#ue4-general
1 messages Β· Page 892 of 1
@lucid grove alt+c
is there a guide or a tutorial on the new animation sequencer in .26 ?
i wantto make a tiny melee swing animation
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 π¦
@warped tangle @potent bridge so far ive tried with .fbx and .wav
@young cliff so dumpticks isn't outputting to the Output Log? Do you have a filter on or something?
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
do the single instance tool within the foliage tool, and delete that instance. Never seen that happen but there you go
That was it, thank you! I wasn't checking the logs, I expected an onscreen message. π
I know how to delete it π im more concern why this happen and how more those invisible trees over there. That can be a problem.
damn, its not only one tree, its few of them
yeah no idea on that, you can try checking with #level-design maybe, somebody there might know more
How would I make it so that the players physics do not affect other physics actors?
thanks, but what I meant is that its physics don't affect it, not so it goes right through the platform.
So we're sort of halfway @tight prawn
set it to block and it won't go through
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?
i assume you're using azerty keyboard
correct
instead of setting the keymap to 1 use ampersand
which means &
so based on this logic, find the correct names of each button and map it to that
yeah, I already have ampersand and apostrophe set in my action mappings
it's just that it pops the gameplay debugger too, only since today, this is driving me nuts
I just cleared my action mappings and the Gameplay Debugger still pops on " and '
My ue4 keeps crashing when i create Skeletal mesh variable on a structure!!!!
help please!
oh, to me it doesn't show gameplay debugger
well i'm only using ampersand for now
@waxen marlin would you please ping me if you find a solution ?
yeah, will do, I think I'm going for a full re-install
i don't think that's required
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.
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 π¦
help pls
got the same problem, just had to build the scene
oh
lemme try
thank you mate that worked perfectly @waxen marlin
cheers
Hey guys, so anyone knows there's a 4.26 migrate guide? (there usually was one on the forums)
π₯³
Hey Iβve got a hardware question (eGPU stuff) is there a better channel
Thanks Alexey
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
how do i fix it?
Which component do I need to use for 2d game to spawn enemies on overlapping collision box
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
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.
I worked from home for two months earlier this year and it was shit
I've got a i7-6600U Thinkpad X1 and a W520 Thinkpad
Machine was consistently running hot for hours, which probably killed it tbh
Ooomph...
Laptops are also really terrible when it comes to using multiple displays
Cooling solutions are not a problem for me... I've got a fan addiction...
I had a cooling station but it wasn't enough
Hadn't even thought of the display issue, the more I work with UE4 the more displays I end up buying.
Oh I'll just snatch a set of rack fans and wear some earplugs.
Nothing like 350+ cfm
@plush yew actually Rama used to create a forum post on every version
like this one for 4.25
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1756399-4-25-transition-guide
Dear Community,
4.25 is here! Wohoo!
Please post your questions about the upgrade to 4.25 here, and also any compile errors you resolve on your own so that others may benefit.
Thank You Epic for 4.25!
β₯
Rama
Reminder: If you are unable to compile after edits to your project or plugin C++ code:
"Command line
@wary wave would it be better to just remote in?
I was considering just snatching my GPU and running it to my laptop.
Remoting in works but rarely supports multiple displays and latency is a pain
Playtesting could be borderline impossible depending on what you're doing
How my phone corrected 'remoting' to 'tempting' I'll never know :')
π
Yeah I would be play testing to make sure my blueprints worked
and editing them
anyone know where can i download fake trees 2d card to put in my background
Have you looked at the free assets in the marketplace?
Start up the Epic Games Launcher and find the marketplace tab. Click free and you should find a bunch of different free objects.
The realistic forest pack is free to download this month.
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
i got it
but i want that background fake trees
to show the density of the forest
anywhere i can get them, it will help me performance wise
Ahhhhh, I'm not sure about that. I haven't looked into 2D stuff that much.
my level is 3d
is there anyway i can show there is a forest other than adding trees
and destroying performance
iam talking about far away veiw
Ohhhh
Why not just put a picture of trees onto a block?
You could just make a tree texture and apply it to a block in the distance
No problem
Id look into adding individual blocks with textures in front of your one large block to help break up the pattern
@stone stump let me know how it turns out!
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.
sure
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?
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
Hello. Is there a way to see the total number of shader instructions in a scene?
hey what should i do when it says cant play in editor when performing edit light color operations
What node do I need to be able to regain access to using the mouse to look around in my third person shooter?
what did you do to disable it?
Hang on I'll get a blueprint
Thats my blueprint for when the player enters the level
can anyone help on a very simple blueprint, im new and need help
You come into the game by selecting CAMPAIGN from the menu then it loads the 1st level
@grim ore Any ideas m8?
Can a custom collision be only a plane? Or does it have to be boxy?
U should be able toa add collision to just about anythingg
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 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
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.
Heya again, i still cant figure out why my character keep stuck in collision of tree
when i jump near it - i just get stucked at this position
tree itself have simple collision
the only thing about it - its not vertically aligned
Hello ! Does somebody know how to fix crash issues when importing Quixel Bridge assets on Multi Users Editing ?
hi π
I can stuck like this also
i want to ask about splines were shal i ask ?
Why this happen?
tree colission
i know its collision π
dont know why sorry
@grim ore Thank you very much dude. That fixed it. NICE ONE!!! π
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?
You could also try turning on CCD on the player capsule.
dont know about physic material, probably not - its simple foliage mesh
What about on the capsule?
same with CCD on
just for test purposes - i have placed only one tree on box. vertical. just going around it causing this stuck
hey listenn
where do we add our game icon?
cuz the above icons are 48*48 , which is really low res
Make your capsule visible by unchecking hidden in game. Turn on visible collision in the viewport.
stuck with collision
Someone already used Multi User ?
anyone please?
but bro for android the size is 48*48 but that will be really low res @grim ore
there are 5 icons for Android based on the DPI settings of the device
yess i agree, but my icon is 512512
so if i make it 4848 or 96*96, wont it be reallyy blur???
Anyone? π Keep stuck in plain sight.
https://material.io/design/iconography/product-icons.html#design-principles just because your icon is 512x512 doesn't mean it's correct
i placed cylinder with almost same shape and material on the right - and its working just fine
the only difference is collision - on the right seems to have more verticals
unsure where this would fit so i ask here
how would i fix this? (its a mod so moving the camera out of the helmet isn't an option)
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)
why i cant see Web interface plugin? (It was added in 4.26)
@pearl saffron Is there a module that you need to add to your dependencies?
Is the plugin not showing up in your Plugins window like in the picture?
Usually that means there's a module that you need to add to your build dependencies.
Or something else, like when you had to enable a flag to enable Chaos <4.26.
you mean download engine from source?
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".
At least, that's my guess.
ok ill try
Is nodejs installed? Wild guess.
I can't imagine that would stop it from showing up as a plugin, but the description says that you need it.
yes
@pearl saffron Sorry DX not sure what else to try. I couldn't find much in the documentation.
https://docs.unrealengine.com/en-US/ProductionPipelines/ScriptingAndAutomation/WebControl/index.html
Work with your Unreal Engine Project remotely from a web client.
what is a disadvantage of world origin rebasing?
^
?
i was bumping the question i asked before because nobody answered
and i have no idea how to fix it
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
Dang, I hate when UE4 just hangs and not responding doing nothing.
is it shader compiling or just not responding oh its jut not responding
@median hound 0% cpu load...not shader compiling (when it does it's 100%)
did you get any plugins in or does it just happen
it's just happen...when fixing redirectors or other stuff
still stuck
@errant blade you know how to debug ABPs?
you need to open the abp, then hit play, thne go to abp tab and find your actor in the top dropdown list
i'm not using my own ABP tho, i'm referencing the vanilla ABP (this is a mod)
all i did is swap the skeletal mesh via blueprint
it does not matter, if you can open the ABP you can debug it
i cannot open it in ue4 editor if that's what you mean
i'm just referencing it, i don't have access to the ABP itself
i make an empty ABP
with the same name and folder as the vanilla one
then i delete it before importing into the game
so the game uses the vanilla one
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)
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
so you must be using a SDK for this game https://store.steampowered.com/app/552100/Brick_Rigs/
Brick Rigs allows you to build many kinds of vehicles from a variety of bricks and experience their dynamic driving and destruction physics in a sandbox environment.
$14.99
13081
not sure how to help, but thought others should know
there's no sdk though- that game has no mod support, yes i'm modding that game but there isn't an sdk for it
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
after a bit more testing i've found that it isn't the camera freezing but the animations just stop playing in general, but only when i'm in first person for some reason??? (they don't freeze in freecam mode)
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.
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?
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 ?
help i made a custom animation for the mannaquin in blender
but he's moved downards a bit
so when the animation plays he moves into the ground
then pops back up, how can i move the whole thing upwards in ue4, so it's normal when it plays?
enable root motion
you'll find this in your animation file -> asset details -> root motion
it is
its enabled, but he still moves down, i'll try treimporting it from blender
its still not working
there must be something not setup correctly in blender
that's outside of my expertise
if anyone wonders i got it fixed it was the physics asset causing it for some reason
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.
The 'blur' effect on ball spinning fast
can anyone help
he's downawards in the aniamtion
wait i think i might know
i need to export it with the actual addon
not just normally
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?
Is this creating a carrot on a stick situation where the enemy is constantly going up. using a timeline for the alpha
anyone know of a free lipsync plugin based on morph targets
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 ?
the 2d arrays is moddifing as camera moves around and gets feed from character ? can this be done ?###?
my unreal screenshots seem to be saving at the wrong gamma, how do i fix this?
do i need any AI controller or anything to move character to location? it's empty character without anything just character movment component
simple move to does nothing
Is there a navmesh bounds?
i added it atm, and added simple empty Ai controller
Is it working now?
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?
Have you restarted the editor?
I have yet to.
Where does one suppress this annoying popup that keeps stacking?
Wasn't a thing in 4.25, I think? At the very least it didn't stack vertically π
(on 4.26)
You should also be able to save all, then close and reopen the level if you don't want to restart the editor.
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
Rename the folder and delete
Can't delete it from UE4. It doesn't delete.
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.
Right click the folder -> fix up redirectors
Sometimes though
Unreal gets really stuck
And I delete/move them through windows
(after I'm sure there's no reference to them anymore)
@azure bloom Opening a new level fixed it! Thank you
my unreal screenshots seem to be saving at the wrong gamma, how do i fix this?
fix redirectors and then delete
When I closed and open UE4 the file showed in the UE4 explorer. Weird!
Do you know if UE4.26 has the fortnite swimming system built-in?
no
it doesnt
Really it was mentioned that it will be. Will it be in UE5?
where did you see it mentioned?
I thought Game from Scratch said it was there...
can you send me a link to it?
I think I heard it from UE4 official channel video about water. Let me see if I can find it.
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
oh the question was if the character can use the swim movement mode in the movement component automatically
I think its just the water system. https://www.youtube.com/watch?v=72nts1vPcDk
UE 4.26 is here, hair is ready for production, Chaos physics are updated, the new water system is ready for experimenting with and there's a ton of new stuff in there for film production. For a bonus we also have a quick tutorial on using the new Alembic based hair simulation with Unreal 4.26 and Blender. Let's jump in!
Link:
https://gamefr...
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...
oh, then no, you need to set it up manually (at least it never worked automatically for me)
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
I wish they included the fortnite swim system. Anyway rip
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
@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.
Anyone working with ue4 and reinforcement learning?
How long have you let it sit there? Could take up an hour if it is trying to compile shaders before loading.
how to i make a comment looking for members?
i mean, the channels for those are blocked i need to use a bot it hink
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
the fans slow down and become quiet, its just locked up
the editor doesnt even open so, it cant be compiling shaders
Iβm 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.
Some shaders will compile before the editor opens
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.
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
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
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
@azure bloom so here we m about to open the project itβs normal rn as you can see
And hereβs where it froze, memory just shot up to 97 sometimes the CPU shoots up to 100%
click the arrow next to UE4
CPU hitting 100%, my first thought is shaders
@azure bloom is there supposed to be like 6 of these here normally?
Yeah, depending on how many cores you have. You can assign the amount of cores that you allow UE4 to use for shaders
one more tab over to performance
lol all good.. π
was going to have him install speccy
but make sure you have CPU selected
@azure bloom I have 4 of them
Core or logical ?
Cores: 4
Logical Processors: 8
there you go you have 4 real cores and 4 virtual ones.
is that enough tho?
for what??
to load up the editor, i assume not because my PC keeps freezing everytime it reaches 93%
M5 VFX Vol2. Fire and Flames. Free in the marketplace
if compiling or rendering more is always better
Not sure what the linking rules are but go check out the asset
i have 10 cores and 20 logical. and UE will still take time
black and white smoke yes
darn
How can make a snowboard slide mechanic in Ue4?
Wish I could help you, but I don't know what advice to give.
CodeLikeMe did one for skateboarding. Might be worth the while to check his tutorial.
Ok Thanks
well i hope it is, i spent a while making all this
well in terms of building the level, the models were from the unreal store
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
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
Hello all, I am looking to dive into unreal technical art. does anyone know of any good courses for that?
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
Like being able to click on the window in the bg and have this one minimize
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
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...
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?
Cool af!
Thank you so much β€
I have been working on the animation of the 3d widget for 2 long days π
So bad π€£π€£
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
How can i import a psk into ue4?
skeletal mesh
I'd say try dragging it into assets
Worked for me with everything I tried so far
Β―_(γ)_/Β―
it doesn't recognize it
Yeah just drag, and the Mesh Mesh will be there, if not, check the import settings
It should be like "import skeleton"
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 π
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?
what type of mesh?
I have done it with some vehicle meshes, but not much character
oh
Tpose
character
ye
i feel like it's something with the actual model
because there is no reason for it to T pose
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
same
Is there an alternative to
ConstructorHelpers::FClassFinder
Where i can call in a static function, to create a blueprint widget
why would you not just use the blueprint create widget function?
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
UPROPERTY(EditDefaultsOnly) TSubclassOf<UUserWidget> TheWidgetClass;
set it from derived BP and just access the member
What if i want to do it all in code
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
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?
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
better preview
It can be done in the same way
BP is programming just the same as C# is, it's just node graph based instead of text based
Trying to understand how to make sub namespaces or static classes though. I don't want every single item to be exposed everywhere whenever I search for a blueprint name
Having either namespaces or a parent class as Item would make this a lot easier
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
Is something like this present?
Sorry for the beginner questions, new to c++ / ue4 in general
Trying to see what's possible in here
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
I guess spawning is just like creating a new class instance? new Ingot()?
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
Yeah... Not really sure what the best approach here would be tbh
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
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?
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
Got it
there's a section in the UE docs "unreal for unity developers" or something like that which might be helpful
Haven't touched unity for years either..
Just a backend dev that realized game dev sounds fun π
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
On the item itself, when the call to add to inventory is successful, call Destroy Actor?
Yeah that sounds right
@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...
nice thing about blueprint - it's logic with very little syntax, if you got programming principles down, you'll take to it fast
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
Love the guy presenting in that video, 10/10 presenter qualities
Gotta love when you import assets from the web and the pivot point is completely F#%Β€
Lol
Somehow managed to crash UE4 doing just that xD
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?
must be the material because if I use a nontransparent one
good lord I have no idea what I'm doing I'm amazed I was able to get the direction to change
Are you able to make your spline points closer?
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?
@exotic thicket Thanks for the help, got it working π https://gyazo.com/e7b8bd18646bcfb683a13e65e137df74
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.
@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
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
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
cast it to a specific actor type? or like more granular like a mesh?
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
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
you can ignore actors on overlap events
But i don't want to ignore the actor if they actually touch
try it this wya
way
Don't speak in any game terms at all
tell me what you want to happen, plain english
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.
No
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
I figured it was simple enough to not need AI
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
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?
show me bp
one actor is C++ the other is BP
I think I can make a simple BP version though to demonstrate
here
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
Ahhh, collision channels! The very thing I've never read up on
you don't have to mess with collisions though you should learn about the system sooner rather than later
You donβt need to cast
Yeah itβs not going to hurt anything, but itβs avoidable, especially if youβre only trying to one thing
Alternatively, you can add a tag to the actor
And call a bool off overlapping actor
actor has tag
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
Right, but you are only looking at this from the point of view of the enemy actor
the interactions with other actors matter
that's where the interface call I mentioned comes in
other actors will confuse the agro radius with "I just hit something"
iiiiinterrfffaaaacccces
oh? explain the interfaces! I missed that
lol
Mathew knows best
Im not even paying attention just waiting on a friend while playing WoW
but it seems what blake was saying was right
EQ was the best but EQ now is now EQ of the past π¦
they have the servers run by fans
only 35473 AA to grind and my character can finally be current with the latest expansion!
@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!
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.
^^
well, if you want to do it the boring easy way sure
if its not pain and suffering it's not real programmin'
@grim ore how can you tell which component causes the event? I only thought you get the whole actor.
...
the collision channels look promising, I will give them a try.
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?
I use tags, but I don't think that will help my situation
On you overlap drag actor and call the actor has tag node
The actor cares about being touched by the enemy, and the enemy cares about sensing the actor.
If they arenβt blueprints they yes, it will not work
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.
I use tags to help cast my on overlap events....
Iβll defer to Mike in this, but you can check a tag without a cast
I guess whatever gets you there. I'd rather the collision only trigger things relevant to it.
Iβd prefer the collision channel as well if I was setting it up
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!
There should be a game where you are the bad guy
GTA?
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
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)
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
how do you get to the animation sequencer?
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?
by extracting it from the rotation matrix
but why would you do that?
I was wondering why I had to calculate the forward and left vectors for my arcball camera manually and why these results differed from ViewMatrix.Left and th...
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
guys i have a problem with my material. idk how to show you.... its like the landscape is appearing and disappearing fast
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?
Is anyone aware of a fix or work around for delays being broken in UMG with 4.26?
on timeline finished?
No timelines
good, using timelines for that sounds horrid π
No, there's no timelines because it's UMG
yea i got that
dont use UMG that much i know some stuff doesnt work for some reason π
has anyone found any info on the new rigging/animating with sequencer?
there is a control rig example on the MP
whats an MP
marketplace, its free tho
MY brain is horrible with big words
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
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.
@barren flume From what I've seen all of the current UWP forks have problems. You're better off asking whoever made it.
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
If you're planning on shipping a game, I'd strongly suggest you consider not using UWP and just going with a dev kit.
lol
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.
Any advice? this is really causing me problems due to the file lengths π¦
help
my test not working game
i done design game
but test game not working
@everyone sorry for ping
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
maybe try update
pls help
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...)
what aboout me
Can you send me a link?
oooook thanks for that, but it's what I was looking for...
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?
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?
how to connet to 2d paper in sm_door and sm_frame
Gosh, I love Unreal Engine and the community. I keep finding awesome new things that do some absolutely brilliant stuff for my project.
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
I prefer to use the third person, and add in a second camera so I can switch to FPS if needed.
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)
Because they are professional
?
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."
@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...
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
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?
hello all, how can i remove broken reference of removed assets from my project please ?
I will do it for you for $200.
<_<
@crystal hare you could try asking in #graphics as there might be more people there who have used it.
thanks
is it possible to make a static mesh follow the cable component ?
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!
Are there any folks here who have worked with Scaleform before?
Thanks for you reply, I wanted to try myself on multiplayer games
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
Then definitely check out the ShooterGame example on the marketplace! You can use it as a base for your game. However, remember that multiplayer can be quite tricky to learn if you're new, but you'll get the hang of it with some experience.
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.. π«
Hey I'm exporting some 3D assets to unreal from bridge and no materials are applied to it
Plz help
Anyone
Just installed 4.26. I have turned on βWaterβ 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? π
same issue with me, just build the project
Just be sure to check the "Create New Material" check box when you're prompted to ask for the Import Dialogue Box
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
You must be kidding me right? Do I need to build each time I want to check out the changes Iβve made?
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
@grim ore The project. I canβt see the water in the engine...
did you try opening the sample water map(s) that come with the plugin?
I didnβt. Will do that now!
Is there a help channel? For UE based questions?
Yes. This one.
this is it, if you have a specific question look for the correct channel
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?
how are you setting the box location, its not plugged into anything
Anyone knows why this DerivedDataCache stands for?
Its 15gb and I need size for cyberpunk lol
Its in AppData
its where the results of compiling shaders is stored iirc
so youll just need to rebuild shaders if you delete them
Are files per project?
not sure
I deleted some old project, maybe shaders are still persist there
another way to save space is to delete marketplace cache
VaultCache, right?
yeah
I'm using the panner to animate the linear gradient, however since setting it to alpha it'd become a blinding light
I already cleaned it, thank you π
how would i go about animating this?
I have a Problem: Unreal Engine crashes at building light.
i have 16 gb
no plug-ins, no megascans
only pure Unreal Engine
This map has only this "room".
I have an AMD Ryzen 7 CPU (8 Cores, 16 Threads, 4.3 Ghz)
and an Powercolor Radeon rx 5500 XT Red Dragon
so does UE4 crash or lightmass?
UE4 crash
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
Is there an official way to import Blender Hair .abc alembic files into Unreal Engine 4.26?
It crashes when I use interpolated hair.
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
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.
HELP
yep then its something with your machine or project and not that map
im new to ue4
and the bottom of my quixel foilage
is white
and i built the lighting and stuff
@candid dock so make a new project, third person template, and try building that map
IT doesnt help
Why is the GridPathAIcontroller not doing anything different than the normal AIcontroller?
Overlap?
@uneven hemlock is the material you use for your foliage "Two Sided"?
You can change this in the material's details.
o ok thnk u ill try that
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?
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
ok also do u recommnd brushify or are there aany otehr good tree odels for free
because quixel aint got any
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
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?
@uneven hemlock Free trees:
https://www.unrealengine.com/marketplace/en-US/free?count=20&sortBy=effectiveDate&sortDir=DESC&start=0&tag=194
https://www.unrealengine.com/marketplace/en-US/product/open-world-demo-collection-01
O wow
Did you enable the waterplugin in your project?
@remote flame did you build?
You could also try to migrate the map from the water demo project to check if its there
I have, It shows up, transforms, the spline is there, when I "dive" into the water, I get the underwater effect on my screen but I just don't see the water
no, however that seems to work on "demo" projects I create
I only mention it since I also had problems of water not showing, but after hitting that build button, it started showing.
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.
Hey guys, can anyone help me? I need the tree to fall towards the player's location, not randomly. Here's what I have right now. The Root Component comes from the Other Actor pin from an Overlap event: https://gyazo.com/e00c90ff69169c492fd27f2789b4e149
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"
afaik no, but you could just look at the relevant C++ header files
I tried a build now - nothing changed π
@exotic thicket where can I find the header files? Are that the *.*ini files?
in the engine's source files. They are .h files and contain C++ code
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! π
thanks @exotic thicket π
might be a bit easier than having to look at stuff on github or such
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?
@mint umbra I think you will need to subtract the two locations, the player's root and the falling top.
I feel like I should be working in the character BP but I haven't gotten it to run at that level.
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
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.
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
It is all about how you go about getting the references you need.
Ahhh, I thought that things needed to be implemented at different levels, sort of how making object arrays is done at the Level Blueprint
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).
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
If you wanted the input on the character, you would need to have one reference the other somehow.
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.
A bit more context would be helpful. When you press G, what does it do?
That makes sense, I'm seeing everything in the First Person Character BP has a reference
At the moment nothing.
You want it to start a timer that triggers a function to do what?
hi guys, its a good idea to merge a big amount of actors when i have a lot of identical meshes in my scene?
Thats correct
@plush yew identical meshes makes me think you need to be using instanced meshes.
BUT I think me not understanding how references are used for input actions is part of the problem
anyone knows how to make shadows work on dynamic objects/characters in mobile
I have this big base floor
Composed by all this actors
@wanton lotus do you know of any place to read up on it?
@plush yew This explains when and why instanced meshes are useful to use in certain situations. Looks like you need to be using them. https://www.reddit.com/r/unrealengine/comments/a7s55b/when_to_use_sm_ism_and_hism/
Or better phrasing, do you know what terms to search for to find info on event x references
Thanks, i'll take a look
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...
Thanks mate!
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.
Ahahah I started watching this video before but got pulled away from my desk and never finished it.
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.
In the blog it refers to hism / ism ... do you have any idea what they are?
Im so confused haha
It is in the question, hehe. Instanced Static Meshes and Hierarchical Instanced Static Meshes
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.
hi all, can you vertex paint onto landscapes? (not paint layers)
I'm trying to draw parallels with UE4 but it's just so different than anything I've used before
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.
some people say they use the foliage tool to instantiate
@hallow compass Why would you ? layers offer same functionality.
@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
@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)
ue4 uses normal OOP rules for how stuff works, its not really any different systems wise than any other OOP language
It is just in visual format. π
I don't know if I've ever worked with an OOP based language
what am I doing wrong? when I try to package project for android UE says this
but project is for all platforms
this message is shown for all non pc platforms
Does the engine have the files? You can check in the launcher click the arrow on the engine version and select options
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
Wooden PCs are not officially supported.
for now I just created new project for mobiles
and know what?
same message
it just cant package
but it can package for pc
kinda crazy
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)
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
yes
I got all SDK's
.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?
btw thanks for youtube tutorials )
when I was installing engine - yes
when you install the engine that is the android support files, the SDK is separate
so where can I see it?
Mathew you know what the difference is between the AIcontroller and the GridPathAIcontroller? Testing both results in no visually distinctive differences
Wooden PCs are not officially supported.
π€
you need to make sure the android files are installed and the SDK https://docs.unrealengine.com/en-US/SharingAndReleasing/Mobile/Android/GettingStarted/index.html
Setting up for development for the Android platform.
@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
Hmm so it's not the grid movement I hoped it would provide :/
MathewW They are both 4.25
I have imported the pack into the content folder but when i launch ue4 they arent there
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?
Where did you get these files?
I imported it in the content directories
and where did the files come from
Google a free starter buildings pack
you dont have the link?
My friend sent me download
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
Is there a free way to create hair inside unreal engine?
Not yet
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
Is there another free pipeline I can use?
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
#######WARNING###### #######WARNING###### #######WARNING######
ONLY STATIC GROOM WILL WORK IN PACKAGED BUILDS!
IF YOU ENABLE GROOM SIMULATION, PACKAGED BUILDS WILL CRASH WHEN YOU ENTER A LEVEL WITH THAT GROOM ASSET (UE4.25.4) might be fixed in 4.26?
#######WARNING###### #######WARNING###### #######WARNING######
This time I am explaining the ...
4.24 is very different
That one video is for 4.25
Some interesting quirks in 4.26.
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.
how can I exclude android from my plugin packaging?
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.
in 4.26 does one know how to add a half lambert shader model ?
Real quick cant import: unknown exstention (.uasset)
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.
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
I suspect it came from a dodgy site that pirates Marketplace content.
Do you have a subsurface?
no,
Just something easy to check. Idk, maybe share the material so people can see it.
Maybe use blueprintue.com next time, or a single high res screenshot.
hello guys, any expert on blueprints ?
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.
@scarlet birch could you help me out please?
You don't have the default slot anyhwere
@unreal plume As far as I can see you haven't asked a question.
ill ask now π
I tried it like this but wasnt doing the trick either @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
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.
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 π¦ ill send screen shots right away
mhh I thought that would override my upper body settings, but it works. Thanks!
Think of it as layering and blending.
never ever have I seen such a busy taskbar
delays are not working in UMG if the game is paused in 4.26
haha xD
You have delays
yess delays for the widget animation
Yeah, they are fubar'd
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 ?
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.
the Settings button camera works but the Controls one does not change view
or add timeline as delay that ignores time dilatation i think ?
@scarlet birch how can i unpause all of this ?
Everything after those delays is not being executed. You can call pause game or whatever the node is called and set it to false.
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)
π¦
@frozen pond can you think of something?
i had something like this wait a second
@unreal plume did you mean something like this?
https://www.youtube.com/watch?v=J3b2giM47uw
Yeaaaaaaaahhhh Exactly that!!
lemme load that project
Woo!
is "Stop AnimMontage" the new "MontagePause"?
@unreal plume you want just change camera or smooth animation ?
what is smooth animation?
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
Oooh yaa smooth it is please
donut mesh in blender i made...
what it looks like imported into Unreal... why is this?
@paper linden yummy
y not sprinkles or donut texture? π¦
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
I would prefer zBrush for this kind of 3D models
i have a one that i use to walk around if thats what you mean
@unreal plume https://www.youtube.com/watch?v=uW86ZGxesmc
How do I use the Set View Target with Blend node to change cameras during gameplay using Unreal Engine 4 Blueprints.
Source Files: https://github.com/MWadstein/wtf-hdi-files
this is it ? π

