#ue4-general

1 messages Β· Page 884 of 1

dire ingot
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so i have to make it work

waxen lark
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right, There must be some difference between this one and the other one somewhere

dire ingot
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what do you mean? well i will send screenshots

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of where i used it in other places

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ok?

stark marsh
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the packaged game is fine but the viewport is still 60 hz

dire ingot
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see?

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no diffrence? what is the diffrence

waxen lark
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the difference would probably be what "target" is

ashen merlin
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hey, how can I permanently cap my fps to chosen value? I did add t.MaxFPS 30 to console variables, but it aint working. Typing it manually is a bit annoying

dire ingot
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it is an actor type, want to see where i set it?

waxen lark
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sure

dire ingot
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there i set the target

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dont worry, it is a bit hard for u

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i will try to contuine sercahing for a soultion

stark marsh
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the new 4.26 water literally moves downwards when i package my project, help?

waxen lark
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Seems like at least one of the objects from the sphere overlap isn't casting to that

dire ingot
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what do u mean

stark marsh
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it's changed positions, i placed it higher up in the editor but when packaged into a .exe the water has moved some how

dire ingot
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any help guys?

waxen lark
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Well, it seems like the object that ends up being best target isn't castable to the thing. Have you tried to see which actual object ends up being the best target?

dire ingot
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ok

tender river
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If you mean the scene f11 maybe when you selected an object

light thunder
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Why is this not culling my draw calls - I'm using this giant cube to try to block out half the map, just for testing - This is before - with the cube SHOULD be blocking

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I know it's a 300-400 but it should be higher in terms of reduction

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like I zoomed RIGHT up to the yellow square, literally it's blocking all my vision, and I still have a high drawcall count

plush yew
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how should i check for specific overlapping actors?

light thunder
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@plush yew what do you want to happen?

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usually you make an event "OnOverlap" and check to see if you are hitting the certain actor

plush yew
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i only want the overlap event to happen on specific actors

light thunder
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https://www.youtube.com/watch?v=EM_HYqQdToE watch this if you haven't yet, will save you so many headaches

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

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

β–Ά Play video
plush yew
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i got a cooking script set up but i want to fine tune it

light thunder
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What is overlapping with what?

plush yew
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so i got a collision box, and a couple of ingredients/actors

storm terrace
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did support for Rider (by jetbrains) free end?

light thunder
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so your collision box on your character?

plush yew
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i can drop them in the collisionbox and they begin to cook

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no on a stove

light thunder
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oh, so like, if a steak actor collides you want it to cook right?

plush yew
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yea

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and if a steak and veggie and stove collide i want it to do something else

light thunder
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Go to your steak actor - Click on the collision volume that you made in the steak actor, do OnOverlapEvent

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hang on i'll show you

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okay this 'battery is your food" you can use the static mesh itself to generate overlap events, but it's more efficient/performant to use the simplest object, in this case, a box, you can play and tweak settings as you like, certain things, like in VR when you are holding a tool, you need precise collision (when someone is grabbing something)

daring gazelle
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@light thunder this is probably going to be a stupid question from me but you know them houses on your photo did you make them or are they from an asset

plush yew
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okay but i want the battery to cook only when it overlaps with the fire

light thunder
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@daring gazelle from an asset

daring gazelle
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Paid or free?

plush yew
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thats the kinda problem haha

tender river
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From the city park environment collection (perm free) maybe ?

light thunder
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paid @daring gazelle

plush yew
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huh its that easy huh

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let me see if that works haha

light thunder
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once you understand the concept

plush yew
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casting still confuses me

light thunder
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but I swear to god, if you don't watch that video and come back here confused i'm going to spam the crap out of you

merry gazelle
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If I remember correctly Epic were planning to release free servers or something. Has there been any progress on that?

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Like free servers and other services used by Fortnite

light thunder
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Casting is - "Hey, is this "THING" I hit in the world, "This OTHER thign"

plush yew
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i think i watched that video about 5 times now

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yea but the freaking obj never works lol

daring gazelle
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Is there a way you can randomly generate a terrain and just changed what ever you don't like?

naive glade
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Btw sphere collision is cheaper than box collision

light thunder
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@daring gazelle look at landscape creation on youtube they have some ways you can generate one using a 2d texture file, like topographical maps

light thunder
naive glade
tender river
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You can of course do one then the other for a more refined collision check

light thunder
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@daring gazelle Casting and finding that object always confused me, but you have to look at it backwards - don't look at what object you have to figure out to get the casting to work, instead, figure out how you can cast out in the first place, like doing a linetrace or an overlap event....the casting THEN comes and you can see what you hit -

merry gazelle
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Ahh that's for sure counts me out then πŸ˜‚

light thunder
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Don't try to grab the fish you want catch - you have to CAST first

light thunder
daring gazelle
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@light thunder did i ask anything about casting pal I'm confused

naive glade
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Yeah it is basically a distance check to a point

plush yew
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so you CAST towards the fish, and the OBJ is the type of fish?

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you dont have an emitter

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make one

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or start with one

light thunder
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No you have it backwards the object is not the type of fish - the object is the type of line or bait that the fish would bite maybe?

plush yew
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system is just a collection of emitters

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man I hate fishing

light thunder
daring gazelle
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Ahh I got a tag thats all haha

merry gazelle
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Casting is like rocket science until you understand it

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Then it's like print string lil

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Just drag off the left object now

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Then see all the options

light thunder
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The only way to understand it is to understand what you are casting FROM

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No that's the end result

plush yew
merry gazelle
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Get player pawn

plush yew
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yeah make it

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then add it into a niagara system

light thunder
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yeah you don't have to cast to the player pawn when you say get player pawn and if it's multiplayer you choose the right index

plush yew
light thunder
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And if you need to have variables accessible from other places you can put them in the game State or the game instance

plush yew
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make one lol

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i just told you

light thunder
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So if your game state or game instant is spawning all of your main things then it has references to all of those things which means they can all reference each other as long as you get the game state or game instance

daring gazelle
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Can you use assets for a game you're possibly going to earn from, sorry if I've asked this before

plush yew
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depends on the assets ofc

tender river
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If you are using GPU based emitters you might have to wangle the bounds to see them perhaps?

plush yew
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nah he cant see the emitter file

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you got the emitter and the system, the emitters go into the system

tender river
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Wait from the r-click -> fx -> create emitter? the file doesn't appear in the current directory once done?

plush yew
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the player keeps going through walls and rocks in my game and i know it has something to do with collinoins so i fiddled around with it a bit but the charector still goes thorugh walls, can someone plz tell me how to fix cuz im new ue4

kind dew
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any idea why this isn't setting the visibilty to hidden when I click the button? I feel like I'm going crazy

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ah nvm i got it lol

plush yew
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@light lintel How do i make them have collisions

light thunder
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Why does this look like it' casting light (and it does in the game world too) but I can't find a light module on either emitter)

stark marsh
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is there a chance that i never end up having to pay epic any money then

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if i earn less than 1 mill in total

light thunder
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yes, don't worry about paying epic money

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by the time you have to worry, you won't have to worry

stark marsh
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i know it's not much anyway

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and it's only 4 times a year

waxen lark
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@light thunder looks like bloom

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And yeah, having to pay epic games money is a good problem to have, because it means your game has grossed over a million dollars

stark marsh
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yes, it's literally nothing at that point

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it's peanuts what i have to pay if i earn that much

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i like the system, it's good that you get use it for free, there's no expensive up front costs to start using the engine

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so if the game doesn't succeed you don't pay anything

dense knoll
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any idea how to get a rain of screen effect? like for a aircraft?

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for ui?

waxen lark
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flying planes through rain is satisfying for some reason

dense knoll
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it is

gritty jetty
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How to add Wav audio to audio component sound slot ?

I Click to add but nothing happens

dense knoll
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wdym

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nvm

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in truesky you can get how thick the clouds are in a certain area so you can get the location for your pawn and check how thick the clouds are, if they are at a cartain point then it should spawn aemmiter attached

thick herald
gritty jetty
light thunder
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I'm having trouble replicating the light module from one emitter to another - I have all the same settings but it doesn't look the same when I delete the original emitter - what am I forgetting about here???

thick herald
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you may have more success in #audio

gritty jetty
light thunder
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How does the light module affect the particles? it's obvious this isn't just the light setting, it's related to the particle color sure but I'm not sure how to make it change color to make it as orange as it should be

thick herald
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@light lintel that may require you to create the clouds using cascade or niagara for collision. You may also be able to do it within the material graph of the volumetric clouds, but no idea about that.

light thunder
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this is with the one emitter turned off - though I've duplicate the light module's exact settings

thick herald
dense knoll
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its hard to do something like that currently

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also how do i make a texture go forward via a texture cordinaate

light thunder
thick herald
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So you'd prefer to post in a channel you know isn't the right one, making any actual #ue4-general questions get pushed out of sight? Selfish move, man.

light thunder
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Know who I am and what I've dedicated my life to doing, before you call me selfish, I get you are trying to help, and you've got the right idea, but don't worry, I'm not just going to take and take and not give @thick herald

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Mods have got a handle on it, believe me

gusty dune
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Can behavior trees be copied from one project to another?

light thunder
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like anything else @gusty dune yeah you can migrate them

gusty dune
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I'll give it a go, I wasn't sure if it would have too many dependencies and cause problems

civic saddle
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Anyone know how to read crash logs? I keep fixing my project but the next time I open it the fixes get undone, and it's not showing any changes from when it does to doesn't work. If I load a good amount of my blueprints or main scene it crashes.

dense knoll
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not a panner, like the texture goes inwards, towards the player instead of on the X or Y axis

plush yew
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how do i stop a niagara system via nodes?

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cant find any option

light thunder
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I notice your log said Source Control wasn't enabled - @civic saddle if you WERE using it and you aren't, none of your changes would be saved if you tried to work on stuff without having your source control connected - since it would have set everything to read-only -

civic saddle
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I'm in the blue, unless there's any specific amount of space I should have

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I just am using GitHub desktop

light thunder
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you'd want a few GB at least

civic saddle
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Yeah I should be fine space wise

winter gale
light thunder
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when you are in the editor, check the write status of the blueprint in question, (use "Find in explorer" to look at the windows explorer"

civic saddle
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62.1 GB free

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on C

tender river
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Might be able to do it via TexCoord as well

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Yup, TexCoord to a multiply node to the uv input of the texture sample is the way to go

civic saddle
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I don't know how to check the write status

harsh tiger
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i have a problem with an android build. i have a material that shows as bright green once in game. but it's only on instanced meshes. but the check box is true for the material?

light thunder
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make sure read only isn't checked ...or you're gonna have a bad time

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if you aren't familiar, that's basically how source control works, making it so you can't save files unless they have been "checked out" and then it turns off "read-only" so you can actually save the changes to the file

civic saddle
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The blueprints aren't set to read only, but the files they are in are

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That seems to be normal though

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Everything is getting uploaded to github that should be

undone tulip
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Hey guys I've started developing a game like a year and a half ago by using another game engine even though I have a game developing experience for like 2 years I'm really struggling with the programming part and ive heard that you dont need to be an expert about programming in unreal engine is that true

waxen lark
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eh

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you still need to program, whether it's through blueprints, or writing c++

civic saddle
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Blueprints help you make things in a much more visual way, which can be quite helpful

waxen lark
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yeah, it's still the same underlying logic though. It's easier than c++ for most people because you don't have to deal with all of the extra rules of c++

rotund scroll
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one look at the blueprint channel will tell you that you don't need to know programming to use them

waxen lark
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blueprints themselves are programming, just visually.

undone tulip
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now do i also need to learn c++

rotund scroll
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"haha get all actors of type actor for each loop on tick"

waxen lark
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you construct the same logic you would using c++ or any other language, just in block form

civic saddle
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Try doing one of the learning tutorials and see if you like it 🀷 @undone tulip They are pretty quick. You don't need to learn c++ for blueprints.

waxen lark
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I think there might be a couple plugins for C#, but I don't know how good or mature they are

rotund scroll
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might as well go for UE4's version of cpp

plush yew
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how do i turn a niagara particle emitter on and off?

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i can start it

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not sure how to turn it off

rotund scroll
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it's about the level of learning as C# is. few extra things to keep in mind but it's easy to keep it relatively shallow

civic saddle
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I prefer C# a lot more over c++ personally, but blueprints are nice

steel shell
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how can i set a priority for meshes that overlap each other? in the overlapping area, only mesh1 should be shown

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is there a setting?

waxen lark
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Yeah if there was a mature C# plugin I would hop on it

rotund scroll
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the interpreted code is likely going to be hella unoptimized

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doubt you'd get massive improvements over using blueprints

plush yew
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do i pause it?

rotund scroll
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you deactivate it @plush yew

undone tulip
plush yew
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ah I see

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can i start it deactitivated?

rotund scroll
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yes

plush yew
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ah it works thanks πŸ˜„

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i did it the wrong way, by adding the system trough the event graph

tender river
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@cagri https://www.youtube.com/watch?v=gTY7cjYwVB0 This is what I did as part of mini 4 week project , only 2 bits of c++ where in there, reading a csv file from disk and a texture into an array, neither of which would probably be normal to do, the rest was all blueprints, note the little doggo thing is technically a mini game but it's just an infinite runner.

This is the result of my 4 week project.
Note-: Volume of music and sound effects not balanced so turn down low.
The music is mine and yes I know how terrible it is, created in bandlab don't let my hideous attempt put you off it looks quite good.

The Premise
The project was to create a frontend as a thing to hang the main game on, and avoid c+...

β–Ά Play video
plush yew
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@tender river thats really good!

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obv abit rough around the edges but super cool none the less

undone tulip
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and starting to a new tutorial

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its a nightmare

plush yew
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@undone tulip bro if you love game dev, think smaller man

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dont try and make the witcher 3

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a lot of succesfull games were really simple

waxen lark
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considering doing game dev as a hobby and getting a job doing other computer stuff, the game industry can be soul sucking to work in.

plush yew
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think clustertruck

rotund scroll
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not even the witcher people started with witcher 3

plush yew
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binding of isaac

rotund scroll
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they started with witcher 1

undone tulip
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i say even though it is a small game it take hell out of time

tender river
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I'd say you can do it, but do it in small chunks, start with getting some text on screen, then make a little menu, then add interactivity etc... start with something like space invaders, pong to get to grips with the engine and stuff

plush yew
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yea

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think mario

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get the base mechanics down, jumping and running

undone tulip
civic saddle
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Mobile games rule the market

undone tulip
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ive made a few games so i know a little bit

plush yew
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or just make trashy mobile games and get rich

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look up game jam

civic saddle
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Oh yeah you might like game jams, easy to get a team

undone tulip
plush yew
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if you really like game dev id look into game jams

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people make amazing games in just a couple of days

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just by getting a core concept down

lusty lance
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pretty basic q - anyway to slow down rotation speed in the engine?

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not camera panning, thats fine - just rotation

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with rmb

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just zooms around a lot

undone tulip
rotund scroll
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imagination is earned, not given

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work for it

plush yew
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yea

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its a trainable skill

rotund scroll
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best way to do it is to think of a constraint

undone tulip
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dude thats not something easy

rotund scroll
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it is

undone tulip
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you sound like it is something easy

rotund scroll
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imagine something like

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opening a door

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but what if it's locked?

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and you want to get in?

plush yew
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so cause its hard you dont wanna do it? seems like a shitty mindset

rotund scroll
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boom, now you have thief

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or thief simulator

plush yew
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what Cranz said, games are designed ontop a core concept

undone tulip
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im confusing because as i said it takes a lot of time

plush yew
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mario is running right and jumping

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clustertruck is jumping from truck to truck

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then you add on to that concept

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well developing a skill takes time who knew

rotund scroll
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mario is literally a demo for a jump mechanic

plush yew
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right, its jump up and run right, then you added goombas

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hey you got a game

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so you add pipes

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end goal

tender river
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If you are developing a game, follow the fun, get your gameplay and prototype stuff out. In the prototyping see what seems like fun and go with that, some games and genres were created that way.

plush yew
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power ups

undone tulip
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you kidding me right @plush yew

plush yew
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if you dont wanna develop a skill cause its hard and takes time I dont know what youre doing here πŸ‘€

rotund scroll
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worst part is

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it doesn't stop there

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you'll have to keep developing new skills to keep up

undone tulip
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if so why dont you make something like cyberpunk 2077

rotund scroll
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well UE4 is free

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so he's not wrong

undone tulip
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same thing

plush yew
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then dont learn game dev

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problem solver

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i dont understand the issue

shadow orchid
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How are your delay nodes doing today, everybody

rotund scroll
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also everyone had to start somewhere

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if you don't have the passion for it

undone tulip
rotund scroll
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do something else

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well you are in UE4

median hound
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are you able to effect post fx in blueprints? like changing intens

rotund scroll
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but I mean you don't have to do game development

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there's value in being an accountant too

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I mean they're boring soulless people but I'm sure they have fun in their own way

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to any accountants here, sorry but: offense intended

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πŸ˜‰

undone tulip
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why are talking like that are you an accountant @rotund scroll

rotund scroll
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yes I account for gameplay

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they call me a gameplay accountant

waxen lark
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Yeah it's crazy how UE4 is now free. And back in say 2010, it would cost hundreds of thousands of dollars for a legit Unreal License

lusty lance
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you could say its, unreal

waxen lark
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It's never been easier to make high quality games

lusty lance
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I've tried to get content into Killing floor (UDK) and it is kinda a ballache compared to how ez getting stuff into UE is now

waxen lark
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I remember UDK

rotund scroll
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don't get me started on import pipelines into the source engine

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or gold source even

waxen lark
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UnrealScript lol

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or whatever it was called

rotund scroll
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writing materials in notepad

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anyway I'm pretty sure this is too much #lounge

hard quarry
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I created a new Component. Can I somehow define a custom image for the Components tab?

open ermine
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Is there a way to extend the distance that mesh distance fields are utilized? I've tried changing the distance field shadow distance settings in the directional light higher and higher but it seems to cap out at a certain distance

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the world settings Global DistanceField View Distance only increases the amount DFAO overlaps with one another, not the distance of which mesh distance fields pop in
I've also tried editing r.AOMaxViewDistance also doesn't help, same with r.ShadowRadiusThreshold and the settings in the directional light for far shadow distance and distance field shadow distance, I'm at my wits end (skylight and directional light are movable)

rotund scroll
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@hard quarry you probably can in c++

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BP I reckon is off limits

plush yew
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Help, I currently packaged a game using the 4.26 ocean water system and it looks fine while previewing but once loading up the packaged game the waves are way too strong and there are gaps in the water

acoustic wraith
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I uninstalled a binary build and am about to build from source, but I'm low on space. Will the source build see and re-use all of the shaders that are built in DerivedDataCache?

storm terrace
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Can I get the partical effects to to show in a 2d scene capture 2d?
I am trying to do it with fire and it looks horrible

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notice the huge difference between the left (scene capture 2d) and right

normal jetty
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man.. texturing is.... texture

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lol

thick herald
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@plush yew 4.26 is only in preview status, so everything may not work properly. The water is a beta feature and not production ready. As to why it's doing that, no idea.

plush yew
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ive looked everywhere for this but no luck, im trying to add an outline over a sprite when the mouse is hovered over it, and to be a little blunt i already know how to make an outline in the material, a lot of people always assume i dont all i want to know it how do i only show it when the mouse hovers over the sprite, i feel like its a lot more simple then what people are trying to do and no ones helped me they always start with look up how to make outlines and nothing about the mouse hovering over it and it shows the outline then when not hovering it doesn't, does that make sense?

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@plush yew something like that?

thick knoll
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Is there a way of having the red boxed ticks be on by default so I don't have to do it every instance I make

noble sentinel
#

anyone here know about Runtime Virtual Texturing?

wet elm
tough solar
# storm terrace did support for Rider (by jetbrains) free end?

Rider's dev here. Nope, it's a bug an licensing system. Fix is already being tested, will be deployed on Friday. Meanwhile you can go through the link in license popup and start 30 day evaluation. It'll let you work with Rider until the fix is delivered! Cheers!

plush yew
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hey im following a short guide on dynamic materials and the part where i have to ref to it doesnt seem to work

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the dynamic material instance Ref doesnt work for me

light thunder
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@plush yew I've had that problem before, you need to change your variable type in your blueprint, it's close but not exactly the right one -

plush yew
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to what? lol

proper quiver
#

What happens to the post processing for the camera, when you do Set View Target with Blend? It seems to totally go away. Which post process does it inherit?

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Self here is just an actor, not even a camera

plush yew
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im literally following 3 different tutorials on mid's and all of them dont fucking work...

civic saddle
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@light thunder Renaming the files the blueprints that seemed to be causing the crash, and then fixing up redirectors, seems to have fixed it. πŸ‘½

plush yew
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whatever it worked, all outdated

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hilarious when they just change features all the time

plush yew
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@plush yew sorry for the late response but yes thats what i wanted but something a little more simple i mean something only for the mouse hovering over it i dont exactly want anything else

midnight cloak
plush yew
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what do you mean?, as in delete the widget completely or just the actor

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either way you can just press DEL or right click

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depending on what you mean tho

midnight cloak
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on game

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when i destroy actor i think the widjet is already in the buffer

plush yew
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oh i see um im not sure to be honest

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Does anyone know any Good Way of Cleaning Unused Assets? @ me

mint sequoia
#

Any ideas when 4.26 might be out? I'm hoping to squeeze out the next update for my plugin before it hits because I know it will delay it significantly since everyone will be submitting 4.26 updates

acoustic wraith
#

I had a binary install of Unreal, but now I'm building from source. Will the source build re-use all of the shaders that the binary build compiled?

thin tendon
#

I have this issue and need help. Some how I have accidentally baked my directional light or something. My world acts as if there are 2 suns with one in place. I have tried deleting all lights and rebaking. I can't seem to get rid of this in place light. I even tried deleting the build data and trying again. But no matter what this second unknown light source is always there. And its not something I can simply click on and delete.

acoustic wraith
#

I can't open Unreal right now, but under Lightmass settings, there is some boolean about caching that you uncheck, then rebuild the lighting.

#

World Settings -> Lightmass Settings

thin tendon
#

I couldn't find a caching option. But I have static lighting disabled in project settings and force No pre-computed lighting ticked on.

light thunder
#

so HTF did my landscape transform into a particle emitter....

plush yew
#

lmao forest fire

tender river
#

If you try hard enough it all ends in... flames momomiOk

light thunder
thin tendon
#

Is it possible to clone everything from a level into a new level?

plush yew
#

@thin tendon try building the level

thin tendon
#

I have dozens of times

light thunder
#

just duplicate the level @thin tendon

#

If you tweak a setting in the HLOD settings, I'm assuming you have to generate a brand new cluster for it to take affect on the proxy mesh generation settings?

storm terrace
#

@tough solar I was trying to manage to get vs 2019 working and I forgot how slow its intellisense is. Terrible!

light thunder
#

Is there anyway to take a blueprint actor and break it up to just it's components - I have a house that's made of all these components but it won't include in the HLOD settings because it's a blueprint...I need to "unblueprint it

soft fiber
#

UE 4.25.4 keeps crashing for me... Is this happing to other devs?

light thunder
#

this is why, I absolutely fucking hate the HLOD system in Unreal - these HLOD actors keep saying unbuilt EVERY TIME I restart the editor - this is a brand new map, so it's not in source control, so what gives???? I exit the editor correctly after saving

#

all hard drives have plenty of space

storm terrace
#

I'm so glad I'm in the logic/programming end and not the graphics end. Sounds terrible.

light thunder
#

lol I'm not qualified to do any of it but I don't have a choice, it's me or nothing gets done

#

Now i have to wait for all of these to build again, and the best part is, IT WON"T CONTINUE WITH THE LIGHTBUILD because I have to tell it that I know other levels are not visible but to built lights anyway

vapid narwhal
#

Can people advertise in dms from this server? I got a guy who sent me a random link advertising stuff, Curious if I can report it to a mod

#

And now he deleted his message. Odd πŸ€·β€β™‚οΈ

honest vale
#

I tend to call those people out in public on the shared server I'm on with them

#

they're usually like "huh? What message? I don't understand"

plush yew
#

will unreal engine 5

#

have issues handling multiple unique animations at the same time flooding the screen

#

i was told pixel ammount and detail doesnt seem to be an issue for unreal engine 5 o-o

#

pretty good

#

sure

#

o.o

#

welp youre banned

#

lmao

#

be safe alright

#

and get some mental help if you can ❀️

honest vale
#

@sick bloom go fuck yourself

plush yew
#

redacted*

snow crown
#

got it

plush yew
#

❀️

honest vale
#

all those years of browsing rotten as a primary school student finally paid off

#

did not throw up

snow crown
#

it was horrifying

plush yew
#

I mean im dead inside from on mass 24/7 abuse for two decades so it doesnt bother me but i know other people might feel a bit ill seeing that kind of stuff

honest vale
#

it's just a bit odd seeing that stuff first thing in the morning before I have even finished my first cup of coffee πŸ˜„

plush yew
#

Anywhore if anyone knows if unreal engine 5 can handle a crud ton of animations of unique manners at once please lemme know im curious since the it doesnt seem to have pixel limitations

#

oh yeah that kind of stuff makes eating feel a bit ickier i suppose

honest vale
#

@plush yew don't expect any miracles there

abstract plank
#

Quick question, not really sure about this myself, or what category it falls into (AI, Programming, or QA) but how performance heavy is navmesh

plush yew
#

oh so it might but maybe not

honest vale
#

it isn't heavy

abstract plank
#

so is it ok to use for massive scales?

honest vale
#

well calculating it might take a long time. For large worlds it's best to calculate the mesh at runtime with navigation invokers

open wadi
#

Hi everyone, quick question - I need to call a custom event that exists in my level BP FROM a widget, but turns out you can't. However, I keep reading I should be using an event dispatcher. However, I cannot seem to figure out the logic.

#

I created a new event dispatcher in the level BP, how do I call it from the widget?

#

I've tried binding the event dispatcher to a custom event in the level BP, but I cannot call this custom event or the event dispatcher itself from the widget event graph

#

even after compile, it does not appear as a node

grim ore
#

your going to have to talk to the item you want to bind the event from, and you cant get the level BP from anywhere

#

"hey level BP I need to bind to your event so you can let me know when the event is called" except..... no way to say "hey level bp"

thin tendon
#

I have a directional light that somehow baked into my level. I have tried everything. I delete the lights. The caches. Disable static. delete the sky. Nothing what so ever works. Anyone seen this before?

open wadi
#

@grim ore - So basically, any functionality within a level blueprint - be it a custom event, an event dispatcher, or a casting operation, cannot be done from my widget? There is no way to call a series of nodes that exist within a level BP from a widget BP, correct?

grim ore
#

yep the level blueprint is a poor place to place code

open wadi
#

Got it

honest vale
vast dagger
#

Yo im havin an issue, my engine crashed and when i opened it back up when i press play it doesnt spawn the character it has been since i opened the template. And when i go into project settings, it wont let me change the spawning character.
Im using C++ which ive not got much experience with

idle compass
#

Hi everyone, I am trying to dive deep into unreal's blueprint. But, I found out that unreal engine can use C++ too, is it better for me to learn C++ or just blueprint will do ?

tough berry
#

Depends on what you want to do with it.

exotic thicket
#

is animation update in AnimBP and event tick working as the same way ?

worthy fox
#

I would like to make the mannequin chibi-like.. Is it possible using Control Rig? I have never used it before..

weak cradle
#

Anyone know how to create a blueprint that basically says I can only do an input once in the air, and once I land i can use it again.

#

wow that was broad

#

So like im implenenting a dash feature, and I want to dash only once in the air.

#

Here's the code for the dash

wary wave
weak cradle
#

Oh my bad

wary wave
#

but also there's a bool on the player controller to check if a player is falling

#

that's your starting point

#

(or it may be a movement mode these days, can't recall, either way it's there somewhere)

weak cradle
#

Yeah i remember i used it to code a falling loop

open wadi
#

Is it possible to get a reference to an actor within a level from a widget?

#

Not within the level's BP, but within a totally separate widget

#

For example, I have a SkeletalMeshActor in my level, but I need to be able to reference it from my widget

#

Since I can't cast to the level, how do I get a reference to this?

#

Never mind, I got it, used get all actors of class.

worthy fox
#

I'm using Control Rig to scale certain parts of the mannequins body (head, legs and arms mainly)... I want to apply these changes to my mannequin. I read in the documentation that this could be done in the Animation Blueprint.. however - I have put the Control Rig node in the AnimBP (and selected the correct Control Rig Class to use) but my changes aren't visible. What am I doing wrong?

vast dagger
worthy fox
#

Zero-knowledge in Blender I'm afrain.. I have it installed, but I have never even launched it xD

severe ibex
#

I doubt anyone would have some input on the gamma/exposure being blown out on mobile platforms? Specifically the Pico Neo 2, its essentially an Oculus Quest. The project looks fine in editor but very gamma and exposed in game on the device.

#

I'm using the ES3.1 preview but the mad gamma isn't in the preview, only on device.

steel shell
#

how can i see what level of detail of one actor is chosen? is there a stat command?

severe ibex
#

@worthy fox likewise, I'm holding on to 3ds Max for dear life.

rare gyro
#

anyone can help me with explaining something for blueprints plz πŸ™‚ ?

desert badger
#

how can i add vertical wall running

hybrid light
idle compass
grim hawk
wary wave
#

because array indices start at zero

light thunder
#

How do you take a blueprint and "de-blueprint it" - it's a house that is a bunch of correctly placed static mesh components - I just want to have all of the static meshes in the world but not be filed as an actor (that way the pieces can be included in HLOD's)

hollow atlas
#

Want voice covers for our game I have already used mine so need more

thick herald
#

@light thunder Haven't got UE open so can't check, but maybe right click the house in the viewport and look for convert to static mesh?

#

That may just create one mesh though.

daring gazelle
#

where would i add aiming to and where

wary wave
#

....if you have five objects in an array their indices are 0,1,2,3,4

grim juniper
#

If there is only 1, then the loop would run twice for 0 and 1. Subtracting 1 makes it run the correct number of times because arrays start at 0 instead of 1

slender moss
#

fixed it by changing the mesh import options from compute normals to import normals and tangents

plush yew
#

to make something floppy I just add a skeleton right?

#

theres no.. make floppy thing in unreal?

daring gazelle
#

how come when i change my landscape material its black

#

like its gone really dark

wary wave
#

unless you posted the wrong image, there is never a 'LastIndex -1'

#

it's a for loop from 0 to 'number of things, -1'

#

no idea what the inside of the loop is doing but it looks dodgy to me

light thunder
plush yew
#

yea that looks weird what is it supposed to do?

unique kraken
#

what was the shortcut again to leave the play fewport with the mouse but keep it running?

#

something something 1?

wary wave
#

the left most node is 'number of things -1'

#

yes

#

well, if you have five things in a loop, what are the indices?

#

holy shit, no it's not πŸ˜‚

#

the last loop is four

#

number of things -1

#

5 - 1 is 4...

plain pagoda
#

@wary wave is right

wary wave
#

christ dude, unroll the loop on paper, this is painful

vague scaffold
#

I notice that some projects I open immediately are at a level, but others are not. Is there way to tell Unreal Editor to automatically open up a certain Level Map?

plain pagoda
#

0,1,2,3,4 -> 5 elements

wary wave
#

it's doing a loop, from 0, to "number of things - 1"

plain pagoda
#

It's always total elements-1

wary wave
#

if number of things is 5, it will loop 0, 1, 2, 3, 4

#

the array indices starting at 0 catches a lot of newbies out because it's counterintuitive for sure

plain pagoda
#

that's how mafia works

grave nebula
#

The thing is, even if you have absolutely no clue about array indexing and hearing about the thing first time, it takes about several minutes top to make a basic setup which will print debug for you, showing you clearly where iterator beings, where it ends, what is the last index in array and what is total number of elements in array.

potent bridge
#

Is it possible to modify a blueprints "instance editable" values if its used as a "Player Start"

light thunder
#

is there anyway (in the editor) to copy the transform of details, and not just the vectors of the rotation/location

wary wave
#

please go somewhere and read about for loops and how they work

light thunder
plain pagoda
light thunder
#

@wary wave You know of any plugin/tool that lets me copy entire transforms, not just vectors? from the details panel image I showed there

plain pagoda
#

I'd like to know that too

#

Need something that can copy transform of skeleton bones

potent bridge
#

Question, I've removed the player character from my scene, but there seems to be a second one somewhere, but not in my world outliner.

plain pagoda
#

Check your gamemode, what player you have set

light thunder
#

@potent bridge you are spawning it probably multiple times, you need to search for whatever node you used to spawn your player in, it's probably in one of your blueprints - alternatively you can step thorugh your begin play and put a few breaks every so often, and try to find out when it starts existing in the world outliner during gameplay

#

Can someone enlighten me on this - blueprint actors are terrible for optimization (you can't use them in HLOD system) - merge actor is okay but it won't help drawcalls much because you either lose material tiling or you keep the original material count (HLOD is the way to go basically)

I've broken up a blueprint actor into the actual components (literally copied them by hand one at a time and then pasting in their relative location so they lined up like the blueprint)

I'm almost there ...but how do I get it in the exact location without manually placing it..?.

Can I access the same location as the blueprint actor but for a group of actors as well?

fierce tulip
#

I could really use a tool now that would be able to split my project's mat function and its references/things referencing them in two XD

light thunder
#

Alternatively, how would take a single static mesh item with it's materials and export them to blender and reduce their materials to a single material?

buoyant graniteBOT
#

@plush yew, Check your direct messages. :incoming_envelope:

#

Which role do you want to learn about?

void barn
#

if i want to export as exe

#

which one should i choose

buoyant graniteBOT
#

The timer expired. Please start again.

sterile tulip
#

hello
does it cost extra to activate cloud saving on steam published games?

harsh tiger
#

hey everyone, i may have messed up slightly haha. i use 4.23 but just bought an asset pack thats 4.24 and 4.25. adding it into my project shows blank files in the project.

Does anyone know of a fix for this without having to update my project to 4.24

#

opening a separate project in 4.25 and migrating doesn't work either

unborn ocean
#

Hello !
I would like to create a not that hard 2.5 fighting game
So I took the 2D Sidescroller template, but I can't figure out how to mirror the character ?
The problem is, turning to the other side makes the character slowly doing the 180 degrees, instead of doing an instant swap to the other side ( like fighting game )
My question is, where should I start with blueprint to achieve that instant swap ( and thus, the mirror ) ?

brittle gulch
#

Hi there! Is there a way to import multiple splines in UE4? I heard of the csv method, that works well for one spline at a time, but what I want to create a city with multiple roads?

plush yew
#

on materials doesnt work

#

cause why would it

#

shit never works how you think it does

#

and the top one sets the value on ALL the instances of the actors/materials, not just the one

obtuse path
#

Is the launcher getting "500" errors for anyone else and then proceeding to startup in a random language? So far it's loaded in Turkish and Spanish

light thunder
#

yes, because you are setting the INSTANCE itself of the MATERIAL @plush yew - you are basically saying, "Hey, I take this kind of "blue color material thing" and make it all "a little bluer"

obtuse path
#

Whenever I click on the Unreal Engine tab, it switches back to English, but then when I click on store it will show a 500 error and the whole launcher changes to a random localization

plush yew
#

@light thunder i know what it does but i just want it to affect one actors material not all of them that share the same texture

light thunder
#

So you are looking for a reference to a material of an actor

#

I remember the other day you asking about this, it was not the variable type instance you had set in your blueprint, you were slightly off

plush yew
#

yea but all the guides were out of date

light thunder
#

and, of course, you did make it instance editable and expose on spawn right?

plush yew
#

youre supposed to make a material parameter collection

#

problem is its affecting all of the dynamic materials at the same time lol

light thunder
#

probably because you are referencing the INSTANCE and not the Variable of a Material on an actor

plush yew
#

ya im just changing the parameter value is all

#

its shared tho

harsh tiger
#

@plush yew thank you, however i've found a work around haha. i just exported the meshes to my desktop and then reimporting to my main project and it worked just fine πŸ‘

light thunder
#

if you've linked the paramter to a material instance, that won't work that way

#

it will be recursive and go back to the anything that has that material instance

#

you need to make the dynamic material first, and only apply it to your static mesh, as part of the construction script or begin play function

#

then you can change it and only it during runtime

#

i've not done this in a year or so but I remember being stuck in a very similar way

winter gale
plush yew
#

@light thunder yea exactly but all the guides ive found so far are outdated lol

winter gale
stark marsh
#

a question about paying epic royalties once i reach the 1 million threshold, do i pay 5% of how much i recieved from the game? or just 5% of how much my game made all together, because steam takes a 30% cut

plush yew
#

why doesnt it fucking work

#

ive been trying for 2 days

#

this is from the unreal doc

thick herald
#

@stark marsh I really wouldn't concern yourself with that yet. Not many indie games make that amount. Most games released on steam are lucky to get even 1% of that.

stark marsh
#

yeah

#

i'll probably never reach $1 million in sales, that's a massive amount for a single person

thick herald
#

Have you completed making your game yet?

stark marsh
#

and if i did, i'm sure i wouldn't mind paying a little bit every few months, it would be pretty much nothing compared to what i would have

#

no

#

but i was just interested in what happens when you get to that stage

#

i'm no where near that yet, in a few years hopefully, but not yet

thick herald
#

Epic has a whole page dedicated to royalties, that's your best source for the answers you seek.

stark marsh
#

ok thanks

#

but yeah i've just got my head around animations now finally

#

i really feel like i'm getting somwhere, it actually looks and feels like a proper game now

atomic onyx
#

Can you play an unreal engine 4 html application from a web browser on your mobile? Or is that not supported?

grim ore
#

@plush yew the issue is the target, look at the type of item it wants to work on. in your picture its a mesh component. in the unreal docs is a material instance. your top node in your pic is also a parameter collection. IF you want the correct node for a specific type drag OFF the type then look for the node. So drag off the return value from your create dynamic material instance and then look for the set parameter node

plush yew
#

wow that.. that actually works

#

from now on i will untick context sensitive to omg

#

thank you so much

#

mathew to the rescue once again

stark marsh
#

if i want to give my game to someone to try out once it's packaged what do i give them

#

just the "binaries" folder

#

and can they play fine? or do they need any other files?

rotund scroll
#

everything that's in the packed folder

stark marsh
#

yeah but it has the actual project file

#

so if they have ue4 they can open it and just see everything

#

so if i just removed that

desert badger
#

how can i add vertical wall running

coral folio
#

How do I transform a skeletal animation bone ? Without using the anim bp ?

#

Right now I’m in the animation editor and under the bone hierarchy I’m able to transform them, but even after saving and simulating in editor the animation goes back to its original state !

plush yew
#

you mean you wanna animate something?

#

im not sure you can do that in unreal

#

Guys what UE4 version do u use?

stuck scarab
#

I need to export a lot of Textures, but only certain ones.
So currently I do, rightclick -> Asset action -> Export.
Can you bind this action to a shortcut somehow?
Is there a much more effecient way?

plush yew
#

U could put the textures in the project file

#

From the windows explore file

stuck scarab
#

in explorer its only UASSET files. They are from a pack I bought from a store. Can you access them in a different way?

coral folio
#

@plush yew no someone else made a walking animation, but I want to tweak the rotation of some bones

#

As it doesn’t looks correct right now

plush yew
#

im like 99.9% sure you cant do that in unreal

normal jetty
#

yall got me looking at blood and paint spatter textures for tile variant overlays

#

xD

coral folio
#

I mean that’s wild, why not ? I mean yeah you can do that by using the anim bp but there’s really no other way ?

#

Mmm

stuck scarab
#

@coral folio check out this lovely lady who made a nice video about "control rig"
Havent tried by myself yet but maybe its something that could actually help you

#

NOTE : Watch the full playlist where I cover everything from basics to creating additional controls on a Custom Character here : https://bit.ly/31PbQ7g

Here's a tutorial on Control Rig Mannequin that was recently launched on UE4 Marketplace by Epic Games which is totally FREE.
I've covered the basics on how to animate with control rig.
Huge sh...

β–Ά Play video
coral folio
#

Thank you

stuck scarab
#

maybe with this we are actually able to create / edit animations in unreal.
And jeah.. this wasnt (maybe still isnt) a thing before.
So dont take it for granted πŸ˜„

opal carbon
#

how do I set up VR headset motion as LookUp and LookRight or whatever in engine input?

#

making a vr game, not sure what I'm supposed to be looking for here

half bay
#

heya, since the official forum is down, i'd like to ask here: how can i access the project's version from a blueprint? i couldnt find any getter for it πŸ€”

thank you

exotic thicket
#

You can't without C++

#
FString UCppHelperLibrary::GetAppVersion()
{
    FString AppVersion;
    GConfig->GetString(
        TEXT("/Script/EngineSettings.GeneralProjectSettings"),
        TEXT("ProjectVersion"),
        AppVersion,
        GGameIni
    );

    return AppVersion;
}```
#

you can do something like that though so it should be fairly simple to add

half bay
#

thank you

plush yew
#

@coral folio same reason you cant or shoudnt model in unreal

plain pagoda
plain pagoda
coral folio
#

I need to edit an existing animation not make one from scratch so I think that wouldn’t work

plain pagoda
#

I'm talking about the existing animation lol

#

you can't make from scratch without control rig or 3d software

coral folio
#

I have lots of key frames in that animation, don’t I have to apply the rotation on all the key frames in order to work correctly ?

plain pagoda
#

no

#

just the first one

coral folio
#

Ohhh

plain pagoda
#

and it automatically keeps it that way

coral folio
#

Let me try !

plain pagoda
#

that's how I've been making my own animations in ue, from just one idle animation

rapid ridge
#

Hey guys, I have time pressure and I need help. I have navmesh inside my level that intersect with my level mesh. The level mesh is set to stationary (not static) and for some reason, it can't build the nav mesh onto it. Any idea'

#

?

coral folio
#

It works !!!

#

Thanks man ☺️☺️☺️

winter gale
plush yew
#

@winter gale gz dude πŸ˜„ your first book was a succes?

winter gale
#

@plush yew yup. It was with Packt Publishers

plush yew
#

awesome! youd think with so many free resources online itd be hard to sell it haha

winter gale
#

Haha its also true

#

My first book was released back in 2016 IIRC

dawn gull
#

How can I move my player to 0, 0 and have all objects move to the equivalent distance that they were when the player wasn't at 0, 0?

#

So you move back to the center, but it doesn't look like it because all the other objects moved

south tide
#

Get the player's current position and store it in a variable, and then loop through every actor in the map and move them inverse of that variable.

#

When the player moves the inverse of its current position, it should end up at zero πŸ™‚

dawn gull
#

My problem is, the size 500 is different than the distance 500 in the level.

south tide
#

Moving them all only takes distances into account, not sizes.

dawn gull
#

Alright

dense knoll
lavish skiff
#

Hello, can anyone give me some tips, I'm using the colaborative viewer template, and have some doors in my game, but the pawn wont trigger the triggerpoints on the door. Any idea what I need to change in the pawn?

plush yew
#

wooo it works

#

somewhat

#

no wait

#

it actually works

#

my god

dawn gull
#

@south tide I have this code, and nothing happens. And I know the code is executing. What am I doing wrong?

#

The event is on end overlap

plush yew
#

debug it with print strings

#

see where it fails

dawn gull
#

Ok

plush yew
#

thats what I do atleast

#

lots of print strings in my code

south tide
dawn gull
#

Ohh, get the current location and add the offset

south tide
#

Exactly

dawn gull
#

And, for some reason it isn't executing

#

None of the print strings are working

south tide
#

Also, don't do anything different with player and the rest of actors.

#

I'll give you an example. Let's say we have two actors in 2d:
Player at (2,3)
Ball at (8, 9)

We store the inverse player location, (-2, -3), and now we apply it to all actors:
Player becomes (2, 3) + (-2, -3) => (0, 0)
Ball becomes (8, 9) + (-2, -3) => (6, 6)

coral folio
#

Other question, what if I want to render a shadow pass ?

#

Or hide the actor but keep the shadow ?

plush yew
#

do those branches work?

#

can an actor turn into a boolean? lol

dawn gull
#

It was the first branch I messed up, I'm gonna re-do all of that

south tide
# plush yew can an actor turn into a boolean? lol

That's actor comparison, which returns a boolean. But you're right in that it might not be correct, he's checking if the instance of an actor is the same as the asset for the actor, which won't return true. You might want to do a cast instead to see if the actor is of the specific type.

plush yew
#

I see

#

you learn something new every day

dawn gull
#

oh crap i didnt hook up the branch

glacial arch
#

dude whats up with the launcher as of late

#

takes solid 15-20 seconds to open, and to sign in you always gotta do like an IQ test for a pig

#

and if you get your pass wrong you gotta do it again lmao

plush yew
#

hm? it logs me in automatically

glacial arch
#

not here chief, even if i set it to remember me

plush yew
#

sounds annoying

glacial arch
#

beyond annoying

plush yew
#

just dont turn of your pc πŸ‘

#

@dawn gull bro your discord# is 0001

dawn gull
#

Yeah?

plush yew
#

thats cool

dawn gull
#

I bought Discord Nitro

glacial arch
plush yew
#

ah

glacial arch
#

i can barely see the pips

plush yew
#

you can set it yourself? lol

dawn gull
#

Yeah

glacial arch
#

its fucking time gated lmao if you take too long it closes

plush yew
#

oh my lord

#

@dawn gull oh didnt know that haha

dawn gull
#

That's just torture

glacial arch
#

you gotta do it 5 times lmao

plush yew
#

after 5 times you gotta bp your own log in system

dawn gull
#

lmao

glacial arch
#

wait not even

#

it made me do it 10 times because I took too long to do the 5 times

#

im not even joking right now

#

god the launcher itself is so laggy too man

#

alright I realize I'm whining and it's because I have a headache and im grumpy and yet

#

i retain my position

dawn gull
#

Also the code I sent is dumb I gotta fix it

plush yew
#

whens the last time you cleaned up your pc?

glacial arch
#

pretty recently, I keep my shit squeaky

plush yew
#

I mean youre actual like hard drive and shit

#

windows

#

i keep all my shit on a seperate drive and every so often just do a full restore on my C drive, makes everything run smooth again

glacial arch
#

ah, you mean that

#

yeah I do it like once a year at best, because it involves lobotomizing the Windows garbage

#

like the appstore and all that

plush yew
#

lol yea

glacial arch
#

you gotta override permissions and stuff

plush yew
#

I miss xp man

#

so simple

#

so good

#

no extra bullshit

glacial arch
#

Just wait until DirectX isn't the big boy anymore

#

Linux gaming might become a thing

plush yew
#

eh?

glacial arch
#

The only reason I'm using a Windows machine is because games and developing them

#

Once Windows isn't the main go-to OS anymore, I will be happy

plush yew
#

think people are scared to switch so thats not ognna happen in a long time

glacial arch
#

I think maybe 15-20 years from now it might be more common to use Linux

#

as soon as zoomers figure out that you can customize unix to look like literally anything you want they will start using it just for that lol

dawn gull
#

Ok, I run this and It runs all of the print strings, even for each actor in the for each loop, but it doesn't move anything.

glacial arch
#

frankly i reckon the whole user restriction bubble might burst eventually when someone comes out with a popular thing that has none of that bullshit and it reminds people of how awesome customization is

stuck scarab
#

long way to go for Linux with its current 2%

glacial arch
#

Linux and its brethren are currently the only really popular OS out there that allows the user full control with no strings attached or hoops to jump through

#

that alone sets the dominos IMO, it just takes a push for mass adoption

#

I say this as a long time Windows and Mac user - compared to Linux they're just pieces of shit

#

I literally only use Windows because it's the main OS that everything is written for

stuck scarab
#

probably only a very small amount of people need full control, probably the current 2% πŸ˜„

glacial arch
#

also everything is open source and written by a large community of people with quality as the main motivator

#

You ever try to read Windows code or use Windows libraries?

#

what the fuck is that man

#

anyway im sorry this is offtopic

half bay
#

what visual studio do i need for UE4? could i get the latest one rather than VS 2019?

glacial arch
#

VS 2019 is the latest one

half bay
#

😐 oh okey thank you

glacial arch
#

anytime

half bay
#

it prompted a lot of updates for me so i figured it's a bit old

glacial arch
#

nah thats just VS for ya

#

you probably missed the vital "make button trnasparent" update

#

or "give graph cool outline" update

half bay
#

the one out of 100 updates that all require you to restart your computer to use VS again πŸ˜…

glacial arch
#

meanwhile on Linux you literally just open the command prompt and type in something to the tune of "just install this program for me m8 ok?"

#

and everything just works

half bay
#

yeah but can linux use your data for their own $?

glacial arch
#

you got me there

#

mine my data daddy

half bay
#

on a side note, any idea why new c++ classes dont appear in the Content browser?

glacial arch
#

they appear in a separate window

half bay
#

i made a blank one, it wont show up there, but it's in the folder

glacial arch
#

there's a dropdown for C++ classes

#

content browser and C++ classes are two different tabs

half bay
#

oh, thank you, i'll take a look

glacial arch
#

anytime

half bay
glacial arch
#

it does show it, just in a different tab

half bay
glacial arch
#

click on the folder icon

topaz pebble
#

Anyone have any good reading material on unreal I can download before a flight?

#

Longer the better

half bay
#

thanks for the help, i couldnt get it to work candleboy, i'll keep googling, i click on the folder icon and nothing happens πŸ€”

glacial arch
#

no worries man, lemme go look real quick

plush yew
#

i was wondering if someone can send me a link to a step by step for sprits and 2d game development not a platforming game more of a 2d rpg game

half bay
glacial arch
half bay
glacial arch
#

have you actually added any new C++ classes?

#

cuz thats the only ones that show up

#

specifically your project code

frozen pond
half bay
#

i have, 2 of them

glacial arch
#

Weird man, I guess I've got no idea then. Never had this issue

half bay
#

cant add MyClass since it exists as i created it 10 mins ago

#

thanks though!

worthy fox
#

Doesn't Mixamo support the UE Skeleton anymore? 😦

daring gazelle
#

Whats it mean by texture streaming pool over 80.384 MiB Budget

hasty osprey
#

During cloth paint can i make it so some vertexes are affected differently by gravity than others?

brisk socket
#

As I understand it, there are no possibilities to build a 64-bit multiplayer world yet?

wary wave
#

nothing stopping you from making the necessary code adjustments

#

but the performance implications would not be great

#

not sure why you'd necessarily want a 64-bit world

ashen frost
#

Hello, good friday to you.

Am having trouble with my collision using a projectile.

am using an imported rock with material. It just goes through stuff,
But ironically when i turn on physics the collision works but then it has no velocity

plush yew
#

this is not how i blend between 3 textures using lerp's I suppose πŸ‘€

light thunder
#

where do you build HLOD's at?

soft fiber
#

I'm having a lot of stability issues with Unreal 4.25.4. Any advice?

plush yew
#

aight it works just needed 2 lerp nodes

daring gazelle
#

Anyone?

next badger
#

@daring gazelle type that question in google...you'll get 100s of the pages

daring gazelle
#

Anyone use megascans, how come im getting displacement texture instead of rough

next badger
potent bridge
daring gazelle
#

and also instead of getting dirt im getting this

soft fiber
plush yew
#

@next badger i made cookable chicken, didnt follow a guide, its so stupid but i love it lmao

next badger
#

@soft fiber the more generic answers answered, the less real questions left unanswered

#

@soft fiber you having crash reports examples?

plush yew
#

right, someone in animating just went ''help how do i animate?'' lol

soft fiber
plush yew
#

directx crash?

next badger
#

@daring gazelle is that a reflection on landscape?

daring gazelle
#

Yeah I have no idea how it got there

next badger
#

@soft fiber RHI crash is 95% issue of drivers for GPU

daring gazelle
#

I just want to add another layer dirt

plush yew
#

looks like its not loading the texture

stuck scarab
#

we got a lot of this stuff here. So im with you Alexey, often you find in the question that very basic knowlege is lacking. Then its better to advise with videos / terms people can use do to their own research

next badger
#

@daring gazelle to add layer to material you need to make proper material with blends

soft fiber
#

I just updated to the latest build of NVIDEA drivers. Maybe that will help...

plush yew
#

usually you can find the source of the crash by tracing back your steps

#

whatd you do before the crash

next badger
#

@stuck scarab Pool question is long to answer, it's not an answer that can be put in one sentence.

potent bridge
#

Am I missing something here? Trying to get the hitbox of "SwordWeapon" to deal damage.

soft fiber
#

@plush yew Honestly, not much. I'm playing with grayboxing in Unreal. New project and mostly empty scene.

daring gazelle
#

@next badger do you know why id be getting displacement texture instead of normal

plush yew
#

@next badger is there a proper way of changing material for a sprite in bp i tried it but it only effected one sprite in my level i think its cause in the level the sprites are all numbers when using the same one so im wondering how to i make it effect all of them, i think its the same with objects to

daring gazelle
#

Sorry not normal, roughness

next badger
#

@potent bridge yes...you're comparing the actor to a BP...but you need to compare class of actor to a class...reference to some actor instance never will be the same as some class definition

stuck scarab
#

the other actor probably shouldnt be the sword Darky. Or maybe it should, not really something that can be answered based on your screenshot

soft fiber
#

I'm going to eat nugets and I'll try again with the new drivers!

potent bridge
#

why shouldn't it be the sword? The sword has a hitbox, and this is done on the enemy BP with its capsule component

next badger
#

@daring gazelle sorry, I need some clarity, what you want and what you getting instead?

potent bridge
#

I think I've figured it out, hold on.

half bay
#

why is UE4 so horrible? it wants to put my project's classes in the UE4 binaries installation path - wtf?

#

i need it in my project not in the installation folder
and on my gf's computer, it wont allow classes to be put in any other place than in her Documents

next badger
#

@ashen frost it will only have physics behavior if it's simulating physics...it doesnt mean it has no collision...it just not simulating physics

#

@ashen frost Collision != Bounce action, it's just a fact of registering the event

#

@half bay you cant have Spaces in the path afaik

half bay
#

it worked before πŸ˜‚

potent bridge
#

geez UE4 suddenly deciding to crash every 5 seconds.

half bay
#

like before i restarted my computer

potent bridge
#

@next badger
something like this still doesn't work, I wish I knew what I was doing lol.

next badger
#

@half bay try to exit ue4. go tou project folder, right cligh the uproject and pick regenerate project files

plush yew
#

@next badger sorry to bother you but do you know the setting to stop the bounciness from using a physics constant?

#

constraint*

#

i know theres damping but its not there

daring gazelle
#

@next badger this is what i wanted

plush yew
#

you need a landscape blend material

woeful sierra
#

hi sorry i dont want to butt in right now but let me know when this chat isnt full, i have a question

daring gazelle
#

this is what i have so far

next badger
#

@potent bridge nop...just cast your other overlapping component to your sword class

#

@potent bridge not actor, but component

potent bridge
#

how would I go about that man? I'm confused right now.

half bay
#

@next badger thanks, it didnt change anything, i'll check the config file

potent bridge
#

And in my second screenshot is is hooked to component.

next badger
#

@daring gazelle use the R output from roughness, roughness is monochrome -> vec1, RGB is vec3

#

@potent bridge oh...that is more camplex than it should be...jusr use static or skeletal mesh. and modify the simple collision

potent bridge
#

your telling me I can just cast to its static mesh

#

unbelievable...

next badger
#

@potent bridge no...you can use a static mesh, not an actor...cause if you want to collide with some component of another actor, you have to pass some variables

#

and attaching actors to actors is not simple, and using actor components in not performance wise

daring gazelle
#

@next badger do I still keep the rgb plugged in as well cause I think its working now

potent bridge
#

this is making no sense to me unfortunately.

ashen frost
#

@next badger hi thanks, i actually already fix it and the solution was so simple and weird lol

next badger
#

@potent bridge shortly, if you want DamageBox to collide with capsule of another actor, you need to check for a collision on that capsule if the other component is your DamageBox...the problem is, it's a generic collider that has no custom properties you can verify

#

I.e. can not be distinguished from any other collider

half bay
#

is this frame talking about this button? cause i press it and nothing happens than a yellow text in the log saying Warning: RebindPackages not possible (no packages specified)
thank you

next badger
half bay
#

oh, okey ,thanks ,ill try it

woeful sierra
#

ok im just starting out in ue4 i wanna use blueprints, and i started with the 3rd person starter kit can anyone help me hook up some animations i made to the game?

#

i started by importing them and then it gave me an error due to the bones

ashen frost
#

@woeful sierra its probable faster and better if you just looked ip tutorials on that

ashen frost
woeful sierra
#

i did multiple times

next badger
#

@ashen frost hiring someone may be faster

ashen frost
#

are u using blender? @woeful sierra

woeful sierra
#

yup

ashen frost
#

i honestly didnt really have too much bone problems

woeful sierra
#

all the tuts just use mixamo

next badger
#

@ashen frost it is better indeed, not faster however

ashen frost
#

i know making sure the name isnt just planely amature is helpful

woeful sierra
#

its not

ashen frost
woeful sierra
#

they are like arm.l and leg.l

plush yew
#

hi, im using a physics constraint to grab objects. but its wobbly as fuck. Ive tried a bunch of stuff but it doesnt seem to work how I want it

ashen frost
#

did u look up the settings u should have?

woeful sierra
#

should i be importing only one skeleton per model?

ashen frost
#

when i imported a new separate animation, i used the skeleton i already first imported

woeful sierra
#

... am i supposed to have them seperate!?!?

#

i just import the model with the model

ashen frost
#

are u importing animations or model?

woeful sierra
#

both

ashen frost
#

the first time you import animation, you import everything

#

the next time, you still make sure u select everything in blender but in unreal engine you dont add the skeleton or model

#

u use the one u already first imported

woeful sierra
#

ohhhh

#

lemme try that

ashen frost
#

nice

#

and make sure u have the right blender settings

woeful sierra
#

what blender settings do i need?

ashen frost
#

em

#

i think this gives good settings, i followed a couple of tutorials but i used this one a lot https://www.youtube.com/watch?v=eyWWaTh28Dk&list=PLMosi4yQ6-_Ez5ZqLpa35CGw0Qmj1VCgS&index=1&t=18s

0:00 - Import Skeletal Mesh, Skeleton, and Animations
0:48 - Adding New Individual Animations
1:32 - How to Fix Tiny Animations
1:45 - How to View Bones in Unreal
1:49 - Fix "Can't detect import type. No mesh is found or animation track"
1:55 - Fix "Multiple roots are found in the bone hierarchy. We only support single root bone."
2:11 - Fix Gra...

β–Ά Play video
woeful sierra
#

this is super confusing its saying a have a bone names armature that i dont have

ashen frost
#

you kinda have to watch at least a few videos sometimes because 3d stuff are just weird

woeful sierra
#

ya im coming from gamemaker studio 2 :/ im not used 3d

ashen frost
#

oh i see

#

screenshot the problem

daring gazelle
brisk socket
daring gazelle
#

i have to look closely to see the grass properly, how do i change it so i can see it from further out

woeful sierra
#

they are weighted

wary wave
#

SpatialOS is an example of a middleware that does this, though I'm not sure I'd recommend them given their history with Unity...

daring gazelle
#

anyone?

ashen frost
woeful sierra
#

no not yet

ashen frost
#

try those settings

#

and try changing the amarture name to AmatureGuy

#

or something like that

brisk socket
woeful sierra
#

ok @ashen frost i got it in without errors

#

how would i now attach it to the player

ashen frost
plush yew
#

theres hundreds of tutorials about animations in unreal why not just watch those?

ashen frost
#

thats a bit more complicated but a lot easier in a way because i had less problems. Blender gave me a hard time with animation/rigging and stuff

if you did that, this should be easy

#

devsquad on youtube have good tutorials on this

woeful sierra
#

i have watched them i honestly am just confused

#

hmm ok ill watch them

#

thank you so much

ashen frost
#

yea thats what i followed and some other videos to because game dev is just weird like that but devsquad was what i mostly watched

woeful sierra
#

ok great

ashen frost
#

Does anyone know how to make a projectile destruct? Am using the apex destruction plugin, but it doesnt let me set the destruction for projectiles class

plush yew
#

its iffy

gusty dune
#

How do you use the Calculate Direction node? It used to be a node with an execute pin, now it's just a node and isn't working when I follow a tutorial from last year

plush yew
#

but what i did was replace it with a destructible when it hit something

ashen frost
plush yew
#

did it alone

#

its super wonky tho

#

lots of tweaking

#

but it can work

ashen frost
#

alright

#

thnks

#

not sure how to do that in bp tho lol

plush yew
#

yea, lost my original project for it tho

#

just spawn in the destructible

#

and destroy original

#

then start tweaking

ashen frost
#

hmm alright

#

thnx

zinc shore
#

Dose the skeletal mesh stop animation when it’s not visible because it I make it invisible the items attached to the hand no longer move

dawn gull
#

How do I add perlin noise to a sphere with a procedural mesh component?

glacial arch
#

@dawn gull Depends on your contouring implementation

#

let me back up

#

polygonal meshes are usually generated from volumetric data using something called a contouring function. Contouring is essentially "tracing" the surface that you want at a chosen density. Say you wanted to draw a cloud as a polygonal mesh - you have to decide what density of the cloud you want to be "inside" and what you want to be "outside" because your polygonal mesh doesn't have nuance - its a hard surface

#

That surface is called an isosurface. The reason why it's called that is because on maps, we have something called an isoline - if you look at maps, you'll see them, they're like traces around a particular height. So, in our case we have an isosurface instead of an isoline, and instead of height we have a density. Isosurface is a direct extension of an isoline, logically going from 2D to 3D

nimble steeple
glacial arch
#

There are several contouring algorithms used to extract the isosurface. They're also commonly called isosurface extraction algorithms. You've heard of them I'm sure - Marching Cubes, Dual Contouring, Marching Tetrahedra, Dual Marching Cubes, Cubical Marching Squares, Naive Surface Nets etc.

glacial arch
#

They all have their own strengths, and the most popular one these days in gamedev is Marching Cubes, because it's FAST thanks to working off a lookup table.

dawn gull
#

@nimble steeple I had to heavily modify that one, and it uses sine waves

dawn gull
glacial arch
#

Now, contouring algorithms work off of a density map. Similar to a pixel image, they're usually a voxel image and instead of color they have a density value

#

I sure do, and I'm going to link you to one

dawn gull
#

Awesome

#

I've been looking for good planet forever, and they only come in shaders on the marketplace

glacial arch
#

So! To apply a perlin noise to a procedural sphere generated from a volumetric density map, you want to modify the density map using your perlin noise! This will apply your noise to the underlying data, and modify the sphere that results from it!

#

Let me link you to a very good video that details marching cubes. It's an excellent intro

dawn gull
#

I can't thank you enough for this

glacial arch
wary wave
#

that looks a lot like the Nvidia GPU Gems algorithm looking at the cover scene πŸ˜„

glacial arch
#

If you ever need advice, you just pop into my DMs. I will also link you to my server where I have a coding channel that I check multiple times a day

dawn gull
#

Yeah, that's a good video.

glacial arch
#

@wary wave Yup! Sebastian talks about the GPU gems thing

dawn gull
#

I'll join the server

glacial arch
#

Message me, I dont think linking is allowed in this server

wary wave
#

in context you can link it