#ue4-general
1 messages Β· Page 883 of 1
isn't the DualSense controller supported by unreal by default ?
- Can't seem to get any input to register
a ps4 controller?
Hi, anyone knows how can I fast turn my char 180ΒΊ degrees in air? Or knows any good video or resource explaining some formulas to calculate exactly how i want to set up the jump? It's for 2D platformer. Thank you so much β€οΈ
im currently upgrading a project from 4.14 to 4.25... this is fun π
theres gonna be soooo much breakage
maybe even wait a little bit more for 4.26
wow.... it plays!
theres some graphical issues, but its playable π
i really dont have any major reason to upgrade the project, its a game that was released over a year ago
i was just curious and wanted to spend some time learning whats changed
i could probably fix the two major graphics issues i saw, and put out an update to it on steam
im a complete beginner, would appreciate some help here π¦ been stuck for a while now
or i could attempt to port it to some other platform for a laugh
@thick prawn I would assume that if you don't "program" in some delay or lerp parameter, your character will turn instantly when pressing an appropriate button.
I can't point you to any particular video, and I'm transitioning from Unity to Unreal, but in Unity I would have looked at a "Lerp" function (Linear Interpolation" where you go from State A to State B over Time (usually 0-1; 0 being State A and 1 being State B). You then set how long "Time" is eg 0.5 sec or 1.5 sec or whatever... and then when someone presses the movement keys, they change direction in the time allocated by T.
i did it
still
Yagneshs-iMac:annihilated yagneshsuthar$ git pull
warning: redirecting to http://gitlab.purplethings.co.uk/Pedgey/anihilated.git/
There is no tracking information for the current branch.
Please specify which branch you want to merge with.
See git-pull(1) for details.
git pull <remote> <branch>
If you wish to set tracking information for this branch you can do so with:
git branch --set-upstream-to=origin/<branch> master
you need to set your local branch to track the remote branch
the last command there should do it
already tried that command
git branch --set-upstream-to=origin/<branch> master this one?
@haughty tangle I see, thanks ^^, but what i want to change i think is some kind of air resistance, not just a key to turn fast, i want more control on air and aircontrol doesnt give me enough
if the remote branch you want to track is master (and your local branch is master) you do git branch --set-upstream-to=origin/master master
I gotta double check, I never remember git commands π
Yagneshs-iMac:annihilated yagneshsuthar$ git branch --set-upstream-to=origin/master master
Branch 'master' set up to track remote branch 'master' from 'origin'.
now do git pull
Yagneshs-iMac:annihilated yagneshsuthar$ git pull
warning: redirecting to http://gitlab.purplethings.co.uk/Pedgey/anihilated.git/
fatal: refusing to merge unrelated histories
@thick prawn It sounds like you're modifying some existing controller that I'm unfamiliar with, so this may be beyond what I can recommend.
I'm not that familiar with modifying exiting assets, but building my own from scratch, so then I know what they do (or usually DON'T do at all), so it's easier to tweak.
you can use --allow-unrelated-histories parameter to allow merging unrelated histories (this happens because you had checked out master without traking the remote master and git doesn't now understand how they relate to each other, or something like that π€ )
okay sorry but, what should i type? im blank rn, i just started it today
what exactly should i type --allow-unrelated-histories?
git pull --allow-unrelated-histories
Yagneshs-iMac:annihilated yagneshsuthar$ git pull --allow-unrelated-histories
warning: redirecting to http://gitlab.purplethings.co.uk/Pedgey/anihilated.git/
fatal: Not possible to fast-forward, aborting.
I guess here pull is trying to rebase your master ontop of the origin master (as in replaying the comments on top the remote master)
I suppose you need to merge it in instead
how to do that
so whats coming up in 4.26
remember i just started today, so sorry for this...
probably a whole load of stuff i dont have the computing power or talent to utilize fully as usual π
i mean i only just "upgraded", if by upgraded i mean went from an AMD R9 270x to an nvidia GTX 1060 6GB
still two generations behind the bleeding edge of team green
does germany has detailed height maps to download?
i thought there were heightmaps of the entire earth if you knew where to look
no. its very bad
sounds like one of the first projects they'd have been doing the minute they had satellites in orbit, that and GPS
they dont π
lol surprising
its very rough height map
how accurate are you needing it, just curious
lol, my day job is as an IT manager at a calibration lab
wait
so im used to asking 'how accurate, exactly' π
@plush yew you should be able to google "how to merge remote branch with git" or something
or so
branch merges with conflicts in ue4 and git are .... uncomfortable and unfriendly
like this https://i.imgur.com/0A2SnQV.jpeg
lots of binary file formats, means cant diff it in
yup
I'm doing this git remote add origin URL_TO_MY_REPO
hmm
Do most people get this error
if you dont know what LFS is... make sure its enabled on your repo before continuing with anything else
How to enable it
otherwise youll very quickly make a huge multiple hundreds of gigs unmanageable repository
I wonder if MS azure repos have any limits π€
@honest vale yeah theyre limited by your imagination... lol no really, no idea
@placid arrow
germany has only 30m detail
thats what https://terrain.party/ gives me
so shitty
weaksauce
meanwhile the finnish land survey has 2x2 meter res laser scanned height data for the whole country π
2 cm vertical resolution
I hope you have an extra HDD π
turn on 2m elevation model and then select areas you want and download
hello. when running standalone, how do you pause?
@honest vale name a at night scary forest/park in your caountry
well germany doesnt even have up to date google street view, because they were all privacy paranoid and shoo'd google out twice
i bet someone had a privacy objection to height mapping lol
eh i doubt
watch your language π€―
Berlin was an odd place, I had trouble paying for stuff with my card
@stuck scarab nie im leben
yeah they dont like electronic payment because tracking
are they pro money laundering? π
who isnt?
they are certainly pro at it
i watched some stuff on it, it goes back to paranoia about someone ever repeating what happened during world war 2 where public and business records were used against people
have you never heard of Deutsch Bank?
so now they dont trust anything that might result in mass tracking
@wary wave very old people have heard about it ;D
not surprising
I must've been blinded by Nordeas stuff in Estonia
@honest vale name few parks pls in finland with many walking paths
which is scary at night
can't think of anything
Heya! Is this channel appropriate to ask about engine bugs?
yes
Sweet, so I've been unable to successfully lightbuild my level for a few weeks now. The build itself works fine, takes about 30-40 minutes and doesn't crash.
The entire map has a lightmap density of blue/green. I've made sure nothing in the entire map shows red and all background objects are blue.
But whenever UE4 gets to encoding the lightmap after it's built, my GPU/Drivers seem to crash. My screens go black for a second, both discord and chrome crash and UE4 just disappears.
As soon as I get the project back open and load the map the lighting is not built.
https://i.gyazo.com/e685c2e6ac388495d865fd9def1eb4ee.mp4 - Skip to 53 seconds in to see the crash.
I'm running a GTX 1080 with 8GB of Vram, I've kept tabs on the memory usage during the build and it never exceeds 6.9GB/8GB
I'm also running 32GB of DDR4 regular Ram.
Anyone had this issue before and managed to fix it or have a clue what the cause could be?
Cheers!
is there a gift card system for marketplace?
got a really basic q - trying to set up a presentation shot like keyshot in a way, how would you change background color in an empty UE scene? right now its just pitch black
When playing pie standalone so a new window pops up, how do u pause the game?
Morningπ
where are THESE tab locations SAVED??? it's not under save editor layout, it's no the defaulteditor.ini or, as far as I can tell, any of the config files....is it the actual uproject file itself?
why do you think it would be in any file that is tracked by version control?
a good start would be to explore Saved/Config
because my changes I'm making don't persist between editor sessions
probably doesn't save the order at all then
I'm only aware of it restoring a bunch of previously open assets
so the tab locations of the windows up top? like editor preferences, project settings, etc .... I'm trying to reset them and the change doesn't stick
I've checked out entire folders from source control, like the one your recommended
my editor starts out with no windows open every time
@vague juniper regarding your lighting crashes, just making sure, you DO have an actual windows pagefile right? even with all that ram (and not hitting the limit) you DO have it turned off (using letting system manage it is recommended)
I did, however my C;// Drive is very low on space and it was the only one being used by the windows memory thing. So I just set up my 4TB Hard disk which has plenty of space left as a secondary set of virtual memory
going to try again now after a reboot
That's odd it didn't save the settings...
Is it possible to pause when playing standalone?
@haughty hound Search on internet, for example, two fast results which may do what you look for:
https://docs.unrealengine.com/en-US/Engine/Performance/Options/index.html
https://answers.unrealengine.com/questions/56223/how-do-i-setup-a-pause-and-un-pause-using-blueprin.html
How to change features with console variables and commands or command line arguments.
I already search on the internet b4 asking here, ta anywayπππΏ
I wanted to know b4 pausing/unpausing if there is some way
B4 coding mine
I mean adding a button as blueprint not okay?
Ah, not so complex. I'm not sure about the console commands (the link) I gave you. There is a Pause.
Ok, will check, taππ½
how should i blend material in land scapes precisely
anyone can tell me what should i use in nodes
How to set texture coordinate location
how do you set a frame limit on a packaged game?
yup
i made a cool thingy but whenever i test it i can walk through rocks and fall off the map how i fix??
im new at ue4 btw
can anyone please tell me how to access unreal textures or anything in the root folder?
following a tutorial but not sure how he's accessing these textures
(he mentioned this is included with the engine)
did u import starter content?
ehhh I'm quite new to UE in general so not sure how to go about doing so
I've tried importing uasset files but didn't work originally
just trying now
oh I did it
worked now thank you @plush yew
your name is fitting sir
@plush yew you need to fix your collisions
to import uasset, you need to copy it manually and paste it in Documents/UnrealProjects/Your Project/Content
@plain pagoda ok
It's clear I'm missing some of the concepts of lighting, like what affects the contrast between shade and not shade, like this porch here - can anyone recommend a good primer - between the light settings I"m using and things like the skylight sls source, I don't know how certain things are affected by others.
anyone have a good video/tutorial for lighting concepts?
I've watched the epic livestream but only seem to remember it talking about bounces π if it's still the go to source, let me know
Is there any easy to understand video or web documentation on what each and every node or function in the blueprints editor does?
thanks @plain pagoda
57
is cascade worth learning or is it best to just go with Niagara now?
Iβm trying to learn unreal and I feel like case specific examples and tutorials that only showcase how to do a certain thing arenβt helpful when trying to problem solve creatively without using code
My tiled landscape looks fine in the editor, but half of them disappear when I click play and it seems to be random. Why?
@lusty lance In my opinion, no. Go with niagara.
Since a lot of stuff you will find online is still with cascade, watch that once you got the hang of niagara. Then you will understand cascade too.
have you read the official docs?
I'm looking for some semi-realistic medieval ships (realistic level detail would be too much) that range from free- moderately priced.
Modular would be best. If not modular, I would like a nice variety to obtain at once.
I've checked several places for this and have had very little luck.
Any advice or leads would be appreciated! π
I'm having a problem launching my character for a kind of walljump.
Depending on how high my character is, the parabola will be draw different
The case is that i'm not using any weird value (I think)
I'm using these nodes
Any idea why does it happens? Thanks ^^
@thick prawn try a dot product and then multiply it by float, then plug it as launch velocity.
IS @plush yew broken currently?
Does anyone know how to control the visibility of a tiled landscape when Playing? Mine disappears based off distance and I can't find a place to increase the distance.
goodday is it possible to control a spline ingame ?
like spawning a fence or road etc ?
Can you explain me the way please im trying to make some systems like fences and customizable walls
What's the performance impact of having 40 blueprint houses vs 40 static meshes for example, this is a blueprint - am I wrong in assuming that this is going to be like 30 drawcalls versus ONE? (if you have a single static mesh)
and also when i build a wall i want to snap a window later without changing the whole mesh
so probably no need for runtime?
but while building the wall i want to make it sizable
@light thunder Both will be very bad, but 40 blueprints with one 1 static mesh component would be significantly worse than 1 blueprint with 40 static mesh components.
I made it in runtime, that was the "issue" or at least what made it a little bit more difficult. But probably depends on what you are actually trying to create
so you have no clue at all about splines and spline meshes?
I have but in editor i dont know how to implement it while in game
draw distance? check editor preferences for ut
@plain pagoda I did check it. I don't see anything to effect the Streaming of Titled levels to change their distances on loading.
I guess I dont get exactly what to multiply or which values include in dot product ^^'
@grave nebula why would "both" be bad?
well... it is complicated topic.
Mh just going through my old blueprints. I dont remember anymore what gave me such a headache. I believe in the end you just have to make sure to run an update through your spline. I believe that was all π
and I mean the difference between a converted static mesh - taking that blueprint of 40 components and converted down to a single static mesh (heck, even merging materials) yes you are basically baking alway all functionality/customization but it's basically the most optimized thing you can do?
haha i will try my best
@runic fern you can check out my blueprint here. hopefully it helps more than it confuses you. Havent touched it in a whole while π
In my case Im moving something around so I had to delete the old meshes as well.
https://blueprintue.com/blueprint/p52d3llp/
its also a whole different usage, you probably have to adjust a lot for your needs
This should be a line that aims towards a point, like a grenade aim line preview.
Yea i have to Adjust alot i want to snap at grid and change the X Along with the cursor
how do you disable nodes in blueprints without breaking links or deleting them?
is there such thing?
No I havenβt do you have a link? Iβm not sure where to start
Ok, appreciate it
apparently not? seems like it should be a feature though
how do i make my linetrace more accurate?
i use get forward vector and world location from the first person camera
@plush yew show the debug shapes
(you can spawn debug shapes by nodes)
yea its too high
show
cant really cause im looking straight at the line
but its higher then my crosshair
from center
trace, then hit f8
make sure line stays in place long enough
i hope you know that muzzle and crosshair are not the same thing
many people confuse linetrace from scope and trace from barrel
oh...you are referring to UI crosshair
ok so the first question is how are you making your crosshair? is this the default fps one?
default one yes
then the default one is an issue since its not centered in the screen
its the way they draw the image
so i can either offset the linetrace or make a new crosshair and center it I guess?
world offset wont be correct
as default cursors moves in different view sizes
adjust the crosshair in the hud event if you are going to use it
and the other issue is the draw texture, unless they changed it, draws from the top left so it doesnt offset it to the center like you would expect
idk if someone can helps me but i have the following question in my test: When we create material in Blender to change the look to our liking, we have to send the object to a game engine. How do we make the object look the same in both softwares?
and i wrote that
- adjust the uv map
- bake and create a normal map
- export the model as fbx to ue4
- export the textures and maps separately to ue4
- create a new material
- connect the textures
@grim ore thanks, i got enough info to try and fix it π
@urban ether yeah, you have to reassemble the material the same way in ue4 as you did it in Blender
blenders node system doesnt transfer to eu4 right?
no
How to offset texturecoord
ue4 uses HLSL
but basic material settings do transfer I think
@plush yew UV are just coords, add, substract, pan (panner)
is there something else that i missed?
diffuse and spec maps?
@urban ether well, if you only need to bake Normal - no...but most of the apps bake albedo, metallness, roughtness
@urban ether dont be confused by UE4 Specular input in material, it's not specular...use roughness
I merged down blueprint of 40 components down to a single static mesh with a single material - here is the result - what do I need to do to stop that texture from blurring like that? What merge settings should I pay attention to?
I don't think you'll be able to fix that convincingly without jumping into a 3d package and redoing the UVs
@light thunder increase the merged mesh texture resolution
but yeah, redoing it yourself is probably best
was it just that?
the mesh merging in editor merges the textures into an atlas texture too I think
so it doesn't tile them at all
even if your original mesh did
yep, obviously merging with baking the atlas won't make new texture to tile
it seemed to be in my screenshot
they titled, but they were just at a ridiculously low res
it you baked the texture it won't be tiled...it's not how it works
oh, so it wasn't necessily a resolution in my texture merging - it was the fact that they didn't tile and just stretched the original texture, that makes much more sense in terms of what happend
it doesn't stretch the original texture. It renders the tiled textures of the original meshes into a texture atlas that uses UVs of the merged mesh. The merged mesh doesn't have tiling UVs, instead everything has unique coordinates (like a lightmap)
or something like that, maybe someone else can explain it better π
why do my lights fade in and out?
its a point light
is that the imfamous light adaption stuff?
auto exposure?
anyone wana help me set up a lunar surface map
i made a life support system but need a map to show it off
lol
should take 5 min
just need help with the height map
@light thunder it is possible with either not merging materials in one, or by using masked approach
@plush yew eye adaptation can be disabled here:
Probably auto exposure, can disable in settings and/or by setting max/min brightness to a value in post-process
How do I make it so my character is always at 0, 0 but it looks like they are the one moving, not the other actors and objects?
@next badger so there's no way to merge static meshes and keep the UV tiling while merging down the materials to a single one without doing manual work/readjustments?
@light thunder if you merging meshes to a single material you're making new UVs...they can't tile
the only way to properly do that is to use single material from the start
like trim texture one
any idea how to optimize a flight game?
is there anyway to return a list of varibles from a traced actor
the actor isnt defined beforehand only when its traced
i want to get a list of the current vairables inside the traced actor
in game
@glass egret you will get a reference to that actor...so yes, if they are public you can
but it can be any traced actor
thats the issue
if you know what doctor who is i have a sonic screwdriver when i use it it sends out a trace
add an interface
then sets that object as a vairable i call traced objects
then you can call that interface an it will do the stuff you need
i use an interface for my interaction system how would i apply it here
well, it's a different thing
i might not be explaining correctly its hard to explain on text
if you want to add same functionality to different types of actors, you can add a component that will implement it
so i can set any actor to open or close
do you know what a sonic screwdriver is>
?
it's a Victorinox version of a smartphone
How do I disable Visual Studio opening when I click on some event? Its annoying
@plush yew you have no notifies...
I got a start up animantion, a middle animation that should loop whenever I hold a button and an end animation. How would I set this up correctly?
maybe ask in #animation
@plush yew https://youtu.be/MhMJt3VWfk0
Check out this great tutorial where Matt Tardiff gives us an introduction to "Anim Montages" inside of Unreal Engine4. He"ll teach you the basics of piecing together separate animations and hooking them up together using both blueprints and the state machine! For more information, please see the details and links below.
High Quality Training by...
this might help
thanks π
@plush yew so, what exactly you're missing?
if you need simple skeleton notify, you can hit Add there
or use this menu
@next badger I figured it out I didn't realize the Notify bar was built in in this new timeline
My tiled landscape unloads some of the landscape and I dont want this to happen. Any suggestions??
First is when you hit PLAY
the second is EDITOR.
What gives?
@pallid talon hit play, hit f8, move towards that missing part
@next badger Yes, the missing part appears when I get closer. But Im going to do a cinematic and none of the mountain can start hidden like this. Any suggestions?
it's lod setting it seems
So how can I change this?
I'll try, thanks.
anyone wana help me come up with a good method for using the sonic screwdriver
Screwing in screws
lol i guess basically what im trying to do is
Re-created the hacking mechanic of Watch_Dogs 2 in Unreal Engine 4 (mostly in C++) for fun (and definately not profit).
Hacking can be added to any actor by adding the hackable component, and binding to the hacked event. In Watch_Dogs 2 most objects can be hacked in multiple ways (lure enemies, set a trap, explode) by pressing a different key, ...
but what hes doing is getting distance to closeable hackable object
instead
i wana do it on a trace
Sooo a line trace?
i have it as a trace where i set traced object
then how do i call a function from varible that was only defined in real time
*actor variable
Β―_(γ)_/Β―
that was only set during "real time" aka game play
Have you tried googling?
Well, you're gonna need to learn C++ some time in the future if you wanna do game design, so might as well do it now!
Well, good luck with your project.
What is it you're trying to do / wanting to do @glass egret
its easier to explain in voice
im in general
im making a sonic screw driver
from doctor who
Sorry, unavailable for voice. I'm aware of what a sonic screwdriver is and does π
so i set up a line trace that trace sets a blank object reference called trace_actor
now
i wana get the variables from that traced actor
there are many sonicable items/actors
okay
Not seeing the issue yet
If you have traced to the actor in question, you have a reference to it, so can cast to it and access anything it has.
All line traces are "real time" though...
Yup, you point the sonic at something, you run a trace. if it hits something that is sonicable, you get a ref. cast to that ref access it's stuff. That's how traces work π
I get the impression you either misunderstand what/how traces work or something else is amiss here
i know how traces work
im not explaining
it well
maybe i should just use an interface
traces is just stuff pointing at stuff right?
yup, if you want to have the object do something in particular interfaces are the way forward here.
If all you want to do is access variables, you don't need to.
traces aka ray casting
its a way of detecting an object
and setting what object u are using etc.
it shoots a "line" and stops when it hits an actor or what ever u have it set up to read
Is this what you are looking for? How to pull the hit actor and then do something with it?
Source: https://docs.unrealengine.com/en-US/Engine/Physics/Tracing/HowTo/SingleLineTraceByChannel/index.html
This how to covers using a Single Line Trace by Channel Blueprint node to return a the first Actor it hits that responds on the Visibility channel, and prints its name.
So what is the problem?
So talk to yourself and write down what you say
well pretend you are talking and type the words you'd use in voice π
ok
my line trace is in a macro called G_trace
i set the vairable traced actor
/ traced component
what ever info i need
thats not the issue
awaits with baited breath
then based on what enumeration
i select
i can do different things
u see i have a function called sonic interact
from that traced actor
all sonicable actors have booleans called on/off
there is no way to get that on/off from that traced actor
eh?
unless i get all actors of class and make sonicable actors a parent and then loop thru the children and setting the one that = that specific child then maybe
but i rather not do that
Wadda ya mean there isn't any way? Just cast to it with the hit results like Palespyder said and you have access to all variables
I am starting to think you may have been on the right path with an interface. Basically use the linetrace to trigger an event in the Sonicable items that then is passed what option you want and the logic is handled in sonicable object.
^ that might be the best way
OverlapBegin not working always / i need help with this/ im launching a ball to a bricks and when he hit them they should destroy / but it works not always
thats what i do with the tardis interaction
if you are not using a class of actor for the objects, interfaces are the way forward.
a simple does have interface call, job done

how do I take a blueprint actor that has 40 static meshes placed to form a house, and convert it to just a group of static meshes on a map, so it can be included in the HLOD system?
thats how i have my tardis interactions set up
i was just trying to do something diffrent
@pastel geyser you may want to look into applying damage instead
ya bp interface works fine i was just trying to do something innovative lol
no need to reinvent the wheel @glass egret
Why can't I use this node? It doesn't pop up in search and I have the plugin enabled.
https://docs.unrealengine.com/en-US/BlueprintAPI/EditorScripting/LevelUtility/GetAllLevelActors/index.html
Get All Level Actors
try removing context search. or making sure it's on.. whatever π
im using addimpulse/ so i should change i should change it apply damage?
Maybe, give it ago π
what do i use to spawn a particle emitter and attach it to a bone of the current character mesh?
help i dont have absolute worlfd position
world
it's literally not there
im trying to get somethign to always face the camera
so i can apply it to my grass
how do i get a variable from another actor again?
cast to then what?
then set or get the variable
@plush yew And I don't know that this is 100% possible, you could try to create a socket and then Actor->Get Socket Location-->Spawn Emitter at Location. I am not at my personal machine to try it at the moment.
yea doesnt seem to work
do i get cast to the variable i wanna get?
@gilded needle thanks ill try that out, and theres also a Spawn Emitter Attached but i dont fully understand it yet
eh
i never quite got how cast to worked
how do i get "absolute world position"
Is Wizard a Character?
yea its my first person camera
it has a variable boolean
i wanna use that boolean on diff objects
like the cube
maybe try plugging in get player camera manager?
I was trying to figure out how to word that same thing. Simplicity FTW
hey all, I'm in the Window > Statistics tool with "Texture Stats" selected from the dropdown in the top right. I want to edit all of the textures that appear in this tool at the same time either through the property matrix or a similar tool, but I can't seem to access the property matrix or even select all of the textures in the Content Browser from this page. any help? thanks in advance! π
I wonder if/when UE5 will be free to use
@plush yew have look at this, it may help you understand what casting is, and how to make sure you're doing it right https://youtu.be/HBplrWCrHtc
What is Casting in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@waxen lark yes.
it will, it will release as a preview on early 2021 for free
I think i got the casting to work
used get player character as obj
but
the variable seems to broken lol
i didnt compile /facepalm
@gilded needle The particle spawning works perfecty btw thanks!
does UE4 support multithreading?
Anyone know a good website to buy props for decorating the inside of a house? I am looking for something modular that I can use in multiple houses without it looking all the same π
help ive got my grass to face the camera but they're always in the dark
The marketplace or any number of 3d asset sites like Turbosquid.
they're always as if i'm viewing it the opposite side the loght is coming from
why is this hidden and how can I unhide it
@stark marsh did you set your normals?
@thick herald what formats can I import into UE4? I'm just wondering if these assets will work within the Engine that's all.
fbx is the most common and widely used
I'm trying to find something modular so I can make multiplayer interiors with the same meshes without it looking all the same lol
Proving very difficult to find π π π
how would you go about adding collision for an animal/mesh that doesnt fit in the capsule component
.obj and .fbx as far as im aware
obj is literally just the mesh tho
but yea it still works
just gotta add your own textures i suppose
why do we put loading screen in games what does it look like without it
lag/freezing stuff popping in
any good plugins to get on sale? i got electric nodes and dungeon architect, anything that i should get ?
it just shows a frozen image of what was being rendered while it loads
which is why loading screens exist in the first place
i like how the half life engine just crashes when its loading
then just starts working again
I mean if you keep spawning particle systems on tick
how much does it cost for dedicated servers? Or is P2P still a thing these days?
do every AI need navmesh ?
Depends on how you do your AI.
eagerly awaiting 4.26 full release**
they're hidden inside the modes tool now
Ahh i see... thanks
heya
Encountered this weird glitch
make a camera move and then
Any idea whats causing this?
it seems this happens only with 4k textures
Hello everyone! I'm looking to buy a landscape generator. I'm looking at World Creator and World-Machine. What's your take on this?
@next badger Unfortunately, changing any of the LOD settings didn't work. But I did notice that the individual landscapes under the "Levels" tab turned on or off depending on the distance. So something is controlling the level's visibility. Not sure what though.
How can i get a characterMovement Reference?
@pallid talon it's not a single landscape?
@next badger Nope, its a tiled landscape. Consisting of 16 landscapes in a 4x4 config.
ue4 landscape streaming?
argh someone showed me how to do this earlier and can't remember
changing bg color in UE
it was like setting up a sphere, unlit shader
and plug a constant into emissive slot on the shader
but I can only pretty much go between black or bright white, kinda wanted an off black (grey)
@plush yew get an actor, cast to a character, get an movement component
World Composition.
anyone know what this means https://streamable.com/g8olzi
@next badger 100% That solved it! You're the man! Never let anyone tell you otherwise!
@median hound what exactly you want to know?
why does it go like that
it was behind me when i press play its infront
all i used was a timeline and settings relative location
no like its suppose to move when i left click
which it did
but its not suppose to spawn infreont
if you want it to behave in a certain way, and it doesn't - post a bp and tell what you want it to do
btter to ask on #blueprint
is there a way to slow down the rotation of the camera with RMB?
similar to slowing down the zoom
@next badger Thanks I forgot about that
@lusty lance yes...gimme a sec
I reckon it's holding ctrl or some such while scrolling
UDIM stretching in unreal, these textures were supposed to be hexagonal, they import as stretched squares, anyone seen this before?
@lusty lance sorry it seems like sensitivity is global and i see no way to set it dynamically, maybe #editor-scripting help
what does this mean when packaging a build? - LogHttp: Warning: 0000028D454BAB00: request has been successfully processed. URL: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID={57ED39C4-4C84-0ECD-5A60-D8B15EEB48E4}&AppID=UEEditor.Rocket.Release&AppVersion=4.25.4-14469661%2B%2B%2BUE4%2BRelease-4.25&UserID=e65fe0a74712a36c8ac55c979fc738b5|73dc00cb212e49c4bc10b4bbf40cb541%
7Cbfb9178f-f6ea-437f-8c91-04dd587c8d0a&AppEnvironment=datacollector-source&UploadType=eteventst
I have a widget where I want users to be able to click a link to a URL on my server and it open the proper local program for such as defined by the operating system like any web browser would - such as, if it's a link or button to a docx, it opens Word - is this possible in UMG? Just having a link or button to a file and the OS opens it?
can unreal use the video card as well as the CPU to compile shaders?
iirc its cpu only
anyone here know about Realtime virtual textures?
My project seems to have an unknown light source baked in to the world. And I can't seem to get rid of it. Anyone else have any ideas on how to fix this?
Put it this way - Does anyone know how to create a hyperlink within a widget?
clear your light build data
or maybe is your skylight actor
I have tried removing skylight sphere and directional lights. I think some how the directional light got baked in.
if i use 3d text plugin will i need my partner to get the plugin 4 him to see it
set it as movable and rebuild light
sometimes they stay. thats why is best to delete de light data and build from scratch
Anyone know how I can update fbx position on import?
Say I export a cube from 3ds max, import it into unreal, change the location in Max and export... will it update in Unreal with the new position?
So how come I can make an object 500 units in the level and it'll be different than 500 units in a level?
right click on the fbx in the content browser. click reimport
ofcourse in max you gotta export it to where unreal is looking for it
I see, that means the pivot will be offset and no longer where I have it in max
Kinda hoping to avoid that.
Any other way?
what is this for? an environment?
hmm
are you assembling the scene in ue4 but modelling in max?
I'm not sure if this is the right category. Anyways for some inexplicable reason my project has started telling me "Discovering Asset Data" when I start it up. It ends up "discovering" about 5k assets and my memory usage shoots up. Has anyone experienced anything like that?
@noble sentinel Datasmith is the way to go
umm.. yes
ummm..no?
lol
There is no Maya plugin.
Maybe Maya has something built-in?
what does this mean in a packaged build? https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7B57ED39C4-4C84-0ECD-5A60-D8B15EEB48E4%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.25.4-14469661%2B%2B%2BUE4%2BRelease-4.25&UserID=e65fe0a74712a36c8ac55c979fc738b5%7C73dc00cb212e49c4bc10b4bbf40cb541% 7Cbfb9178f-f6ea-437f-8c91-04dd587c8d0a&AppEnvironment=datacollector-source&UploadType=eteventstream, HTTP code: 502, content length: 122, actual payload size: 122, elapsed: 0.21s LogHttp: Warning: 0000028E5AA5E400 Response Header Server: awselb/2.0 LogHttp: Warning: 0000028E5AA5E400 Response Header Date: Thu, 26 Nov 2020 00:48:58 GMT LogHttp: Warning: 0000028E5AA5E400 Response Header Content-Type: text/html LogHttp: Warning: 0000028E5AA5E400 Response Header Content-Length: 122
anyways cool tool tho. im sorry i didnt fix your issue
No worries, sometimes just talking to someone helps
π
heya
Anyone experienced with grass optimization?
Basically im thinking about that Cast Shadow checkbox
Its taking kinda big amount of resources
but really dont need complex or dynamic shadows
is there a way to make it look like it have shadows without actually have one?
paint the ground ?
maybe have a shadow texture and reveal it only where your grass is.
@lucid grove
thats kinda tough solution π
foliage is something that i want to place and forget about it
then your grass can have a shadow geo
and shadow geo is...?
The last few days something will be working, I'll close it, go to bed, open it, and then Unreal decides to unset a class, open randomly on an empty scene, or just some random thing that makes my project stop working. rn my inventory system is just not working and there's no errors and I haven't changed anything since yesterday when it all worked .-.
Yep yep, it's just very odd that I have to keep battling Unreal
Unreal is still a WIP. lol
Is anyone available to help with a quick animation blueprint issue please?
Good evening fellas!
Hrm I narrowed down the 'cause' of the 'Discovering Assets' issue to a specific plugin. When I disable that plugin then my project stops loading every asset in the universe lol. I wonder why this happens
How do you convert a BSP to statich mesh in 4.25 it used to be right there in brush settings, any ideas ?
Is UV required to vertex paint on an object?
is it possible to get 4.26 content examples when its in preview stage?
hey anyone has info about mocap?
i am a pretty general experienced user.
and my ide is just a simply kinect mocap in realtime in unreal
anyone got something for me?
You could open a 4.25 content examples project in 4.26 preview, but I don't think they update it for the latest version until full release
Vertex Color Brush disappearing if its too far from camera... Can i increase distance somehow?
I'm spitballing here, but can you bake the textures into the landscape, leaving the grass shadow, and then remove cast shadow?
Can anyone tell me, is it possible to offset the location of a sub-level in relation to the persistent level?
My project got corrupted, rip me
π¦
is there a way to remove the prieview text if I'm using lights?
@plush yew You have to bake lighting
how do i rotate an object with my mouse like a floating ship or something
all the thigns ive googled and youtubed are all about rotating just the camera
or adding world/actor rotation which makes it really weird
i just need to add relative rotation to the base actor
not the camera
nvm i got it
how do i bake the lighting
@plush yew Go to the epic online learning platform. https://www.unrealengine.com/en-US/onlinelearning-courses
There are courses that should help you
thanks
Hey welcome π
thanks bro !!
why should i switch to event graph to behavior tree is their a difference beyond just being neat?
Hey can anyone help
https://answers.unrealengine.com/questions/997722/view.html
Does anyone know how correlate camera FOV to player speed?
So like the faster the player the higher the fov
I'd also like to know the answer to @weak cradle's question
is there any way to regenerate the preview for textures after reimporting them?
yeah
I can send you my blueprint
do you want it dynamic or fixed?
Sorry i got it fixed in another discord
@tall blaze want me to send a sc of the blueprint?
also, it's using the old texture for some reason for all shaders oO
@weak cradle Yes please if you can!
when i open the image it shows the updated one
i'll got to #graphics with my question
event tick scares me
nvm, my problem was that gimp stored the color of transparent pixels...
even tho i would have thought it would really cut them out if i cut something out -.-
and here we go again with fixing 24 textures... π
@weak cradle thanks!
how can i exclude an actor from Post Process volume?
Can somebody help me please. I'm boxing in a scene and I created a ramp in the landscape. But when I go into the ramp my character simply disappears
Hey wtf
Please someone check
There's no 4.25 in the Launcher
NO 4.25
Not even in the Drop-down
What's the Z value of that Location where you disappear?
Looks like you run below the Z kill
It would only not show if you already added it to your engine versions
No I know that
There's no sign of 4.25
Anywhere
What was 4.25 in my engine version now has become 4.26
It was -1000.0 I changed it to -1048575.0 and it's not disappearing anymore π thank you very much
In answerhub my question is "The question is waiting approval by a moderator." since 3 days....
and so its not public
how to fix this?
Hi, to get the maximum quality for a Raytracing rendering, is it better to use the movie render queue or NvidiaAnsel?
quick question: how can I make a TFunciton optional? or not optional but just pass no function and wont have it crash. so i only execuite the TFunction if it is passed
Hi! Can someone explain to me why Skybox material should be unlit and emissive? Why not normal material with no shadow? Does the emissive affect the light of the scene? Probably a stupid question but Iβm curious by nature π
well, think about it - why would you want to light a skybox?
as for emissive, it could affect the scene with the right settings. I've actually done lighting before by using what is more or less a duplicate of the skydome to light the scene solely through the emissive
@wary wave That interesting regarding the emissive, I shall remember that. But if I have skylight and a inverted sphere with normal material. The result is almost the same as with emissive. Or is there anything else that benefits with emissive?
@plush yew Don't worry it's just labeled as 4.26. I see it happen when a diffrent user uses the launcher.
Try restarting and running as Admin until it works
@wary wave What I could see when I build the reflection itΒ΄s a little better with emissive
Is there a way to single click replace all material references on static meshes with another material?
so if I have multiple static mesh actors in the scene that use material X and I want t hem to use material Y instead
an unlit material is basically the same as the emissive channel in a lit material, so I don't think you should see all that much difference?
@wary wave thx for your input. I will test this
@digital anchor Thank you so much
Hey I found this node which I think is exactly what I need, which is to be able to set the time of the niagara particles.
But I can't get it to work and can't find anyone talking about it online.
does anyone know how to make it go?
@fallen flower alright thanks
How do I disable Visual Studio opening when I click on some event? Its annoying
As far as I can see it takes the current Age and checks the diff between what you passed in.
Then it simulates the ticks for that (with some MaxSimTime)
Age itself seems to be incremented by DeltaSeconds each frame, starting at 0
So it's literally the time in seconds since creation
If you input a smaller value than CurrentAge, it will reset and then go forward from 0
in theory yes but it doesn't work for me, I'm trying
That's all I can tell you. Not a VFX person :P
Thanks!
hi !
HI
i want to ask more about git and installing unreal engine with sourcecode or so,ething π
were can i ask that ? π
I suppose here is ok
Compiling Unreal Engine from source.
Steps for connecting to the source code repository and downloading the latest build of Unreal Engine.
thanks, but isnt there a better tutorial ?:p
In this video tutorial I show how to build Unreal Engine 4 from C++ Source code with Visual Studio and a Windows 10 64 Bit OS
First I show you which tools and software you need and where to get these for building the engine.
Visual Studio 2017:
https://visualstudio.microsoft.com/vs/older-downloads/
.NET Framework 4.6.2 SDK:
https://dotnet.mic...
try in #engine-source
thanks
I sometimes "spawn" a mesh via distance culling when the player is close to it. It shall make the underlying landscape invisible. How do I do that?
can i set some kind of priority to the mesh, that makes the landscape within its bounds invisible?
Hey everyone! Glad to have found this discord. π I'm a beginner in unreal, but I dabble in some music production, 3D modelling and stuff too. Hope everyone is okay. π
so, what i want it a overlap priority. If the landscape overlaps with the mesh, only the mesh shall be painted
anyone knows how to do this?
Hia @snow marlin welcome to the fun! Feel free to ask questions (in the appropriate channels) check the pinned messages for links to various things. The official learning hub from Epic can be a great source of info to get you started, tons of tutorials on Youtube as well to help your journey in game dev easier too π
Thank you @thick herald I'm already digging into my first project, trying to make chess! π I found a great tutorial to help me start, though now I'm on my own for the finish :p
Good for you! Chess is interesting.. the logic of moves... shudder
I'm discovering slowly that i should've chosen snap to start with. xD
Decided to use raytracing. :p Haha
my projectiles fly trough my geometry π
hello, i was wondering how and where a can get the effects of shooting something like when a bullet hits a zombie
I have some assets I would like to sell, not on the marketplace, personally, they're related to cities, like New York, DM me if interesred
@daring gazelle thatd be raytracing and theres like a 100 fps/zombie tutorial on youtube π
anybody noticed people kind of downplay the usage of interfaces in place of casting? it's like the people that advocate for it sound like they know what they're talking about with the "hard references" and what not, but they're like always downvoted or ignored
what's the deal with that? haha am i missing something
@plush yew you have to have photoshop don't you
oh you mean like a blood splatter?
Cause at the minute when I shoot it, nothing happens apart from it dying
you need to layer different effects
impact animation, bullet impact, grunt, decal, blood particles
Ahh I see, something im not familiar with and can't find any free assets on market place
Hey, I have a question about Five nights at freddy's game. Is it possible to make a game like five nights at freddy's, it's 2d but it's looks like 3d. Because it's made with pictures. Can I use jpg or png images to make a 2d game in UE4?
@daring gazelle its fun to make them your own, its not that hard. just find tutorials on the different subjects and combine them
Hello. Is it possible to assemble unreal projects automatically? As in, assemble pre built assets and package / export an executable?
I have little idea of what you're asking for, but I'm going to go with no.
Sorry, i meant if itΒ΄s possible to trigger the engine from the command line with a set of parameters. Have it i.e. place actors, blueprints on predefined locations, then package the project resulting in an .apk, for instance.
also no. You could probably implement such a system, but it seems like an awful lot of work to achieve very little?
hey guys. I wanted to add a custom Logo and Change the logo my custom PrimaryDataAsset class. How can I do that?
https://github.com/skymapgames/jenkins-ue4 seems like there are some tools out there
Jenkins is for build systems, it doesn't automatically make a project for you
it's for the cooking / packaging process
i.e. for continuous integration systems etc
Hm, thanks. Well, it must be possible. IΛd like to automatically gather a set of assets, and make a unique project that can be distributed each time. Perhaps I can have a master project, swap out the assets and trigger a bake. Along with the data prepping stuff it might work. Thanks though!
it's possible if you implement the missing functionality yourself, but I'm not sure why you'd ever want this, it seems very unreliable
The actual goal is to store a coordinate and a BIM house model, download a set of terrain and diffuse map data, import the BIM model and place it at 0,0,0, lower the terrain to 0 minus coordinate height above sea level, import a set of vr related blueprints, and finally spit out an apk.
right yeah, that's all very custom, you'd have to write that functionality yourself
When you come back hours later thinking your lighting will be done and you find the little popup message (that didn't appear until many minutes after collecting scene data) that halts execution of the lighting build to ask you if you are okay with the non-visible streaming levels not having their lighting rebuilt. I have hit "Don't show this message again" so many goddamn times, and I am so tired of coming back hours later and the lighting build hasn't even started
goddamnit
Why would you just STOP execution?
How can I make a widget (it's for UI) actor ignore Post Process? / get AA correct
I get the initial warning message when you try to build, but then you hit Yes, and it starts to collect data
hello guys in City Park Environmental Package the trees actors called like this way what is mean HISMA and how can we merge it like this
Is there any way to bind event to timeline? It has an event track, but it's only available when timeline is placed in the BP itself. Not when you call Play. (same question from #blueprint )
@runic fern HISM is Hierarchical Static Mesh
@runic fern you can add a HISM component to any other actor
guys is there other way to download Unreal engine without launcher?
when do i have to pay for unreal engine
like i know it's free to use, of course since i've used it for months now but when do i have to actually pay?
ue4 is free you dont have to pay, ue4 use to cost money but they changed it along time ago
no but if i release my game
i'm sure there's something where if you earn more than a certain amount from it you need to pay %5 cut or something
if you publish it it depends on what your putting it on as in on itch.io its free but on steam what i heard it was 100$
@runic fern hisms are much faster, as they are Instances
Ok Cool Thanks mate @next badger
if your packaging etc its all free
π
but to put it on steam?
@stark marsh $100 per ID
steam tho you have to pay 100$ or something do become a dev and on android/ios is costs 5 to publish it to those play stores
so if i pay epic to $100 to put it on steam, and pay steam to $100 dollars to put it on (which you can get back i think) that's it? i don't have to pay them anymore at all?
you dont pay epic lol
at all? ever?
you pay steam in order to publish it to there site
ok
I don't think you can just publish on EGS
i have problem my download cant start what do
itch.io tho i think is free unless you want to make it a paid game, and on consoles you might have to play or they have to play test it first
so let me say this clearly then, once i've payed steam $100 to put my game on there, i never have to pay anyone anymore? unless i make a new game of course
assuming i'm only publishing to steam that is
No. You pay Steam commission. If you make over 1m then you also pay Epic. Plus you have to pay taxes etc π
30% of your sale pre tax goes to Steam
alright, that's really good though
i think you get your money back and i dont think steam will take anymore money when you publish more games, ive never published to steam so
yeah you get money back from steam
Each game you add to Steam will cost $100.00
30% is not something i'd call "really good"
oh..yep, that's a good deal
and that's only yearly?
Quarterly, depending on sales
to be honest i think you should publish to itch first see how the game goes and then go to steam etc
I've read that Apple lowered their fee down to 15%...and i was like wow...then i've read that it is a temporary thing
ok, that's ok then
problem with ITCH it has no DRM
1 million is a lot of money for one person, or a very small group so that's fine
If someone is going to pirate your game, they wouldn't have bought it anyway. DRM is not worth the hassle
Well, with ITCH you don't even need to do anything
if i earned more than 1M i'd be fine with paying the 5%
Or you could also put your game on PirateBay yourself, so people don't download dodgy hacks. Put in a note wishing people well, and you understand some people just don't have the money. That will increase your sales π
hey anyone know how to make sprite a sprite bp without having to use a actor im new to sprits so and trying to make a 2d game for the first time and want the sprite to have an outline when the mouse hovers over it
is there any way I could import scenes from unity to ue4??
@plush yew you can only use actors in UE4...actor is somethign that can be rendered (except the UI)
Exporting FBX map FROM UE4 does work...cant tell about Unity.
yeah i know but, can i use something else to make an outline on the sprite? i mean i could edit the image and ad an outline to it but how would i change it if the mouse hovers over it it that makes sense
couse ik I can import fbx models, but I cant export particles and materials. I know there are some exproters but they are not working for me. Every time I try to use it I get message "Compile error, Try compiling from source"
@plush yew use material logic, read about Dynamic Material Instances
Yeah, engine specific stuff won't be easy to move over.
for a sprite tho
if there a way to just change the image when the mouse hovers over it or
is*
is there a node to break destructibles
@wooden jacinth https://github.com/NegInfinity/ProjectExodus
i had it working awhile ago I forgot how I did it
i like the name =)))
i lost my project file cant remember what i did
just changed the projectile with a destructible but
some reason it doesnt work
i dont know what to do the launcher close and run again alone and when i start the download there no progress the launcher eat only the internet
Is there anyone who is good at the character movement component who would be interested in doing some consulting work for a few hours at a good rate until I am able to get my custom CMC working?
@plush yew you need to apply point damage
Using the OnHit Events to fracture a destructible mesh as well as applying impulse to move it.
nah nah I mean i had my projectile break
Custom CMC...uh. I'd love to, but i'm not 100% sure i can call myself good at it.
i still got a video of it somewhere here
Note exporting scenes from unity using their engine exporter could fall foul of licensing issues, I doubt they'd do anything but it does write out where it comes from within the build in fbx exporter. I'd considered at one point doing my tools in unity and exporting from that to UE4 but decided not to risk it.
wait with the royalties if each quarter i never reached over $1 Million in sales, i would never pay royalties at all?
or is it in total?
@next badger needs basically only a few things complete but the hard part is in how itβs setup on the network. We are using a custom movement mode for our wall running system and it uses a compressed flag which is set on tick and passed to the cmc and stuff
Itβs kind of a complex task so I would prefer if anyone doing it can guarantee they have experience in it lol or can get it done in a reasonable amount of time
All of the math is done
For velocity calculations
@severe gorge you better to ask #cpp or #multiplayer ...i did custom flags replication, but i did it only once
@stark marsh total
@stark marsh https://www.unrealengine.com/en-US/eula/publishing
i think i do now, so if in total my game makes over one million, i would pay them 5% per quarter
5. Royalty
I was wondering if anyone have an idea how to simulate a dark light environment in Unreal?
That purple light?
if i for some reason decided to take my game off of steam so literally no one could buy it anymore i wouldn't need to pay them at all?
there's also rule about $10000 per quarter...but i don't know how it works
guess they dont wanna chase small game developers around for a couple thousand dollars
100 dollars
that's nice
I'm quite new to UE4, a materials question : from reading around I know I can set the texture pool to be unlimited, my question though is regarding the textures and good practice. I like to import all my things and then cherry pick, which means I have a bunch of materials that aren't used in the actual level, yet the poolsize warning is there before I add them to the level, is there a mode that locks the materials that are in use in the level or do I have to get rid of all the unused textures on the production build to lower the memory usage ?
@tender river only textures that are used in scene are streamed...setting one to unlimited will make your game slow or even crash due to memory overflow
Use though is defined as creating a material? that's not in the level?
you can use VTs now to lower amount of memory size
Ah more reading π
when i package my game up the water has moved?!
it changed places, it moved lower down
@tender river things that are used are only that are placed in levels (or referenced in actors)
if you want some actor to have 1000 mats, use soft references
Thanks @next badger , the warning actually occurred when I accidentally imported some quixel textures at 8k, no references to actors at all, that's what confused me
I read somewhere that UE5 is deprecating the world composition in favor of something else
Can anyone confirm this
How to rotate around normal?
Need feed back guys, I'm making a zombie game and what do you reckon I should go with, waves? Or objectives?
Cause If I do waves I feel like I'm copying off call of duty, but if I do objectives I can do a story to it as well
with paying for royalties once i've earned over 1 mill, say for some reason i earn nothing in 3 months, i pay no royalties?
for that quarter
Yeah I could do that but add objectives maybe?
Its your game
You could do waves with objectives, giving the player perhaps a choice to save X vs Y, each having an effect on the gameplay and future waves, like save turrets or save watchtower or something like that.
I know but I've got to think about other people too, really good idea that nommy.
why does my 4.26 crash when i enable gpu baker?
@stark marsh Correct
oh nice, so i can't get into debt somehow then
because i only pay a percent on what i earned
No, you can't get into debt with the unreal engine unless you make a bunch of money from your game, and mishandle it
yeah, and that would be my fault then
like instead of saving the money to make sure i have enough in the future, i spend it all on lambourghinis or something
Right, once you are approaching 1 million dollars in gross revenue you would start planning on making royalty payments, and that would involve making sure to set some of the money aside for that
ok
how do i put fullscreen mode on
not the viewport
like the whole thing
and how do i change it from 60 hz to 144 hz?
any help?
Is it important that meshes be fully welded for rendering or can I have multiple islands where it would obviously be fine to just have 1 contiguous mesh?
@dire ingot Whatever target is, must not be castable to the thing you are trying to cast it to
if you have verified that the cast failed is triggering
no
i casted it in the event graph
on the other events
and it work fine
i used the same code
but when i used the same code in that function
it not work and stop at the casting node when i debugged it
with this one have you verified that the cast failed is the branch that gets followed?