#ue4-general

1 messages Β· Page 892 of 1

lucid grove
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Right in front of my character something blocking it

warped tangle
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@lucid grove alt+c

lucid grove
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i can jump on it a little

tight prawn
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is there a guide or a tutorial on the new animation sequencer in .26 ?

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i wantto make a tiny melee swing animation

young cliff
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Thanks @warped tangle - but tickgroups doesn't seem to output a list of ticking blueprints. The start/stopfile also doesn't seem to have a simple list of blueprints that are ticking. I know that dumpticks works (from past experience), but have no idea how to get it work now 😦

plush yew
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@warped tangle @potent bridge so far ive tried with .fbx and .wav

warped tangle
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@young cliff so dumpticks isn't outputting to the Output Log? Do you have a filter on or something?

lucid grove
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Probably found it, but have no idea what causing it. Its a tree that invisible for some reason, but its there if open foliage tool

warped tangle
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do the single instance tool within the foliage tool, and delete that instance. Never seen that happen but there you go

young cliff
lucid grove
warped tangle
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yeah no idea on that, you can try checking with #level-design maybe, somebody there might know more

potent bridge
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How would I make it so that the players physics do not affect other physics actors?

tight prawn
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collision = overlap/ignore on pawn

potent bridge
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thanks, but what I meant is that its physics don't affect it, not so it goes right through the platform.

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So we're sort of halfway @tight prawn

tight prawn
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set it to block and it won't go through

waxen marlin
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Anybody knows why the Gameplay Debugger keeps popping up when I press either " or ' while I have defined Num5 as activation key in the Project Settings?

tight prawn
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i assume you're using azerty keyboard

waxen marlin
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correct

tight prawn
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instead of setting the keymap to 1 use ampersand

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which means &

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so based on this logic, find the correct names of each button and map it to that

waxen marlin
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yeah, I already have ampersand and apostrophe set in my action mappings

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it's just that it pops the gameplay debugger too, only since today, this is driving me nuts

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I just cleared my action mappings and the Gameplay Debugger still pops on " and '

chrome summit
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My ue4 keeps crashing when i create Skeletal mesh variable on a structure!!!!
help please!

tight prawn
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oh, to me it doesn't show gameplay debugger

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well i'm only using ampersand for now

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@waxen marlin would you please ping me if you find a solution ?

waxen marlin
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yeah, will do, I think I'm going for a full re-install

tight prawn
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i don't think that's required

scarlet birch
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Delays in 4.26 in UMG. I've seen other people share this same problem now. Has anyone else had issues with delays in UMG breaking in 4.26? I had a delay between opening the loading screen movie player and opening a level of 0.02 and it broke. Removing the delay fixes the problem. I wanted to double check this isn't intended or expected before reporting a bug.

civic mauve
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Hey guys so i was testing unreal engine new water system but that doesnt seem to work for me, i added a ocean in my scene its splines came perfectly but i cant see the ocean 😦

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help pls

waxen marlin
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got the same problem, just had to build the scene

civic mauve
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lemme try

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thank you mate that worked perfectly @waxen marlin

waxen marlin
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cheers

dim merlin
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Hey guys, so anyone knows there's a 4.26 migrate guide? (there usually was one on the forums)

civic mauve
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πŸ₯³

distant jewel
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Hey I’ve got a hardware question (eGPU stuff) is there a better channel

next badger
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@distant jewel ue4? nope...probably this one is the one

ocean grove
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Thanks Alexey

stone stump
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hello i added a flashlight to my character but the problem is although i enable shadows when i press play it doesnt cast shadows in my assets

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how do i fix it?

plush yew
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Which component do I need to use for 2d game to spawn enemies on overlapping collision box

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I tried using arrow and spawning enemy class. But it's spawning in different y coordinate than the arrow. And the enemy actor isn't moving

ocean grove
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Anyone ever try to do dev with their laptop? My desktop isn't travel friendly so I'm trying to figure out ways to get some work done while being away from home.

wary wave
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I worked from home for two months earlier this year and it was shit

ocean grove
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I've got a i7-6600U Thinkpad X1 and a W520 Thinkpad

wary wave
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Machine was consistently running hot for hours, which probably killed it tbh

ocean grove
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Ooomph...

wary wave
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Laptops are also really terrible when it comes to using multiple displays

ocean grove
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Cooling solutions are not a problem for me... I've got a fan addiction...

wary wave
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I had a cooling station but it wasn't enough

ocean grove
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Hadn't even thought of the display issue, the more I work with UE4 the more displays I end up buying.

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Oh I'll just snatch a set of rack fans and wear some earplugs.

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Nothing like 350+ cfm

dim merlin
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@plush yew actually Rama used to create a forum post on every version

ocean grove
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@wary wave would it be better to just remote in?

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I was considering just snatching my GPU and running it to my laptop.

wary wave
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Remoting in works but rarely supports multiple displays and latency is a pain

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Playtesting could be borderline impossible depending on what you're doing

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How my phone corrected 'remoting' to 'tempting' I'll never know :')

ocean grove
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πŸ‘

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Yeah I would be play testing to make sure my blueprints worked

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and editing them

stone stump
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anyone know where can i download fake trees 2d card to put in my background

ocean grove
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Have you looked at the free assets in the marketplace?

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Start up the Epic Games Launcher and find the marketplace tab. Click free and you should find a bunch of different free objects.

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The realistic forest pack is free to download this month.

sly surge
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I need help plz I'm having problems with my enemy AI i cant seem to get the enemy to die when attacking i will attach my projected so that u can see what to problem is and see if u can fix or tell me how to fix

https://mega.nz/file/bpZW1TyS#0tUj_fG8k4WMiBlLlV9ouAhqMoxPFWIUKaNsge5aAA0

Thank you
I'm Still learning but having fun doing so
UE4.25 - 2d Paper sidescroller

PM if u can help

stone stump
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but i want that background fake trees

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to show the density of the forest

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anywhere i can get them, it will help me performance wise

ocean grove
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Ahhhhh, I'm not sure about that. I haven't looked into 2D stuff that much.

stone stump
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my level is 3d

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is there anyway i can show there is a forest other than adding trees

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and destroying performance

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iam talking about far away veiw

ocean grove
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Ohhhh

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Why not just put a picture of trees onto a block?

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You could just make a tree texture and apply it to a block in the distance

stone stump
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thats a good idea

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thanks

ocean grove
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No problem

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Id look into adding individual blocks with textures in front of your one large block to help break up the pattern

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@stone stump let me know how it turns out!

wanton lotus
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You can create tree billboards. Get images from different angles of the tree, use the images to make a material that changes based on angle it is viewed. Then add this material to a plane that rotates to always face the player.

steel shell
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i have a very big, very detailed landscape (6x6km) that i want to be displayed all the time (whole area). my current approach is: tiled landscape with the very detailed tiles, streamed at 100.000 distance and underlying a hughe diffuse texture of the area. do you think that this is a good approach?

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when i go close to the landscape then i can see the details, and when i go far away (in the air) i can see the texture

young cliff
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Hello. Is there a way to see the total number of shader instructions in a scene?

stone stump
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hey what should i do when it says cant play in editor when performing edit light color operations

earnest violet
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What node do I need to be able to regain access to using the mouse to look around in my third person shooter?

grim ore
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what did you do to disable it?

earnest violet
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Hang on I'll get a blueprint

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Thats my blueprint for when the player enters the level

daring dawn
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can anyone help on a very simple blueprint, im new and need help

earnest violet
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You come into the game by selecting CAMPAIGN from the menu then it loads the 1st level

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@grim ore Any ideas m8?

stuck scarab
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Can a custom collision be only a plane? Or does it have to be boxy?

earnest violet
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U should be able toa add collision to just about anythingg

plush yew
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hello guys, i've created an health / thirst / hungry BP for a survival game. i've done that when hungry or thirst reach 0 i start losing health until i die. the problem is that the health bar is not moving...

earnest violet
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That's my MENU WIDET BLUEPRINT

grim ore
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@earnest violet well I mean you are showing me how you took it away, so reverse that? you are hiding the mouse cursor and setting the game mode to game and ui. if you want it back to default set it back to game mode only

vague scaffold
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I have copied an effect from the Infinity Effects into the MegaScansApartment project. The effects shows up fine on the Overview map, but when I paste it into the apartment scene, it does not show up.

lucid grove
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Heya again, i still cant figure out why my character keep stuck in collision of tree

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the only thing about it - its not vertically aligned

tired quest
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Hello ! Does somebody know how to fix crash issues when importing Quixel Bridge assets on Multi Users Editing ?

plush yew
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hi πŸ˜„

lucid grove
plush yew
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i want to ask about splines were shal i ask ?

lucid grove
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Why this happen?

plush yew
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tree colission

lucid grove
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i know its collision πŸ™‚

plush yew
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dont know why sorry

earnest violet
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@grim ore Thank you very much dude. That fixed it. NICE ONE!!! πŸ™‚

scarlet birch
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Your trees should ignore the surface normal when you place them. Do you have a physics material on them with a high friction or something?

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You could also try turning on CCD on the player capsule.

lucid grove
scarlet birch
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What about on the capsule?

lucid grove
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same with CCD on

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just for test purposes - i have placed only one tree on box. vertical. just going around it causing this stuck

untold swallow
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hey listenn

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where do we add our game icon?

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cuz the above icons are 48*48 , which is really low res

scarlet birch
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Make your capsule visible by unchecking hidden in game. Turn on visible collision in the viewport.

lucid grove
scarlet birch
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your capsule is too small

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it's getting stuck

lucid grove
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this one with capsule

tired quest
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Someone already used Multi User ?

untold swallow
grim ore
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Where did you look?

untold swallow
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but bro for android the size is 48*48 but that will be really low res @grim ore

grim ore
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there are 5 icons for Android based on the DPI settings of the device

untold swallow
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yess i agree, but my icon is 512512
so if i make it 48
48 or 96*96, wont it be reallyy blur???

lucid grove
grim ore
lucid grove
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i placed cylinder with almost same shape and material on the right - and its working just fine

errant blade
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unsure where this would fit so i ask here

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how would i fix this? (its a mod so moving the camera out of the helmet isn't an option)

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also sometimes the animations will just stop playing in first person and i have no idea why, it kind of gets stuck? (the animations play fine in third person tho, even though the first person camera is just a camera on the head and it doesnt have exclusive animations)

pearl saffron
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why i cant see Web interface plugin? (It was added in 4.26)

winter gale
acoustic wraith
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@pearl saffron Is there a module that you need to add to your dependencies?

pearl saffron
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@acoustic wraith

acoustic wraith
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Is the plugin not showing up in your Plugins window like in the picture?

pearl saffron
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yes

acoustic wraith
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Usually that means there's a module that you need to add to your build dependencies.

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Or something else, like when you had to enable a flag to enable Chaos <4.26.

pearl saffron
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you mean download engine from source?

acoustic wraith
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Nah (for Chaos you did), for this you just need to go to your ${project}.build.cs file under Source/${projectName} and add a module under "PublicDependencies".

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At least, that's my guess.

pearl saffron
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ok ill try

acoustic wraith
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Is nodejs installed? Wild guess.

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I can't imagine that would stop it from showing up as a plugin, but the description says that you need it.

pearl saffron
acoustic wraith
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@pearl saffron Sorry DX not sure what else to try. I couldn't find much in the documentation.

steel shell
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what is a disadvantage of world origin rebasing?

steel shell
errant blade
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and i have no idea how to fix it

opal seal
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Hello
Not sure where to put this question so I'm asking here

Note: We are using Plastic as Source Control

When I build lighting UE4 wants to save all levels and their respective BuiltData. This includes our Audio Levels where our sound engineers add ambience. I don't want to check in the Audio files.

I only want to check in the lighting. Can I safely disregard the sublevels and only check in the Built Data to our version control after building lighting?

Cheers
Magnus

next badger
median hound
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is it shader compiling or just not responding oh its jut not responding

next badger
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@median hound 0% cpu load...not shader compiling (when it does it's 100%)

median hound
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did you get any plugins in or does it just happen

next badger
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it's just happen...when fixing redirectors or other stuff

next badger
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@errant blade you know how to debug ABPs?

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you need to open the abp, then hit play, thne go to abp tab and find your actor in the top dropdown list

errant blade
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i'm not using my own ABP tho, i'm referencing the vanilla ABP (this is a mod)

next badger
errant blade
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all i did is swap the skeletal mesh via blueprint

next badger
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it does not matter, if you can open the ABP you can debug it

errant blade
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i cannot open it in ue4 editor if that's what you mean

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i'm just referencing it, i don't have access to the ABP itself

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with the same name and folder as the vanilla one
then i delete it before importing into the game

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so the game uses the vanilla one

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what i dont underestand is how it can be an ABP problem if the vanilla character works perfectly fine, mine is the one that freezes (even if they both use the same ABP and the same skeleton)

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this is the blueprint for changing into the new skeletal blueprint if it helps find the error, i haven't been able to find anything wrong or get any ideas of what it could be

supple totem
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not sure how to help, but thought others should know

errant blade
blazing matrix
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hey guys, having issues with getting actors destroyed on an a collision. you press 1, cylinder is spawned, follows your mouse and when you left click, it should check for all actors within the collision and then destroy them.heres the blueprint and what it looks like. any suggestions? very new to unreal

errant blade
radiant pilot
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Does anyone know of a good way to route RMC/procedural mesh data in a way that would display it as colored vertices? I've tried two point cloud libraries and I'm trying Niagara too.

dawn gull
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I eject myself from the character, and I cast a shadow. This shadow is also cast when I'm in the character. Why is this and how do I stop it?

tight prawn
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I have an AnimBP that plays a random sequence of animations (for attack)
How can I get the "end time" of the currently playing animation in my Character BP ?

stark marsh
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help i made a custom animation for the mannaquin in blender

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but he's moved downards a bit

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so when the animation plays he moves into the ground

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then pops back up, how can i move the whole thing upwards in ue4, so it's normal when it plays?

tight prawn
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enable root motion

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you'll find this in your animation file -> asset details -> root motion

stark marsh
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it is

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its enabled, but he still moves down, i'll try treimporting it from blender

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its still not working

tight prawn
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there must be something not setup correctly in blender

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that's outside of my expertise

errant blade
grizzled kayak
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Hi, i've made a ball reacting to physics with low gravity. Anyways, i'm having troubles with something :

Whenever the ball spins fast, there is that strange blur effect on it, and i'd like to know how I can put it off ?

I'll enjoy that post to ask about the ball rotation : What to use in Blueprints to limit the ball fly speed and rotation speed ?

For information, it's a simple Sphere used as an Actor. No collision because I don't see the use of it and no movement projectile primarely because it doesn't work with Simulate Physics.

stark marsh
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can anyone help

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he's downawards in the aniamtion

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wait i think i might know

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i need to export it with the actual addon

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not just normally

azure bloom
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Hi All, I had a question about world composition that I don't see an answer to in the documentation. What is it that triggers the loading of the levels when you specify a streaming distance? Is it the player character? The player's camera? What if the player is possessing another pawn and the player's camera and collision are disabled?

blazing matrix
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Is this creating a carrot on a stick situation where the enemy is constantly going up. using a timeline for the alpha

glacial oar
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anyone know of a free lipsync plugin based on morph targets

last salmon
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Hi everybody, I'm new to Unreal 4 engine and to this channel.
Just a question I want to ask regarding cameras to know if it's possible in unreal.

So I have multiple cameras and these cams send data to NP arrays, is it possible ?
They send image data that is converted to 2D arrays.

From what I understand from reading around Unreal now also uses python and numpy ?
The reason I ask this is I want characters in video game to have cams mounted on their heads, and this cam data go's to arrays to become 2dimensional array, image data converted to 2d pixel data in 2d array

I can work with python, so can you please tell me if Unreal is the right tool for me ?

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the 2d arrays is moddifing as camera moves around and gets feed from character ? can this be done ?###?

keen moss
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my unreal screenshots seem to be saving at the wrong gamma, how do i fix this?

frozen pond
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do i need any AI controller or anything to move character to location? it's empty character without anything just character movment component

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simple move to does nothing

summer sable
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hey

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how can i do a logic for snowboard sliding?

azure bloom
frozen pond
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i added it atm, and added simple empty Ai controller

azure bloom
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Is it working now?

celest vapor
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I keep getting a message when going to play in editor "Cant play in editor when performing set new value operation"
Im not altering a value if thats what it means. what do I do to stop this?

azure bloom
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Have you restarted the editor?

celest vapor
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I have yet to.

forest tree
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Wasn't a thing in 4.25, I think? At the very least it didn't stack vertically πŸ˜„

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(on 4.26)

azure bloom
soft fiber
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How do you get rid of folders that still have assets that don't show in the UE4 explorer? For example: Stand_To_Sit.uasset

azure bloom
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Rename the folder and delete

soft fiber
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Can't delete it from UE4. It doesn't delete.

azure bloom
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Even after changing the folder name? Have have used Fix Up Redirects on the root folder? You can also close the project and blow out the folder in windows explorer.

forest tree
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Sometimes though

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Unreal gets really stuck

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And I delete/move them through windows
(after I'm sure there's no reference to them anymore)

celest vapor
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@azure bloom Opening a new level fixed it! Thank you

keen moss
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my unreal screenshots seem to be saving at the wrong gamma, how do i fix this?

rocky radish
soft fiber
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When I closed and open UE4 the file showed in the UE4 explorer. Weird!

coarse turtle
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Do you know if UE4.26 has the fortnite swimming system built-in?

coarse turtle
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Really it was mentioned that it will be. Will it be in UE5?

rocky radish
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where did you see it mentioned?

soft fiber
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I thought Game from Scratch said it was there...

rocky radish
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can you send me a link to it?

coarse turtle
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I think I heard it from UE4 official channel video about water. Let me see if I can find it.

rocky radish
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because i heavily doubt that they will provide part of the source code of their own IP to the public just for a swimming system

coarse turtle
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oh the question was if the character can use the swim movement mode in the movement component automatically

soft fiber
coarse turtle
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I misinterpreted this. By the way what does it mean?
https://youtu.be/XHugDXx6c5c?t=6494

Get a peek at the upcoming experimental Water tools releasing in UE 4.26! Ryan Brucks will start with a breakdown of the new Single Layer Water shading model and then show how Water Bodies create cohesive water features. We will then go over new features such as Gerstner Waves, Fluid Simulator, Caustics generator and how they can be connected to...

β–Ά Play video
rocky radish
coarse turtle
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So you have to place physics volume. What's the efficient swim system? I used event tick to get the wave height then place the physics vol at the location of the player. THis might not work in multiplayer

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I wish they included the fortnite swim system. Anyway rip

thorny coral
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i need help with UE4, im trying to load up a project, but when it gets to 93 or 94% my PC Locks up and freezes, please help

coarse turtle
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@rocky radish But does it place physics volume with the water automatically or I have to manually place it. Spline based physics volume is not there.

drowsy scroll
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Anyone working with ue4 and reinforcement learning?

azure bloom
signal bone
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how to i make a comment looking for members?

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i mean, the channels for those are blocked i need to use a bot it hink

thorny coral
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i dont think thats the problem, like i click open project, and then that small rectangle loading bar shows up thats where my PC just stops

thorny coral
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the editor doesnt even open so, it cant be compiling shaders

azure bloom
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I’m not sure. I have large projects that I only open every once in a while and they take about 45 minutes after hitting the 95% mark. I can still open a web browser but it is super laggy and locks up, then I get command back, that goes on until the project actually opens.

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Some shaders will compile before the editor opens

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Can you open task manager? It may take a while but when it does open you can expand UE4 and should show that cores are compiling shaders.

thorny coral
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the project shouldnt be that large, all the map is rn is a few small building pieces a small road, sidewalk, and some lights, plus the entire sky is nighttime

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im not sure if thats enough to just kill my PC right there and then, but yeah hang on a sec ill go open tassk manager

azure bloom
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It may say not responding, but just give a couple minutes. That's basically the extent of help that I can offer at this point. If it's an engine issue I have no idea

thorny coral
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@azure bloom so here we m about to open the project it’s normal rn as you can see

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And here’s where it froze, memory just shot up to 97 sometimes the CPU shoots up to 100%

azure bloom
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click the arrow next to UE4

summer sable
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Hey

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How can make a snowboard slide mechanic in Ue4?

azure bloom
thorny coral
azure bloom
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Yeah, depending on how many cores you have. You can assign the amount of cores that you allow UE4 to use for shaders

thorny coral
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I see

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So...what are cores exactly?

azure bloom
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Must people want to assign more cores

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cores of your CPU

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processing cores

thorny coral
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Oh

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How do I check of how many I have?

chilly panther
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one more tab over to performance

azure bloom
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typing system in search may tell you

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and that lol

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big duh on my part

chilly panther
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lol all good.. πŸ™‚

azure bloom
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was going to have him install speccy

chilly panther
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but make sure you have CPU selected

thorny coral
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@azure bloom I have 4 of them

chilly panther
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Core or logical ?

thorny coral
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Cores: 4
Logical Processors: 8

chilly panther
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there you go you have 4 real cores and 4 virtual ones.

thorny coral
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is that enough tho?

chilly panther
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for what??

thorny coral
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to load up the editor, i assume not because my PC keeps freezing everytime it reaches 93%

azure bloom
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M5 VFX Vol2. Fire and Flames. Free in the marketplace

chilly panther
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if compiling or rendering more is always better

azure bloom
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Not sure what the linking rules are but go check out the asset

chilly panther
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i have 10 cores and 20 logical. and UE will still take time

azure bloom
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black and white smoke yes

thorny coral
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darn

azure bloom
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np

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@thorny coral I just walk away and come back in an hour it will be loaded

summer sable
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How can make a snowboard slide mechanic in Ue4?

azure bloom
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Wish I could help you, but I don't know what advice to give.

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CodeLikeMe did one for skateboarding. Might be worth the while to check his tutorial.

summer sable
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Ok Thanks

azure bloom
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When was the last time you opened it all the way? Usually I have that issue if it's been like 2 weeks or more since I've opened the project

thorny coral
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hmmm

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i think august

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yeah it was august @azure bloom

hot thorn
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hi friends!! i have a question about sounds, im doing this jetpack action and i want to add start/loop/end sounds to it but i dont know how to place those

keen moss
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Hello all, I am looking to dive into unreal technical art. does anyone know of any good courses for that?

plush yew
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Btw, did they add the functionality of turning "always on top" off yet?
I last did UE stuff in 2017 and remember that was the main reason I gave up

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Like being able to click on the window in the bg and have this one minimize

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please help i can't get my water join with my landscape i already enabled edit layer but its not working but its not done with compiling shaders tho

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Hey i am just done with the security terminal of deus ex in ue4, What do you think ? https://youtu.be/EK6yXQP7Pso

Quick video about the development of #deusex in #unrealengine
Next step will be make the computer terminal security + email checking system, and after that i will focus extremily on the haking system.

Other Deus Ex videos in UE4

Recreating Deus Ex using Unreal Engine 4 - PREVIEW #2 OF DEVLOG#3
https://youtu.be/aRT9kZEiRyc

Recreating Deus Ex u...

β–Ά Play video
latent orbit
#

So, I keep getting two issues with my Day Night Cycle. One, light shines through landscape. I haven't put any materials on it. All objects are sets to movable. I've used a timetable with Nightthreshold variable to set it to 0 when it goes below horizon line. Second, when the sun goes below the Horizon line, it still shines in the sky. I can't figure out for the life of me how to fix it. Can anyone help with this?

plush yew
# plush yew Cool af!

Thank you so much ❀
I have been working on the animation of the 3d widget for 2 long days 😭

#

So bad 🀣🀣

#

Man, I haven't touched UE4 in 3 years, just got back to it tonight

#

Would probably take me 2 months to do that at this point xD

sweet acorn
#

How can i import a psk into ue4?

plush yew
#

Ahahah

#

What is a psk?

sweet acorn
#

skeletal mesh

plush yew
#

I'd say try dragging it into assets

#

Worked for me with everything I tried so far

#

Β―_(ツ)_/Β―

sweet acorn
#

it doesn't recognize it

plush yew
#

Yeah just drag, and the Mesh Mesh will be there, if not, check the import settings

#

It should be like "import skeleton"

zealous cloak
#

is there some good character creator software where you can not only make the mesh to rig but create and apply outfits, like an astronaut suite for example

#

not doing the modeling yourself, I know I could model an astronaut helmet in blender or something

#

But i am a slow / bad modeler πŸ™‚

sweet acorn
#

Is there anyone here who knows anything about mesh modding in games? (Replacing an in game model with your own), i have run into an issue. I export the mesh and stuff, code it so it uses the same skeleton and physical asset as the normal model and all that jazz, basically doing everything i need to, but it still T Poses. It's really annoying me because i don't know what i'm doing wrong. Is there anyone who can save my life lol?

zealous cloak
#

what type of mesh?

#

I have done it with some vehicle meshes, but not much character

#

oh

#

Tpose

#

character

sweet acorn
#

ye

#

i feel like it's something with the actual model

#

because there is no reason for it to T pose

zealous cloak
#

I imported a new animation for an old skeletal mesh I created, today

#

and in addition to my animation

#

it imported a Tpose

#

I don't know why , maybe it is supposed to, maybe it isn't related

#

I'm 100% self taught and noob

sweet acorn
#

same

humble yacht
#

Is there an alternative to
ConstructorHelpers::FClassFinder
Where i can call in a static function, to create a blueprint widget

zealous cloak
#

why would you not just use the blueprint create widget function?

humble yacht
#

Im using C++ and i need to find the BP Widget asset

#
static ConstructorHelpers::FClassFinder<UUserWidget> WidgetBP(TEXT("TheWidget"));

if (WidgetBP.Succeeded())
{
    WidgetBPClass = WidgetBP.Class;
}
#

I need to do that

mossy nymph
#

UPROPERTY(EditDefaultsOnly) TSubclassOf<UUserWidget> TheWidgetClass;

#

set it from derived BP and just access the member

humble yacht
#

What if i want to do it all in code

mossy nymph
#

then you're stuck with the terrible class finder

#

unreal works best with mix of c++ and BP

#

and you don't need any logic inside the BP to do this

#

you just set the member on the CDO

#

if your goal is learning, part of the skill in programming in unreal is doing it in such a way to make the resulting blueprint API easy to use

#

and you can never develop that if you stick with c++ only

#

hardcoding asset paths is generally considered bad practice, the reference set from blueprint will survive both move and rename

plush yew
#

Anyone here that could explain me the concept behind item types in UE?

#

Normally when developing games in C# I have a folder for Items, where I can have all sorts of classes like Iron_Ingot, Diamond_Sword etc.
How does a creation of valid items work with blueprints in UE4?

light thunder
#

How do I change the direction this material is flowing? I see parameters in the material for speed, tiling, textcoord, but can't seem to find anything for direction

exotic thicket
#

BP is programming just the same as C# is, it's just node graph based instead of text based

plush yew
#

Having either namespaces or a parent class as Item would make this a lot easier

exotic thicket
#

namespaces aren't really a thing with UE as far as I can tell... you can use a parent class certainly if you want to do that

#

folder organization can somewhat alleviate the issue

plush yew
#

Sorry for the beginner questions, new to c++ / ue4 in general

#

Trying to see what's possible in here

exotic thicket
#

depending on how you set it up, you might have to spawn it first before you can do that, but it should be able to infer the correct types most of the time and limit the selection to those

plush yew
#

I guess spawning is just like creating a new class instance? new Ingot()?

exotic thicket
#

Pretty much

#

if you have something which is just data, which you would represent in UE using a struct usually, then it behaves a bit differently

plush yew
#

Yeah... Not really sure what the best approach here would be tbh

exotic thicket
#

if it's something that has a "world" representation, as in it's visible to the player, having it based on Actor would probably make sense

plush yew
#

I assume most items, if not all, should be droppable

#

How is the spawning handled in ue4 though? Since we basically spawn in a graphical object, where does 1000x items spawn?

exotic thicket
#

it depends entirely on how you want to handle it... if you need 1000 items in the world then you just spawn them somewhere, but if it's like an inventory list or something, then you could possibly just represent them as structs in an array

plush yew
#

Got it

exotic thicket
#

there's a section in the UE docs "unreal for unity developers" or something like that which might be helpful

plush yew
#

Haven't touched unity for years either..

#

Just a backend dev that realized game dev sounds fun πŸ˜…

exotic thicket
#

hehe

#

yeah I've mostly done web dev myself

plush yew
#

3rd year software engineering student here, but been programming for 7 years. Working as a system engineer in C#

#

So I guess I'll need a relation between the actor and the struct, so I can freely "despawn" the item from the world when adding to user inventory and vice versa

azure bloom
#

On the item itself, when the call to add to inventory is successful, call Destroy Actor?

plush yew
#

Yeah that sounds right

light thunder
#

@plush yew this will get you up to speed https://www.youtube.com/watch?v=EM_HYqQdToE&t=2s

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
#

nice thing about blueprint - it's logic with very little syntax, if you got programming principles down, you'll take to it fast

plush yew
#

Yeah I've played around a bit and made a simple inventory with gatherable items, but the way items are stored way just a "lets get this working and worry about doing it properly later" solution

plush yew
signal bone
#

the hell hounds are invading ue4

plush yew
#

Gotta love when you import assets from the web and the pivot point is completely F#%Β€

signal bone
#

Lol

supple totem
#

Alt middle mouse click let's you temporarily change

#

There's plugins to perm change

plush yew
#

Somehow managed to crash UE4 doing just that xD

light thunder
#

How do I stop the gaps in my material on this spline mesh? I'm assuming it's a tiling issue but i'm not sure if it's my material or the way the mesh handles tangents when it adds a new spline point?

#

good lord I have no idea what I'm doing I'm amazed I was able to get the direction to change

azure bloom
#

Are you able to make your spline points closer?

light thunder
#

good idea - it works if I turn the material from being transulcent to opack

#

Um, I I exported this from unreal because the mesh I need, i don't want to remove the helmet - it's a skeletal asset - how do I export it back from blender without breaking the rigging?

plush yew
signal bone
arctic compass
#

What's the best way for an actor to detect when something is within range? I did this by expanding a collision sphere, but that had bad side effects of triggering other hit events (since the actor was now as big as the radius of the collision sphere)

#

So it makes me wonder if there is another way to trigger events when in range. Or a way to make collisions only trigger on the mesh intersection, not two collision spheres.

light thunder
#

@arctic compass You can make a trigger box

#

and then do an on overlap and cast to the thing you want to hit

#

or you can do an interface call and apply something to whomever implements that same interface

#

so if you make an interface called "kill object" and you put that interface on an object, you can trigger events, which are still different, like a person might be killed by falling over versus a piece of fruit might exploded

#

you want to do simplest collision, which is why trigger boxes are good for that

#

only time you need accurate collision is for VR, usually

arctic compass
#

the problem is that since the actor has a giant trigger box, it triggers "touch" events with my other actors.... even though it isn't touching

light thunder
#

so you can make it "cast" to a certain object

#

and if it casts to the object you want, it triggers an event on that object

#

if the casts fails, then nothing happens

arctic compass
#

cast it to a specific actor type? or like more granular like a mesh?

light thunder
#

no, like whatever you have events on

#

you blueprint actors, whatever

#

you get the "on overlaped actor" from the trigger event (or collision event) and drag that as your input into the cast node

#

it's a good idea to put a break on the cast node if you are having troubles, it will tell you what is overlapping

arctic compass
#

Hm, I understand what you are saying but my trouble might be different. Let me explain. suppose I have actor A, and it dies anytime something touchs it. Then I have actor B with a giant trigger box, and when something triggers it, the mesh will move towards it (to kill). Now the problem I am having is that actor B's trigger box is killing actor A

#

Because the on overlap event of actor A is being triggered by the trigger box of actor B

#

even though actor B's mesh is far away

#

It's as though I need actor A's trigger event to ignore the trigger box of actor B... and only pay attention to the mesh

light thunder
#

you can ignore actors on overlap events

arctic compass
#

But i don't want to ignore the actor if they actually touch

light thunder
#

try it this wya

#

way

#

Don't speak in any game terms at all

#

tell me what you want to happen, plain english

arctic compass
#

there is an enemy that moves towards a player when the player is close. It will move until touching and on contact the player dies.

light thunder
#

Are you using AI for this?

#

so two parts

arctic compass
#

No

light thunder
#

easiest part, kill the player - make a key bind and just make sure it happens, make an event on your player character, and just make sure that event works and they fall over play death animation, and dies

arctic compass
#

I figured it was simple enough to not need AI

light thunder
#

it's pretty simple to build something that follows the player

#

using the ai system, there are a bunch of very easy tutorials - ones where the yshow you how to make an AI literally follow the player forever

arctic compass
#

It still seems to me that I need to know how to distinguish between "you are in my collision sphere" vs "you touched my mesh"

#

You are in enemy sphere means moves the enemy closer. You touched the enemy means die?

light thunder
#

show me bp

arctic compass
#

one actor is C++ the other is BP

#

I think I can make a simple BP version though to demonstrate

light thunder
#

here

azure bloom
#

You create a new collision object channel

#

Set default to ignore

#

Then on collision sphere set it to ignore everything but the new channel

#

Then on the other actor set it to overlap the new channel

arctic compass
#

Ahhh, collision channels! The very thing I've never read up on

light thunder
#

you don't have to mess with collisions though you should learn about the system sooner rather than later

azure bloom
#

You don’t need to cast

light thunder
#

casting is fine on a single overlap event

azure bloom
#

Yeah it’s not going to hurt anything, but it’s avoidable, especially if you’re only trying to one thing

#

Alternatively, you can add a tag to the actor

#

And call a bool off overlapping actor

#

actor has tag

arctic compass
#

Blake that makes sense. But both of those will trigger collisions with sphere of other actors

#

and the other actors won't be able to know if it was an agrosphere or the other

light thunder
#

literally can't fail

#

tags are good practice for optimizing but that comes later

arctic compass
#

Right, but you are only looking at this from the point of view of the enemy actor

#

the interactions with other actors matter

light thunder
#

that's where the interface call I mentioned comes in

arctic compass
#

other actors will confuse the agro radius with "I just hit something"

grim ore
#

iiiiinterrfffaaaacccces

arctic compass
#

oh? explain the interfaces! I missed that

grim ore
#

/hug interfaces

#

I dunno I just like the word interface

arctic compass
#

lol

azure bloom
#

Mathew knows best

grim ore
#

Im not even paying attention just waiting on a friend while playing WoW

light thunder
#

everquest was the best

#

just sayin

grim ore
#

but it seems what blake was saying was right

#

EQ was the best but EQ now is now EQ of the past 😦

light thunder
#

they have the servers run by fans

grim ore
#

only 35473 AA to grind and my character can finally be current with the latest expansion!

light thunder
#

and they have insta leveling

#

DING level whatever

grim ore
#

@arctic compass but yes the collision channels seems to be the correct thing to fix your issue, or you just *if the collision/event was caused by this other component ignore the collision/overlap trigger event" since you know what it is and what causes it inside the blueprint

#

like if the overlapped other actor == self, ignore

#

but that fix might have just been for Blake's answer so who knows at this point but if you ever have a collision issue, collision preset and channels!

scarlet birch
#

You should have a collision setting that is just for the player, then your player only triggers can react to only it. Eliminates a bunch of needless overlaps and no need to cast.

grim ore
#

^^

light thunder
#

well, if you want to do it the boring easy way sure

scarlet birch
grim ore
#

if its not pain and suffering it's not real programmin'

arctic compass
#

@grim ore how can you tell which component causes the event? I only thought you get the whole actor.

scarlet birch
#

...

arctic compass
#

the collision channels look promising, I will give them a try.

azure bloom
#

Smart man πŸ™‚

#

You can also do tags, which is the path of least resistance

arctic compass
#

I also just realized that on collisions events give you a UPrimativeComponent, so I could filter on that... but anyway! collision channels!

#

Oh, and tag the different components I guess?

azure bloom
#

Tag the actor that you care about

#

It’s in the class settings

arctic compass
#

I use tags, but I don't think that will help my situation

azure bloom
#

On you overlap drag actor and call the actor has tag node

arctic compass
#

The actor cares about being touched by the enemy, and the enemy cares about sensing the actor.

azure bloom
#

If they aren’t blueprints they yes, it will not work

scarlet birch
#

It's not really a great way to use tags. You could maybe use them if you needed to to be more specific. Like not only a player, but also a player with this tag.

arctic compass
#

I use tags to help cast my on overlap events....

azure bloom
#

I’ll defer to Mike in this, but you can check a tag without a cast

scarlet birch
#

I guess whatever gets you there. I'd rather the collision only trigger things relevant to it.

azure bloom
#

I’d prefer the collision channel as well if I was setting it up

arctic compass
#

Yeah, I was thinking the channels would probably be more efficient

#

better to the let the engine figure out what to ignore than me filtering things out

#

Thanks for discussing this with me everyone

#

Big help!

ivory sleet
#

There should be a game where you are the bad guy

scarlet birch
#

Like Hitman?

#

or Evil Genius?

azure bloom
#

GTA?

scarlet birch
#

Dungeon Keeper?

#

Mario Bros?

azure bloom
#

Jaws 2?

#

Goat Simulator?

#

My favorite arcade game as a kid: Rampage

kind dew
#

Hey @grim ore would you mind explaining the difference between Get Dot Product To and Dot Product?

I noticed if I do "Dot Product" between 2 Get Actor Locations I'll get like 5000. If I plug those 2 actors into GetDotProductTo it's clamped between -1 and 1.

I understand you can use GetDotProductTo to determine if something is behind, orthagonal, or infront based by if the result is -1,0, or 1. But I don't know how to use the normal Dot product node to achieve this. What else is going on in the GetDotProductTo node that is getting a result between -1 and 1

grim ore
#

so this is the code for the Get Dot Product To node FVector Dir = GetActorForwardVector(); FVector Offset = OtherActor->GetActorLocation() - GetActorLocation(); Offset = Offset.GetSafeNormal(); return FVector::DotProduct(Dir, Offset);

#

its basically just doing some of the work for you, getting the forward vector of the first actor then getting the vector of the second actor by subtracting it's location from the 1st actors location. then it does the normal dot product on it

#

so its just a helper since you get to plug in 2 actors rather than doing that math first and using the normal dot product node

#

and normal dot product should be the same range (-1..1) assuming my maths on dot product is correct (memory sucks for math)

kind dew
#

Okay this clears everything up thank you. Just for reference, the foruma for dot product is just (Vector1.X * Vector2.X) + (Vector1.Y * Vector2.Y) + (Vector1.Z * Vector2.Z) so I can see why the result could be huge since it's just multiplying and adding

candid falcon
#

how do you get to the animation sequencer?

kind dew
#

Okay now I would like to know how they are calculating GetForwardVector. How would I get the forward vector of a vector on my own, without using that node?

wary wave
#

by extracting it from the rotation matrix

#

but why would you do that?

kind dew
#

Just, if I am outside of unreal engine. I want to be able to get what's infront of my vector

#

just vanilla vector math

plush yew
#

guys i have a problem with my material. idk how to show you.... its like the landscape is appearing and disappearing fast

clever axle
#

I'm having a hard time setting a dynamically scaled element to always be on the ground because I need to calculate it from the center (it's a box element)

#

Is there a way to scale it from the base?

scarlet birch
#

Is anyone aware of a fix or work around for delays being broken in UMG with 4.26?

obsidian nimbus
#

on timeline finished?

scarlet birch
#

No timelines

obsidian nimbus
#

good, using timelines for that sounds horrid πŸ˜›

scarlet birch
#

No, there's no timelines because it's UMG

obsidian nimbus
#

yea i got that

#

dont use UMG that much i know some stuff doesnt work for some reason πŸ˜›

meager frigate
#

has anyone found any info on the new rigging/animating with sequencer?

obsidian nimbus
#

there is a control rig example on the MP

meager frigate
#

whats an MP

obsidian nimbus
#

marketplace, its free tho

meager frigate
#

oh nice, ima go look for it

#

my brain is horrible with abbreviations, thank you

ivory sleet
#

MY brain is horrible with big words

barren flume
#

I'm having issues generating project files to work with a uwp build of ue4 (not using the 4.19 one from microsoft page on github)

#

I just get these messages

proud narwhal
#

I tried to rename a folder in my project and everything locked up, after about 5 hours it said there was not enough memory to complete the operation and crashed UE..... what are my options here? I cannot get any more ram.

scarlet birch
#

@barren flume From what I've seen all of the current UWP forks have problems. You're better off asking whoever made it.

barren flume
#

I tried

#

but didn't really get anywhere

#

I got one build working but just couldn't package for any platform wanted to do uwp so I wouldn't need to package multiple times for each platform

scarlet birch
#

If you're planning on shipping a game, I'd strongly suggest you consider not using UWP and just going with a dev kit.

ivory sleet
#

lol

scarlet birch
#

From what I've seen they all have issues when it comes to packaging

#

If you just want to play around with getting on an Xbox with the dev app, go for it. But if you're having issues now, wait until you try and ship it.

proud narwhal
#

Any advice? this is really causing me problems due to the file lengths 😦

plush yew
#

help

#

my test not working game

#

i done design game

#

but test game not working

#

@everyone sorry for ping

junior sedge
#

hello guys i am not able to open unreal.... error code : LS-0013

#

And when i verify that this error comes

#

IS-0003

#

pls help

junior sedge
#

its up to date

#

running 4.26.0

junior sedge
#

pls help

wooden echo
#

Hei there can someone direct me to some good doc page/tutorial/written lesson to understand how to make skeletal bones rotate with the mouse input? (I'm trying to achieve the rotation of the head like that of games like batman or god of war...)

wooden echo
#

Can you send me a link?

wooden echo
#

oooook thanks for that, but it's what I was looking for...

plush yew
#

Hi all,
Is this problem familiar to anyone? Light squares appear in some random places. The renders are made in 4.25 with ray tracing and the movie render queue. Could this be caused by lack of gpu memory?

regal hollow
#

Is anyone Else having issues after updating to 4.26? I can't seem to see any of the ocean shaders, it's all compiled but they're all invisible?

plush yew
#

how to connet to 2d paper in sm_door and sm_frame

worthy inlet
#

Gosh, I love Unreal Engine and the community. I keep finding awesome new things that do some absolutely brilliant stuff for my project.

woeful furnace
#

Hey guys, should I use the first person or the third person template for my game? I wanted to make an fps game and there's several tutorials on the internet, some say I should use the first person one others claim that the 3rd person's the better one

thick herald
#

I prefer to use the third person, and add in a second camera so I can switch to FPS if needed.

worthy inlet
# woeful furnace Hey guys, should I use the first person or the third person template for my game...

Yeah, they set you up differently. The first-person one gives you a pretty typical FP controller and anims to start off with, while the third-person one gives you a quicker startup when it comes to third-person animations. You can easily do your own thing afterwards, no matter what you choose (there will be tutorials that help you set up either view and their respective anims). Are you trying to make a singeplayer shooter or MP?

#

Oh, it also depends on if you want the player to see their body (in which case, third-person will get you there faster)

plush yew
#

how can rdr2 have grass casting shadow

#

without shitty fps

thick herald
#

Because they are professional

plush yew
#

?

lavish perch
#

when i try to generate visual studeos project files I this error "ERROR: Expecting to find a type to be declared in a target rules named 'MyPorjectServerTarget'. This type must derive from the 'TargetRules' type defined by Unreal Build Tool."

worthy inlet
#

@plush yew I'm obviously not sure exactly how they achieved their aesthetic (could also be some shader trickery baked in), but this is a great vid for stuff like that: https://youtu.be/nm1slxtF_qA
It all comes down to scene composition and whatnot, but I've gotten some decent results by falling back on ray traced distant field shadows for longer distances, tightening up my cascaded shadow maps, and playing with contact shadows and ambient occlusion.

Announce Post: https://forums.unrealengine.com/showthread.php?140547

Rendering guru Tim Hobson is back with more advice, tips and tricks for dynamic lighting. In a continuation of his previous lighting stream, Tim will be going over dynamic light features specifically and will be taking your questions live. Beginner to advanced, you're guarante...

β–Ά Play video
earnest pawn
#

hey, does anyone know why the roll and pitch are swapped in the animation blueprint? I'm trying to set a bone transform and I selected Rotation Space to be World but it's still swapped

crystal hare
#

Substance Plugin Help for 4.25.4. Whenever I try to download a new ue4 texture asset that's free or one of my own purchased, I will get an error saying Substance Download Error. I've verified my files. Any other solutions?

warm bolt
#

hello all, how can i remove broken reference of removed assets from my project please ?

plush yew
#

I will do it for you for $200.

fierce tulip
#

<_<

#

@crystal hare you could try asking in #graphics as there might be more people there who have used it.

crystal hare
#

thanks

tight prawn
#

is it possible to make a static mesh follow the cable component ?

lusty carbon
#

Hey everyone! If I have a persistent level and multiple sub-lvls inside, and I want to manipulate the assets that belong to some sub lvl without breaking the reference and changing the sublvl, but only change those assets in the persistent level context, how can I do that? Hope it makes sense. Thanks!

tardy geode
#

Are there any folks here who have worked with Scaleform before?

woeful furnace
exotic otter
#

Hi guys, I created a UUserWidget class in c++, and I create it somewhere using CreateWidget. But at runtime I get this -> LogUMG: Warning: Widget Class CharacterCreatorBakeWidget - Using Slow CreateWidget path because this class could not be templated

#

any idea what could cause this and how to fix ?

#

I cannot use a bp widget for it, It needs to be my cpp class

worthy inlet
arctic compass
#

I'm fighting some settings or the engine. My actor will only react to hit events if physics is enabled. But for some reason, when physics is enabled, the "SetActorLocation" stops working... It works fine when physics isn't enabled, but I don't get hit events.. 😫

astral bluff
#

Hey I'm exporting some 3D assets to unreal from bridge and no materials are applied to it

#

Plz help

astral bluff
#

Anyone

worthy fox
#

Just installed 4.26. I have turned on β€œWater” in plugins.. now I want to place something in the Third-P example map to have a look at the new water system; I did drag a WaterBodyLake in to my scene but no water is visible. What do I need to do to make it work? πŸ˜…

civic mauve
plush yew
tight prawn
#

ummm stupid question but how do I use linear gradient in material ?
I found the node but I'm not sure how do I plug the two colors

worthy fox
#

You must be kidding me right? Do I need to build each time I want to check out the changes I’ve made?

grim ore
#

build the engine when you make changes to the engine? or build the project when you make changes to the project?

#

if so... yes if you are making changes it will re build. It should only build what changed

worthy fox
#

@grim ore The project. I can’t see the water in the engine...

grim ore
#

did you try opening the sample water map(s) that come with the plugin?

worthy fox
#

I didn’t. Will do that now!

cunning hound
#

Is there a help channel? For UE based questions?

worthy fox
#

Yes. This one.

tight prawn
#

this is it, if you have a specific question look for the correct channel

cunning hound
#

Ah cool, i'm having noob issues spawning an actor, I believe I have everything right but nothing shows up.

#

Am I just missing something stupid?

grim ore
#

how are you setting the box location, its not plugged into anything

cunning hound
#

Damnit

#

Ahh it works

#

Thank you @grim ore !

sturdy trench
#

Its 15gb and I need size for cyberpunk lol

#

Its in AppData

supple totem
#

its where the results of compiling shaders is stored iirc

#

so youll just need to rebuild shaders if you delete them

sturdy trench
#

Are files per project?

supple totem
#

not sure

sturdy trench
#

I deleted some old project, maybe shaders are still persist there

tight prawn
supple totem
#

another way to save space is to delete marketplace cache

sturdy trench
#

VaultCache, right?

supple totem
#

yeah

tight prawn
#

I'm using the panner to animate the linear gradient, however since setting it to alpha it'd become a blinding light

sturdy trench
#

I already cleaned it, thank you πŸ‘Œ

tight prawn
#

how would i go about animating this?

candid dock
#

I have a Problem: Unreal Engine crashes at building light.

#

no plug-ins, no megascans

#

only pure Unreal Engine

#

I have an AMD Ryzen 7 CPU (8 Cores, 16 Threads, 4.3 Ghz)

#

and an Powercolor Radeon rx 5500 XT Red Dragon

grim ore
#

so does UE4 crash or lightmass?

candid dock
#

UE4 crash

grim ore
#

based on the log it looks like lightmass finished but UE4 crashes on the lightmap import

#

try building light on a blank map to test if its in the map or ue4

ionic haven
#

Is there an official way to import Blender Hair .abc alembic files into Unreal Engine 4.26?

#

If the hair setup is more basic UE will connect the hairs in one long curve thing. So, all hairs are one big long hair and it spazzes out

#

And itll import fine

candid dock
#

It crashes on a blank map too @grim ore

#

It works as follows: I click on "build lightning only" It builds the light and crashes after it displays 100% in the lower right corner but before "building lightning complete" is displayed.

uneven hemlock
#

HELP

grim ore
#

yep then its something with your machine or project and not that map

uneven hemlock
#

im new to ue4

#

and the bottom of my quixel foilage

#

is white

#

and i built the lighting and stuff

grim ore
#

@candid dock so make a new project, third person template, and try building that map

uneven hemlock
#

help pls

winter gale
uneven hemlock
#

IT doesnt help

tepid veldt
#

Why is the GridPathAIcontroller not doing anything different than the normal AIcontroller?

#

Overlap?

wanton lotus
#

@uneven hemlock is the material you use for your foliage "Two Sided"?

#

You can change this in the material's details.

uneven hemlock
#

o ok thnk u ill try that

gaunt tide
# uneven hemlock

Yeah my assets from Brushify have the same issue even when using dynamic lighting with a day and night cycle. Did you find the solution?

uneven hemlock
#

no i havent tried anything yet

#

well i have

#

but not his solution

gaunt tide
#

Ahhh because I noticed when looking from bottom to top my trees I got from Brushify are a much lighter color than looking from top down

#

So this may be a solution to both our problems

uneven hemlock
#

ok also do u recommnd brushify or are there aany otehr good tree odels for free

#

because quixel aint got any

dawn gull
#

Is there an easy way to set all objects to movable in the level?

#

And just not do anything for ones that HAVE to be static

remote flame
#

I'm either missing something or I have no clue what's going on. I've added the new water packages from 4.26 to my existing project. The terrain is being transformed to the river or lake bu tthere's no material present. When I try to find it in content browser, it doesn't show up?

wanton lotus
#
Unreal Engine

Search free content from Epic Games and creators from around the world.

Unreal Engine

A collection of realistic assets from Epic's Open World demo shown at GDC 2015. Use them to create new levels or add them to existing ones.

uneven hemlock
#

O wow

fierce crest
wanton lotus
#

@remote flame did you build?

fierce crest
remote flame
remote flame
wanton lotus
#

Or it will display an error letting you know it needs something more, such as a landscape or the water actor (whatever it is called). Looks like you have a landscape though, not sure about the actor.

mint umbra
merry canopy
#

Hey everyone.
Is there an output log, that logs when I tick/untick something like "Cast Shadows" or "Hidden in Game" and logs down, what I did?

#

I need that to get the uproperty names. In many cases they are just the same names, but written together.
But sometimes, like "Collision Presets" is "CollisionProfile"

exotic thicket
#

afaik no, but you could just look at the relevant C++ header files

remote flame
merry canopy
#

@exotic thicket where can I find the header files? Are that the *.*ini files?

exotic thicket
#

in the engine's source files. They are .h files and contain C++ code

merry canopy
#

ahh, okay - I was just reading something about the .h files. But that means, I have to download something from Github?

#

ahh again, found them! πŸ™‚

exotic thicket
#

yeah the engine source files can also be installed from EGL

merry canopy
#

thanks @exotic thicket πŸ˜„

exotic thicket
#

might be a bit easier than having to look at stuff on github or such

ocean grove
#

I have 3 beginner questions if anyone has the time to help : (1) I have a timer function I want to call based on player input (G key), should I be working in the BP where the function was created or in the character BP?

wanton lotus
#

@mint umbra I think you will need to subtract the two locations, the player's root and the falling top.

ocean grove
#

I feel like I should be working in the character BP but I haven't gotten it to run at that level.

exotic thicket
#

it depends on what you want to "manage" the timer

#

for example, if you're pressing G to trigger the character to do something, and the timer resets it back, then it would make sense to have the timer in the character

ocean grove
#

Hmmm, the trigger is solely for the timer

#

I'm going to have it begin on key press, and end on release. The amount of time the player holds the key will vary.

exotic thicket
#

then it would probably make sense to have it where you handle your inputs

#

there's no real "right answer", it's mostly a question of where it's easiest to work with

#

so if you try to implement it one way and it seems complicated and convoluted, try another approach

wanton lotus
#

It is all about how you go about getting the references you need.

ocean grove
#

Ahhh, I thought that things needed to be implemented at different levels, sort of how making object arrays is done at the Level Blueprint

wanton lotus
#

No matter how you do it, your BP with the function either needs a reference to the character (easy enough) or you need to store a reference to the BP in the character (a bit more trickery here).

ocean grove
#

Hmmm I don't think I was referencing the character, I was trying to have "input action G key" take place of the "event begin" node

wanton lotus
#

If you wanted the input on the character, you would need to have one reference the other somehow.

ocean grove
#

The goal is to have precision timing, so I'm putting together a framework and learning the engine and then going back and reworking everything once I have something that resembles a finished product.

wanton lotus
#

A bit more context would be helpful. When you press G, what does it do?

ocean grove
#

That makes sense, I'm seeing everything in the First Person Character BP has a reference

#

At the moment nothing.

wanton lotus
#

You want it to start a timer that triggers a function to do what?

plush yew
#

hi guys, its a good idea to merge a big amount of actors when i have a lot of identical meshes in my scene?

ocean grove
#

Thats correct

plush yew
#

I found the "Merge actors tool"

#

its correct?

wanton lotus
#

@plush yew identical meshes makes me think you need to be using instanced meshes.

ocean grove
#

BUT I think me not understanding how references are used for input actions is part of the problem

queen hawk
#

anyone knows how to make shadows work on dynamic objects/characters in mobile

ocean grove
#

@wanton lotus do you know of any place to read up on it?

wanton lotus
ocean grove
#

Or better phrasing, do you know what terms to search for to find info on event x references

wanton lotus
# ocean grove <@!291620720243376129> do you know of any place to read up on it?

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
ocean grove
#

Thanks mate!

wanton lotus
#

You can let the input be handled wherever it is able as long as you have proper references to whatever needs to know about that input.

#

That is the basics of it at least.

ocean grove
#

Ahahah I started watching this video before but got pulled away from my desk and never finished it.

wanton lotus
#

Many ways to go about getting the references you may need, which is best to use depends on the situation. That video should explain when you use certain techniques to get a references.

plush yew
#

Im so confused haha

wanton lotus
#

It is in the question, hehe. Instanced Static Meshes and Hierarchical Instanced Static Meshes

ocean grove
#

I had a third question, but I don't know if it's relevant anymore. I was watching one of Wadstein's tutorials (Listen for Input Action) and the Remove from Parent Function came up. If you have a function within Blueprint A, and you call it during an event in Blueprint B, do those Blueprints have a parent/child relationship where B is the parent of A?

#

When I've written code I always had to make sure of where I was implementing my loops, the global/local dynamic.

hallow compass
#

hi all, can you vertex paint onto landscapes? (not paint layers)

ocean grove
#

I'm trying to draw parallels with UE4 but it's just so different than anything I've used before

wanton lotus
#

Listen for Input Action is widget only. The parent/child relationship is created when you add the widgets to each other and/or the viewport.

plush yew
grave nebula
#

@hallow compass Why would you ? layers offer same functionality.

hallow compass
#

@grave nebula I'm trying to create a golf course but layer painting cant do the sand bunkers. You can't get smooth lines

#

So I need another method

grim ore
#

@ocean grove to answer the direct question, if B is not an actual child class of A then no there is no relationship you are just talking to something else using some method (usually a reference to said object)

ocean grove
#

Ahhh, ok.

#

So my knowledge gap is understanding references.

grim ore
#

ue4 uses normal OOP rules for how stuff works, its not really any different systems wise than any other OOP language

wanton lotus
#

It is just in visual format. 😁

ocean grove
#

I don't know if I've ever worked with an OOP based language

signal flower
#

this message is shown for all non pc platforms

thick herald
#

Does the engine have the files? You can check in the launcher click the arrow on the engine version and select options

signal flower
#

1 sec

#

EGL cant detect my UE and asks for installation...

cold vortex
#

Bruh, I right-clicked my content browser,

#

moment I clicked "new C++ class", my PC bluescreened

#

so Unreal Engine causes bluescreens now
I see how it is

plush yew
#

Wooden PCs are not officially supported.

signal flower
#

but it can package for pc

#

kinda crazy

grim ore
#

did you install the android SDK or the android required files for the engine?

#

when you create a project the "mobile" settings is just for settings and rendering, its not for the target platform (ios/anroid)

dire crescent
#

hi, i have a problem. I downloaded a free buildings pack from google and put it in the content folder, but when i open ue4 it isnt there. Its a .uasset

grim ore
#

.uasset files are versioned. you need to determine what version of the engine the .uasset was created in and use that

#

@signal flower that means nothing, that is just checkboxes. DID YOU INSTALL THE ANROID SDK AND THE ANDROID SUPPORT FILES?

signal flower
#

btw thanks for youtube tutorials )

signal flower
grim ore
#

when you install the engine that is the android support files, the SDK is separate

signal flower
#

so where can I see it?

tepid veldt
#

Mathew you know what the difference is between the AIcontroller and the GridPathAIcontroller? Testing both results in no visually distinctive differences

cold vortex
#

Wooden PCs are not officially supported.
😀

grim ore
#

@tepid veldt based on the source code it looks like it's not any differerent right now, maybe was going to be but I dont see any real difference

#

actually I take that back, the following component is different and has this note in it ```/**

  • Path following augmented with local navigation grids
  • Keeps track of nearby grids and use them instead of navigation path when agent is inside.
  • Once outside grid, regular path following is resumed.
  • This allows creating dynamic navigation obstacles with fully static navigation (e.g. static navmesh),
  • as long as they are minor modifications for path. Not recommended for blocking off entire corridors.
  • Does not replace proper avoidance for dynamic obstacles!
    */```
#

with that said I have never used it, I just used the default but this would be the difference

tepid veldt
#

Hmm so it's not the grid movement I hoped it would provide :/

dire crescent
#

MathewW They are both 4.25

#

I have imported the pack into the content folder but when i launch ue4 they arent there

grim ore
#

assuing the .uasset is for the same engine build then putting the file in the content folder should make it show up in the editor. how did you import it?

scarlet birch
#

Where did you get these files?

dire crescent
#

I imported it in the content directories

grim ore
#

and where did the files come from

dire crescent
#

Google a free starter buildings pack

grim ore
#

you dont have the link?

dire crescent
#

My friend sent me download

grim ore
#

welp all I can say is if the assets build info matches the engine it will show up and open

#

maybe you are missing other parts of the files, or its not really for .25, or its for a custom build of .25

#

if its just raw .uassets, which is weird...., then you might be stuck. If it came with a project you can open the project and migrate it

dire crescent
#

ok

#

Thanks

ionic haven
#

Is there a free way to create hair inside unreal engine?

ionic haven
#

The 4.26 Groom Editor addition screams to be taken advantage off

#

I cant get blenders hair to import without crashing unreal engine or beeing super glitched out

hidden tendon
#

You still have to import the grooms

#

Just figure it out, it works.

ionic haven
#

Is there another free pipeline I can use?

hidden tendon
#

You can't export alembic grooms

#

?

ionic haven
#

I posted my way further up, if you search my nick youll see it

#

Thats the proper way and its way to glitchy

#

or just crashes

#

one of the two

#

Is there another tool to create hair with? I know XGen and Cinema4D, but I don't wanna depend on free licencing for those

hidden tendon
ionic haven
#

4.24 is very different

hidden tendon
#

That one video is for 4.25

scarlet birch
#

Some interesting quirks in 4.26. aniblobsweat I couldn't get standalone to launch at fullscreen. Found this setting was at the same res the window was launching at. Had to set pie to launch multiple clients to enable changing it, changed it, then set play mode back to standalone, it now launches at the desired resolution.

grim beacon
#

how can I exclude android from my plugin packaging?

stiff summit
#

Does anyone know how the Camera Crane automatically attaches a camera to the arm if you parent it in the outliner? I am trying to build something similar.

leaden relic
#

in 4.26 does one know how to add a half lambert shader model ?

dire crescent
#

Real quick cant import: unknown exstention (.uasset)

scarlet birch
#

If you have a .uasset, you should have the project it came from and in that case you can migrate it from the content browser in that project.

dry moon
#

Anyone experience new issues with 4.26? Network stuff is randomly being deassigned. Even spawning an actor and trying to get its own AIController and comes back non-exisiting

thick herald
uneven hemlock
#

it still doesnt work

#

pls help

#

the bottom of my quixel foiliage is white

scarlet birch
#

Do you have a subsurface?

uneven hemlock
#

lemme check

#

yes i do

#

should i get rid of it

scarlet birch
#

no,

uneven hemlock
#

o

#

...

#

lemme get it back

#

do u hav any otehr fixes?

scarlet birch
#

Just something easy to check. Idk, maybe share the material so people can see it.

uneven hemlock
#

how do I scrn shot

#

ok gtg

#

cya pls help me while im gone

#

THX SM

#

bye

scarlet birch
unreal plume
#

hello guys, any expert on blueprints ?

stuck scarab
#

Please confirm or correct me.
This plays animations that are using the default slot with full body :: animations with "upperbody" slot are played and layered as it was setup.

I ask because a new animation montage I made wont play on the default slot.

unreal plume
#

@scarlet birch could you help me out please?

scarlet birch
#

You don't have the default slot anyhwere

#

@unreal plume As far as I can see you haven't asked a question.

unreal plume
#

ill ask now πŸ˜„

stuck scarab
scarlet birch
#

Place the default after the blend, if your intent is to have it play full body.

#

or place it on both branches going into the blend

terse jewel
#

Where can I read the docs for WorldComposition? The ue4 docs don't seem to have them anymore. I have a vague sense that it helps tile together large landscapes but it seems hard to find info on it.

unreal plume
#

im making this walk through demo, and its only one level, now i made a main menu when i start and its all built through widgets, i made 2 camera sequences ( both have the same starting position but the 2nd one changes according to what menu im in, for example if i click on SETTINGS the view changes) now only 1 camera works and the second does not, and im having difficulties starting the game 😦 ill send screen shots right away

stuck scarab
scarlet birch
#

Think of it as layering and blending.

unreal plume
stuck scarab
#

never ever have I seen such a busy taskbar

scarlet birch
#

delays are not working in UMG if the game is paused in 4.26

unreal plume
#

haha xD

scarlet birch
#

You have delays

unreal plume
#

yess delays for the widget animation

scarlet birch
#

Yeah, they are fubar'd

frozen pond
#

hello boyz, fast question, if i want to have cursor that changes depending on what i'm pointing at (3d cursor projection), i should add smoll widget to viewport and set it location on event tick, or is there diffrent way ?

scarlet birch
#

you can either unpause the game or work with out them, unless someone else knows a fix. I've tried everything I can think of within reason.

unreal plume
#

the Settings button camera works but the Controls one does not change view

frozen pond
unreal plume
#

@scarlet birch how can i unpause all of this ?

scarlet birch
#

Everything after those delays is not being executed. You can call pause game or whatever the node is called and set it to false.

unreal plume
#

to be honest i got the menu working pretty nice but the only problem im facing is changing the camera view for the Controls menu, and finding a way to start the game (start at startplay)

#

😦

#

@frozen pond can you think of something?

frozen pond
#

i had something like this wait a second

unreal plume
#

Yeaaaaaaaahhhh Exactly that!!

frozen pond
#

lemme load that project

unreal plume
#

Woo!

stuck scarab
#

is "Stop AnimMontage" the new "MontagePause"?

frozen pond
#

@unreal plume you want just change camera or smooth animation ?

unreal plume
#

what is smooth animation?

frozen pond
#

like just you are on one camera bam you are on second camera or like camera is in place B and then moves to place A /

#

they are at least 2 ways of doing it

unreal plume
#

Oooh yaa smooth it is please

paper linden
frozen pond
#

@paper linden yummy

paper linden
#

y not sprinkles or donut texture? 😦

frozen pond
#

you need to create materials

#

default ones are pretty bad

#

or normals are flipped

paper linden
frozen pond
#

oh sure

#

select donut (not top) and smart uv

#

looks like UV are messed up

#

also check if material have middle part on it

#

@unreal plume do you have any empty character for that level ?

#

by level i mean menu

somber root
#

I would prefer zBrush for this kind of 3D models

unreal plume
#

i have a one that i use to walk around if thats what you mean

frozen pond
unreal plume
#

this is it ? πŸ˜„