created a data asset to hold my item's information
Is there a way to set the thumbnail in the content browser of the data asset to the static mesh preview (a static mesh is one of the data asset's fields) ?
I know I can alternatively assign it a captured thumbnail from the viewport, but at the moment I only know how to do that with the game/level editor viewport. I don't really want to spend the time to make an empty level, and place the item, take screenshot, etc. everytime I make a new item

plush yew
#

RTXGI without .ed email, possible?

little breach
#

Since c++ compiles so slowly what is your blueprint/c++ raport?

errant venture
#

Is there any way I can put a 2d image in a 3d world? Is there a component that can render a 2d image?

midnight gate
#

how do i make the first blue node activate imediatly if a value has been changed? without waiting for it to ex3cute the rest of the code

stuck scarab
errant venture
#

ty!

wanton lotus
#

@midnight gate have the other nodes also watch for changes in "is pup being called" and then they abort themselves.

gusty dune
#

Hi folks, I'm following an old tutorial that says to use GameMode, but there are now 2 GameModes. Which would be closest to the original?

midnight gate
#

@wanton lotus could you explain further how?

midnight gate
#

thank you

stuck scarab
#

@gusty dune uhm I believe you should only have 1 game mode active
To check which one runs on your game you can go in the project settings, search for default and you will find default game mode

midnight gate
#

Lets see id this works

wanton lotus
#

GameMode just comes with some extra functionality it states.

#

Mainly for multiplayer

gusty dune
#

Thank you @stuck scarab and @wanton lotus, I really appreciate it =]

midnight gate
#

Yes ir does

#

But also the rest of the code says fail oopps

stuck scarab
wanton lotus
midnight gate
#

But this way its gonna bort itself iff its not set? No?

wanton lotus
#

No, it runs if it is not set and aborts itself it it notices a change in it (being set)

midnight gate
#

I need it to abort only if its set

#

Hmm ill try that thank you

#

Oh wow it works perfectly thank you so much

lucid grove
stuck scarab
#

always exactly the half thats missing ๐Ÿค”

#

@lucid grove have you posted a few days ago as well? I saw someone posting here having the same issue..kinda. If it wasnt you maybe someone answered and you can find a solution if you scroll up

odd briar
lucid grove
#

@lucid grove have you posted a few days ago as well? I saw someone posting here having the same issue..kinda. If it wasnt you maybe someone answered and you can find a solution if you scroll up
@stuck scarab Probably it was me also ha

#

Have you tried Adding an ExponentialHeightFog and changing the Fog Height Falloff ?
@odd briar yep

merry gazelle
#

hmm I'm hitting a roadblock. In this actor I have a staticmesh2 (with collision and hit events enabled). When I hit it with a linetrace, it prints "staticmesh2" however the hit event inside the "atlas mission" with the "staticmesh2" child component doesn't print string.

The blue print string text is from the linetrace function in the character (not the actor with staticmesh2 component)

stuck scarab
#

if you wait for days maybe posting in the unreal forum leads to more support ๐Ÿ™‚

acoustic wharf
#

is the way DOF working very different in UE 4.25?
It seems to been removed alot of option in post processing.

stuck scarab
#

The clipping is actually indeed related to the mesh. I created the meshes by using the box brush and then made a mesh from that. Is it possible that the box brush creates uneven meshes? ๐Ÿค” ๐Ÿคฏ I am probably on the wrong track here..

wanton lotus
#

@merry gazelle Use the results of your line trace to call the hit custom event.

#

You are currently printing hit actor, so use that actor reference to cast to BP_AtlasMission and then call the hit custom event from that.

left arrow
#

Hey guys. I put the house in a folder. Is there anyway I can move the full house now? I dont get a pivot when I click on the folder

wanton lotus
#

@left arrow I think you are looking to "group" the actors. Select all the actors in that folder and press CTRL+G or right-click and select "group".

left arrow
#

@wanton lotus Great that works, thanks!

stoic widget
#

Guys, should I use UE blueprints or C++ ? I'm already familiar with programming/cs in general but not really with c++

stuck scarab
#

better performance with c++

odd briar
plush yew
#

is there a way to port maps?
like from sfm to UE4?
or from blender
to UE4?

stuck scarab
#

@stoic widget In the end the blueprints are converted to c++, that has some performance cost (maybe 10%-15%?, no clue if those values are accurate, make your own research here please)
Thats something you might or might not have to consider for your project.
But its also something which might get better and better in the future

plush yew
#

Can someone help me

covert hedge
#

LULW sorry

median hound
#

ai detour crowd can do everything ai conytroller does right?

plush yew
#

is there a way to port maps
from blender to UE4?

late verge
#

on a practical level, what is the difference between perlin noise and sine wave when dealing with camera shake blueprints?

median hound
lucid grove
#

Damn it, from one problem straight to another

#

As you might see 0 to 4 second day and night cycle and shadows are just fine

#

but for some reason third night (5 second) set shadows to completely black

#

Day\Night cycle doesn't have any random integers, just timeline with rotator, fog settings and skylight intensity

#

then 5, 6, 7, 8 and 9 cycle fine, then boom - 10 and 11 cycle set shadows to completely black again

nova sun
#

hello guys, good afternoon/evening! How are you doing?

pulsar badge
#

How do you move folders around the project

#

when i move everything breaks i dont want it in the content folder.

thick herald
#

drag n drop, it will give you the option to move/copy. Also fix redirectors by right clicking on the content folder in your folder list, and selecting fix redirectors in folder.

rich jay
#

Hey guy's I'm moving to Unreal from Unity and I'm getting fps hitches with a 50% drop in fps every other second while navigating around a scene I added some grass too. I think it may be the grass because it's built for 4.25 and I ported it over to 4.26

#

I can't figure out how to open the GPU Profiler though

#

I tried r.ProfileGPU.ShowUI and Ctrl+Shift+` but the first didn't do anything and the latter opened the Debug Tools

prisma seal
#

This doesn't happen often but sometimes when I tab back into unreal, the movement and stuff is messed up. Drag right clicking zooms in and out and drag left clicking orbits the camera in a wide arc. w a s d doesn't work. This only happens for like 1-2 minutes but does anyone know why this happens?

open wadi
#

@prisma seal That sounds quite broad, input being temporarily broken for 1-2 minutes like that. Did you check the logs of your project to see if any errors are reported?

prisma seal
#

Logs are fine

#

It's not really a big problem, it only happens every now and then and I'm assuming it's probably something to do with my slow pc because it really only happens after something laggy like shader compilation has happened

dense gate
#

Aight

#

Got an error in BonePose.cpp from latest 4.26 preview

#

Turns out that it was caused by a custom volumetric clouds plugin that I added but never used, thanks call stack

stark marsh
#

i want to create a 3d platformer but i don't have a good character

#

i can't think of an iconic character

dense gate
#

Banjo Kazooie?

stark marsh
#

i dont know

#

maybe i should just get the movement down first

#

then add my own characters, and enemies, and assets that make up the level

jolly jungle
#

ugh unreal keeps freezing at 39% when its loading any project

sly coyote
#

hey everyone, im having a problem with network replication on 4.25...the client replication is only happening if it is visible on the server viewport...soon as i step out of the server viewport with any of the clients it immedately stops replication on that client

#

any ideas? Edit: The issue was visibility based optimization of the Mesh not set to always refresh bones.

warm hornet
#

Any really good books out there for mastering Blueprints? Or should I just stick with youtube?

sly coyote
#

youtube...any books on it become outdated so quick its not worth it

acoustic wraith
jolly jungle
#

ok

#

yeah i have a laptop with a 10th gen i7 and rtx 2060 so probs not too powerful

median hound
#

true

plush yew
#

how do you run your engine fps at 100 ? or can i only use 60

median hound
#

maxfps

plush yew
#

yeh

#

ty do i put that in like the command line or is it a setting

median hound
#

ycommand just tipe maxfps and it should shgow up

plush yew
#

ah

kind pumice
#

If I wanted to simulate like 250k spheres and render them out to a video.... would nvidia flex be the best solution for that, or does UE4 have something better in recent versions?

#

hmm I guess flex is a stupid idea since FPS doesn't matter

plush yew
#

anyone here know a good ryzen cpu thats around $200 and can handle gaming and ue4 the cpu i have now is a 3200g but i wanna upgrade

#

maybe a 6 core

scarlet birch
#

Can someone help me understand why a components scale effects its relative location?

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As an example, when adding instances of an HISM I need to divide the relative location by the component's scale for it to end up where I want. Am I just tired and missing something obvious?

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I understand what's happening, just not sure why.

strong schooner
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I am building a large hospital in blender with several floors that my character will go through. Can I just export it as several static meshes like floors per room, walls, ceiling per room, stair etc.? Like I want to export it similar to how I set it up in blender.
Instead of chopping them to modular pieces? What are the pros and cons? I usually see in the marketplace modular pieces in building assets but does it really improve much performance? I am tired lining up these very small modular pieces. Thank you

grave nebula
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Can someone help me understand why a components scale effects its relative location? components scale does not affect its relative location. It does affect relative location of instances in it. The cause is generally how transform works.@scarlet birch

scarlet birch
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Doh, yeah, I wasn't taking into account it's an instance of it. Thanks

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I was thinking in terms of moving the original

timber fern
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im not able to login in bridge

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why

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its just stuck here

plush yew
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Seems like Sony's login server is taking a hit or sumfin

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Check with your network operator if all else fails

timber fern
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i mean i can use other thing but im not able to login throguh ps4 : (

median hound
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i got a character bp i duplicate and put 5 of them, i want to print out their locations individual, any vids?

timber fern
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what should i do?

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@median wigeon can you help?

median wigeon
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@timber fern Seems like you are trying to load an outdated or too new version of the Megascans plugin.

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Which Unreal Engine version are you using?

timber fern
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im using 4.25.4

median wigeon
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So that's your issue.

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Install the 4.25 Megascan plugin.

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in the correct directory

timber fern
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where can i find it?

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oh nvm

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got it

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thanks

median wigeon
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yep

plush thicket
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how do I check to see if a key is being pressed inside of a BoxTrigger?

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this doesn't work

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do i need to be using eventtick?

strong schooner
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Add enable input

timber fern
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how can i use vertex paint to paint my things?

fair herald
plush thicket
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@strong schooner it works but only if I'm holding it down AS i enter the box trigger, not when I'm standing inside

fair herald
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@strong schooner try to check (by casting) if the overlapping actor is player character and than enable input. (It is possible that your box is already overlapping with other actor).

hollow atlas
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  1. map designing one and 2) character functionaities 3) Login Menu 4) guns and firing 5) vechiles 6) building and houses 7)servers from amazon 8) Menu and match making etc etc............
    anyone who can help me with these please direct message me i want your help
    all the works in which you are expert related to ue4
    only message me please
plush yew
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it is written royalty, lmao

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@plush yew

mental oyster
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Did anyone else just get a DM from Steve

hollow atlas
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yes i have

winter gale