#ue4-general

1 messages ยท Page 893 of 1

paper linden
frozen pond
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@unreal plume this is easy way, harder way would be to make special controller for menu camera, that changes camera position using lerp

unreal plume
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@frozen pond ooh i have seen this, but the thing is, i dont wanna use level blueprint, i would rather have all this work transferable to another project in the future

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using the widgets and pawn blueprints

frozen pond
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so: 1. create interface called BPI_CameraChange, name function ChangeCamera, in input put INT

unreal plume
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like a new blueprint?

frozen pond
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blueprint interface

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rmb -> blueprints -> interface

unreal plume
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Ooh there it is !

frozen pond
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@unreal plume maybe you want live tutorial on it or something?

unreal plume
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Woah i would love that

stark marsh
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what do i set for the object of cast to (a notify state)

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here

narrow mauve
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UE5 supporting 64-bit precision

fierce tulip
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removed that gif because we have kids here hehe

summer verge
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Yup just saw that

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Super exciting

mortal cedar
summer verge
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How is this not on any other of Epic's news channels

mortal cedar
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thanks

narrow mauve
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Sorry about the gif!

fierce tulip
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np hehe

queen hawk
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so with unreal engine 5 we will not have any issues about performance?

summer verge
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precision

fierce tulip
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we will, if we dont understand how to use ue5

narrow mauve
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Why even bother with UE4 anymore when UE5 is out lol

queen hawk
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I hope UE5 better performance

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also a way to create custom capsulecomponent for special parts

narrow mauve
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I feel like UE5 will be like "Remember when in Ue4 we..."

grim ore
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ue5 will not just fix performance issues, ue5 will import ue4 projects so no worries about losing progress, ue5 still be similar to 4. no reason NOT to bother with 4 right now with 5 a year off

queen hawk
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I hope more mobile gaming support

narrow mauve
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I read somewhere they are using a different system than world compisition

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if so wouldnt open world projects using this system just break lol

molten cairn
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Hello everyone, good evening

grim ore
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but you assume the old system will just stop working as well, or we cant move to the new one from the old

molten cairn
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I'd like to make a question: when making indoor scenes, should I use skylight or not?

grim ore
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if it's all indoor, probably not, but its up to your design choice.

meager stag
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Is there a mirror/backup of the unreal wiki?

molten cairn
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The reason I'm asking is everytime I make a scene without skylight the shadows become very dark

meager stag
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Light up indoor with indoor lights or light bounding in from outside?

plush yew
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Hi someone know what Is this?

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Im working with world Composition...

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Hello ! My pawn is currently a character. I have created a ball that is Actor. I'd like to change my pawn to control the ball but when I go in the GameMode, I don't see my ball.

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Should I create a new GameMode for the ball or something ??

next badger
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It seems like 4.26 crashes a lot

molten cairn
# plush yew

Well, for me is two white circles and a blue background ๐Ÿ˜†

coarse turtle
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Does the new UE4.26 water comes with spline based physics volume? It'd be nice if did that

plush yew
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No seriously...Is worrying

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Wtf is that ๐Ÿ˜‚๐Ÿ˜…

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?

thick herald
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It's a picture. Screenshots are a thing these days ๐Ÿ˜‰ ๐Ÿ˜„

grim ore
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@azure bloom have you tried it yourself to get the answer? seems like some pretty specific and easy tests right there

ebon marlin
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I'm looking to buy an SSD to place my UE4 project on, should I get a SATA SSD or a NVMe SSD?

trim trail
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hey, is it possible to reduce amount of landscape components to below 1024? Seems no matter what resize options I take, can't go below

light thunder
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I can't believe how dumb this editor is, they designed no way to save the layout of your tabs to be in the same place when you start up the editor, I can't believe it

grim ore
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@ebon marlin whatever you can afford. For the most part the extra throughput of the NVME at 1500+ speeds are not going to be seen in normal day to day UE4 use. In the end NVME is faster if you get the correct drive so its a better investment

ebon marlin
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Thanks for your response!

azure bloom
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Sorry, I had to run into a meeting. I'm having an issue where the pawn that I'm possessing essentially bugs out, the camera resets, and the control is lost when attempting to transition maps. The reason that I ask is that without knowing HOW the sub map loads, trouble shooting is a wild goose chase.

coarse turtle
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I couldn't get the island effect when I tried the new water system. Anybody knows how

mighty crane
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HI All, is their a specific channel for RTXGI ? if not would anyone be interested in one ?

sterile tulip
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Can I add/develop with Nvidia Flex in my project with an AMD card or do I need an Nvidia GPU to develop and add Flex to my project?

main garnet
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Iโ€™m a beginner and just wanted to get into game dev on unreal engine dm me if u can help I prefer coding in blue prints

dawn gull
plush yew
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anyone know a quick way to migrate projets from versions? got a lot of assets i need from a 4.25 project to the new 4.26 stuff. Tried making it from a copy but it errored out saying it was an incomplete transfer.

dawn gull
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@plush yew Right click the uproject file and click "Switch Versions"

plush yew
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from within the launcher?

dawn gull
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No, the file explorer

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Like this

plush yew
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dang, didnt know it was that simple haha thanks

median hound
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anyone know when quixel will support ue4.6

fierce tulip
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they probably wont go back and support older version

median hound
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4.6 is new?

fluid lance
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๐Ÿ˜‚ ๐Ÿคฆโ€โ™‚๏ธ 4.26

fierce tulip
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ah

median hound
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og i mean 4.26

fierce tulip
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soonTM

fluid lance
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but does't it work anyway - the bridge? It broke?

median hound
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it exports to only 4.25

fluid lance
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just migrate until they update the link, like Luos said, it should be soon

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it's all sms+texes in the end so there can't be any compatibility issues. Migrate ur MM and remake the instances

soft fiber
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Trying to LERP between two points and its NOT right. Can someone point me in the right direction.

prisma plank
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Can i make like rain animation on window at blender and import to ue4?

plush yew
fluid lance
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@plush yew Some content may be broken in later versions, if you are using plugins disable them first, other custom content - especially code.

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@soft fiber what's your intent? Except for the Y axis which for some reason is plugged both into start and end locations (and there' nothing to lerp there) it looks fine - for the location. For the rotation not so much but it depends on what you want to achieve

plush yew
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i guess i dont have any idea which would be broken, only that it fails to compile at that module, ill have to try migrating to a new project i guess

soft fiber
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@soft fiber Trying to move player to arrow (pos and rot). When the y axis is plugged in it doesn't move them it shoots up at the end.

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Wondering if GetActorPos vs GetWorldPos is causing an issue?

fluid lance
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@soft fiber lol u tagged urself, i only now saw ur comment...

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You need both x and y if you want to lerp location from point A (player) to point B (arrow). Now first question is where is that arrow? is it valid?

soft fiber
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@fluid lance lol... Just getting back. I'll look at the arrow to see if its valid. Its a component of the BP I'm using.

light thunder
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so, this is weird....why isn't this variable setting? it exposed on spawn, and instance editable

grim ore
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check it after you spawn the item to make sures its being set?

light thunder
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the reference is valid

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so is it not finished being spawned?

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is there a "I'm done with all my execution" event that I can put in there, besides frame skipping through the blueprint until what?

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or should I just make an event on the blueprint and fire it ?

gaunt tide
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Any reason my mouse would continue to disappear when left clicking or middle mouse clicking even with Show Mouse Cursor true on beginplay and Input Mode Game and UI "Hide Cursor During Capture" false?

warm hornet
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I have a streak effect that is working great.
However the effect is based on World Space Offset and doesn't follow the trajectory of my vehicle.
I've tried every combination of nesting, reparenting and Attach to in my Sequencer and nothing seems to work.
Any feedback appreciated!

plush yew
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Damn, trying to get 4.26 GPU lightmass working just crashes.

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Everything turns black ๐Ÿ˜ฉ

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I wonder if I need RTX graphics card for this since it requires raytracing?

gaunt tide
plush yew
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I have GTX 1070

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Maybe a little old now

queen hawk
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anyone knows how to make work shadows on mobile project?

plush yew
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does putting visual studios in a different location actually make it run slower?

warm hornet
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@gaunt tide Thanks. No turning. Straight trajectory.

grim ore
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depends on where, faster drive helps with building and such like intellisense. for the most part once the actual IDE is loaded its fine

plush yew
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@grim ore ok thanks

warm hornet
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@plush yew not compatible AFAIK. had same issue

plush yew
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Damn.

grim ore
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what error do you get when you try it? It should work since its DXR compatible

warm hornet
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The extra features still make using 4.26 right now wortj it IMHO, though getting a LOT of crashes when I save.

plush yew
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When I enabled Raytracing, and the Water/GPU lightmass plugins

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It restarts, takes about 1 hour to recompile shaders

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And then when it loads up, the screen turns black as soon as I try to do anything

grim ore
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yep doing the DXR stuff which probably swapped you to DX12 will do that

warm hornet
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I should clarify. GPU Light mass WAS working for me in 4.26 until I upgraded to preview 7. Several people posting same issue https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview/page39

light thunder
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@grim ore I'm confused about execution order in regards to my pawn - I assume since it's the default project one, it's just "there" at the start but certain events are out of sync - should I be spawning my pawn at begin play using some manager actor?

grim ore
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well it would be spawned in during the game setup, it doesnt just exist.

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I would assume the game mode would handle it since it has that "stuff" but I haven't really tracked it down

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but if you need stuff in a certain order, or relying on something else yep nothing stopping you from spawning in your pawn yourself or just having it as an instance already in the level and set to auto posssess

azure bloom
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So regarding world composition and my pawn question, it appears that the pawn get destroyed when it hit the 50k streaming mark and since there is no longer a camera, that is why it reverts to the horizon. The player character is in the car while this happens.

light thunder
grim ore
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well if you plan on handling it, set the default pawn to none in game mode and......

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same with if you plan on using one in the level with auto possess

azure bloom
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I guess the issues is that any possesable pawn must be loaded in the persistent level, else it is destroyed on unload?

grim ore
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if the item is in a map and the map is unloaded yep

azure bloom
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Thanks again, Mathew. Nice to get help from a UE4 celebrity.

zinc shore
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ive noticed that now UE opens a debug/out CMDl wile running even on older versions is this like a new feature or have i enabled something

plush yew
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Yeah mathewvv real mvp

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If I make it big imma give him the biggest tip :>

zinc shore
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: )

light thunder
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so, this will always fire right?

grim beacon
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Can I run a python script in game using execute consol command?

plush yew
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Is there any idea how long until unreal engine 5 is usable by mere mortals like me

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And should i Iearn unreal 4 if 5 is on the way o-o

grim beacon
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Why not

zealous cloak
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hopefully ue5 will let you select terrain

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with the foliage tool

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lol

plush yew
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Excuse me

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does anyone know any saving methods with using steam?

median hound
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like the way i use bps in ue4 will i have to learn the shit all over will they change the names or sum?

zinc shore
plush yew
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ahh okay

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thank you very much

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Not sure which is why I wanna know lol

azure bloom
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Learning UE4 now will only help the learning curve of UE5

slate anchor
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I have a variable that seems to be set and not set at the same time, how is this even possible?

plush yew
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So I shouldn't build my project based on unreal 4

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But just set up mechanics and stuff until 5 exists?

azure bloom
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I am, I'm not waiting a year to begin. It's all up to you.

prisma seal
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Probably a dumb question but will the preview of ue5 in early 2021 be stable enough for production if anyone knows? Working on an open world game and I'd like the performance benefits of ue5 but I don't want to switch to ue5 if it's not ready for production.

plush yew
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Also if you guys can answer this question It would be nice
Should you use your own personal assets for character model and animations for example when setting up stuff

Or use unreal engine base stuff and go from them and replace the base assets with personal ones when the game is where I want it to be mechanically o.o

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Also the above i agree

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I have the same questio

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Lol

prisma seal
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Mechanics come first

plush yew
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Okie so mechanics than use proper models and animations o.o

soft fiber
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I have this almost working. I have a BP and 2 child BP. When I try to get the arrow component in the BP it seems to be ready the last arrow dropped in the scene.

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Shouldn't each BP have its own instance of the arrow component?

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Basically, I need to get the a component for an instance of a BP? How do I do that?

plush yew
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Hmmmm

prisma seal
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Look for the component inside the instance?

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Using GetComponentByClass

soft fiber
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I used that, but it just gets the first or last one?

plush yew
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So I was told stuff like rollback should be or have the game made it in mind because re rigging stuff to make it work is a nightmare which makes sense i guess
But it had me thinking how many other mechanics might be setup painfully in the same way o-o

azure bloom
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Whey you say arrow component, are you talking about the literal arrow component on the actor or something else?

prisma seal
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wdym, the actor your searching inside of has multiple of the same component?

plush yew
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Hey, is there a way to get the class defaults from an actor without spawning in an instance of it?

soft fiber
azure bloom
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what do you mean by reading only the first and last?

prisma seal
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GetComponentByClass will get find the specified component from your actor and return it. And since you have one arrow component, first and last doesn't matter

soft fiber
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I have 3 chairs in my scene. Different instances.

prisma seal
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GetComponentByClass only searches inside the specific actor you specify

soft fiber
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When I have one chair everything works. With two chair they dude sits on the last chair in the scene.

prisma seal
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So you are looping through all chairs in your level and looking for an arrow component?

soft fiber
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@prisma seal Problem is they are child classes.

azure bloom
plush yew
prisma seal
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Are those public?

azure bloom
soft fiber
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One sec I'll check.

azure bloom
plush yew
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Maybe I'll ask generally if I'm doing this wrong, maybe my approach is terrible

soft fiber
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Let me try something... bb

plush yew
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I want every item to have both a physical actor and a struct that can be stored in the inventory of a player. My idea was that I could make the physical actors and just have a "item structure" struct in them, which again would have a "item actor" value in it, allowing me to spawn actor instances from inventory, and adding structs to inventory when picking up actors

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Ok I have a question I can't find anywhere

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If my game is open world and I want to add regions like lego pieces to the end of the map

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Does the game have to have those pieces built in or can I socket the regions in after as free dlc

azure bloom
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@plush yew You should have a parent item and all items should be children of that, in the parent you create a variable that you populate with a reference to the child.

pale magnet
plush yew
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I have a parent, it's the "Item" actor

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I don't really need an explanation

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Just a simple yes or no as ill figure out how later when I get there

azure bloom
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And class is populated with the actor you want to reference?

prisma seal
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Yes, I think batch files or bak files or something along those lines I read a while ago @plush yew

plush yew
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Ah so I can just make more maps and socket it to the end of my games world? x3

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If so that's really nice ngl

plush yew
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(this is the Iron_Ingot) item, child of the Item actor

pale magnet
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Looks like a lot of links to the docs pages are brokenly redirecting back to the main page

azure bloom
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It's really hard to say and I don't want to steer you wrong can get get class defaults of the master where item class = iron ingot?

prisma seal
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Not 100% sure about adding to existing world but I do recall that the article had mentioned unlockable content so I'm assuming landscapes might work similar @plush yew

plush yew
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Hmmm

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Yeah I can get it from the parent, but not from the individual item

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I'm thinking I could add the landmass and just block it off so later on maybe I can just create the regions if for some reason I can't just slap on pieces like Lego xD

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Okie ill go figure this out thanksies <3

prisma seal
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np, blocking it off seems like an interesting idea because it'll make the player want to get the dlc more because they can see what they'll unlock

plush yew
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Yush ;DDDDD

azure bloom
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can you pull off item class, == iron ingot, then pull off struct class and break struct?

plush yew
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Wouldn't that be quite a bit of work for every time I want to do anything with an item?

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Plus I think just adding entire regions onto a landmass this visually aesthetic and cut off might be easier than slapping on landmasses lol

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There must be a better way..

azure bloom
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You wont see the values in the BP but they should pass through when referenced

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what do you want to do with the item?

plush yew
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What do you do with items in a game?

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Move them around, drop, trade, equip

azure bloom
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why would that be stored in a struct?

plush yew
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How else would you store it?

azure bloom
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wouldn't you just call a function in the parent and override it in the child?

plush yew
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I can't store actors in a player's inventory..

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Imagine you have 500,000 of a certain item, you'd need to spawn 500,000 actors in the world

azure bloom
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Depends on what you want to do, you don't need to spawn an actor to consume it for health

plush yew
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If you store it as an actor you will need to spawn it..

azure bloom
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let me fire up an old project I have

pale magnet
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lmao it's just redirecting me to links that 403. Tried entering the url after logging into unrealengine.com too. Is there any contact form to let them know that their docs are borked, or any backups I can reference?

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Nevermind just saw the pin I'll use that "Report a bug" link

plush yew
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Ok call me crazy but I had an idea

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Can't I just add the entire country and block it off lol

plush yew
wanton lotus
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@plush yew you can expose more pins if you click on the iron_ingot defaults node and check out the details.

plush yew
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So its just populating and cleaning up the rest of the unplayable country

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I'm sure video games have had entire counties made in scale ingame >_>

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Ew phone auto corrects

azure bloom
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Slashin8r is 100% correct

plush yew
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Ah

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Had no idea

wanton lotus
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Parent variables are hidden by default.

azure bloom
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I literally forget that every single time I deal with structs...

wanton lotus
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It is easily missed, haha.

azure bloom
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lol

wanton lotus
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Gotta get in the habit of looking at everything's details.

azure bloom
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So much pain has been caused by that and I STILL forget it

wanton lotus
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So many nodes have extra customization found only in the node's details. Comes in handy when you find these things.

plush yew
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This is so freakin cool, thanks @azure bloom @wanton lotus โค๏ธ

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All that's left is to figure out why dropping an iron ingot sends me to oblivion and beyond thonking

azure bloom
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Ah the joys of collision

wanton lotus
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Collision, haha

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Try spawning the iron ingot a bit away from the player, so it has no chance to collide.

plush yew
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I feel like I'll need to watch quite a few tutorials on collisions ๐Ÿ˜…

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Cause rn touching an iron ingot with weight 5kg sends it off like a bullet

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friggin PROGRESSS

azure bloom
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Awesome

plush yew
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Hey guys. I'm in the Advanced Locomotion System template. I have a "Event On Landed" node on the main character which works. I added another character : a simple ball with also a character type. I added a "Event On Landed" node on this second character (the ball) and added a Print String just after this node. I also added a Print String just after the "Event On Landed" node of my first character. I change the pawn to my ball in order to play with the ball. I can play with my ball but the Print String appears only when I start the game. If I jump or fall, it does not appear... Even more weird, I see sometimes the Print String of my first character appears (but I don't play with him) ... What does it happen ? I don't understand...

fierce bobcat
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Hello fellow game artists and creators! My name is D! and i was wondering someone could walk me step-by-step on how to create a 3d virtiual charater

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in unreal engine please

floral mesa
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@fierce bobcat you need modeling basics under your. You dont model characters in ue4. You do it in 3d modeling software like maya, max, or blender. You can use a character gen like vroid for anime chars but they still require handwork in a DCC like thise i mentioned. Character creator 3 is an option that can become expensive if you dont know how to model, texture, rig, and animate.

fierce bobcat
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thanks @floral mesa also do you know how to create a 3d model in maya

floral mesa
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@fierce bobcat i use blender 3d. Because im poor. But transferring knowledge to that software wouldnt be tough at all.

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Save money learn and use blender

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Unless you have a free license

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Then by all means hahaha

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I love blender. I spend alot of time there

fierce bobcat
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so its easy to make a 3d model cause4 it already almost made for it

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?

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Also thanks!

floral mesa
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For me yeah its easy

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For a beginner idk. I guess that depends

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If youre a fast learner yea its easy enough

fierce bobcat
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yeah i am thanks again

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i really appericate it

floral mesa
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Send me a message and ill help you out more

fierce bobcat
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okay cool thanks

plush yew
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Can I have a simple ball in a character class BP (instead of an actor) ? I'm wondering if it's not the cause of my issue...

floral mesa
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I think you can@plush yew

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Im looking at the docs rn

trim trail
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hey, how to force VRT to update capture of landscape?

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I suspect it got somehow stuck/corrupted

plush yew
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@floral mesa Thanks. Actually, another guy on discord has just also said me it is possible but that the things might break in unexpected ways

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@floral mesa Actually, I chose a Character Class for my ball because when I gone in my Game Mode and want to change my pawn for my ball, I did not see my ball BP. Apparently, it sees only Character classes. But maybe there is a better way to manage still keeping my ball as an actor...

floral mesa
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@plush yew perhaps. I know there are some tutorials that focus on a ball being controlled by the player. Maybe one of them could help figure out the best way for ball controls. Look at this though

signal bone
floral mesa
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Man that looks sick!

signal bone
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thanks

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althought the axe is kinda bad

floral mesa
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Did you make the sprites?

signal bone
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i did it quick to have a mockup of the hands in-games

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yea

floral mesa
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I think the axe is dope af

signal bone
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thanks

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but i can make it better tbh

floral mesa
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Can be better

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You making a doom style game?

signal bone
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as i said i did it quick didnt took too much time to design it

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yea

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basically i want to make a doom like Rpg

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where you dungeon crawl and kill monsters and get loot

floral mesa
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Oh sweet i have to play that

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Id live there

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Multiplayer?

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We want coop!

signal bone
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Not so far

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Im really bad at programming

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so for now only singleplayer lol

floral mesa
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Haha me too

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I feel that. Your singleplayer experience can get the point across. I like the idea

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I hope you make it hellishly difficult

plush yew
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@floral mesa Thanks. Gonna check it.

floral mesa
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I love never having a hope to beat a game

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@plush yew yeah the answer might be there in the link on that page. Hopefully it is

plush yew
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Mh, actually it says use pawn/character for basic control over a ball. Problem is if I use Pawn (or Actor which is what I used but yes, I think Pawn is better indeed), I can't have the "Event On Landed" node which is specific to a Character class

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And if I use Character, I do have this node... But it does not seem work as expected :/

young panther
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hi ik this is kinda sudden but does anyone know how to fix this error?

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its been only a week since ive started to learn ue4 and keep smashing my head to the keyboard from all this random errors and issues ๐Ÿ˜…

pale magnet
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Hit an issue and could use some help.

I updated the C++ for a base actor, and the blueprints aren't updating.
I know that when the class layout changes, you need to restart the editor.

I've built multiple times, closed and reopened the editor multiple times, tried re-selecting the Parent class from the blueprint editor, but none of it works.

Dragging a new actor into the scene, I can see the new behavior work, but all of the existing actors no longer function.

Anyone know how to resolve this without deleting and recreating all of my blueprints relying on this actor?

#

@young panther I'm right there with you. I've had so many errors to look up all with various non-obvious workarounds. I've been doing software dev for 15 years and I'm not sure how all these folks use UE4 with the combination of tons of bugs, lacking documentation, and frankly some of the worst intellisense support I've seen other than T4 template generated stored proc codebases.

ancient fiber
#

Narsus, I'm pretty new myself so this might not be the solution, but you might wanna try verifying your install? maybe swarm didn't install properly or something.

pale magnet
#

More power to them

ancient fiber
#

i dont know much c++ at all, wish i could help
ive got a problem of my own: im trying to find any way to toggle/'hide' foliage during runtime through whatever means necessary (preferably in blueprints). this dumb idea is 100% out of spite and i need all the help i can get, any ideas lol?

pale magnet
#

The foliage is just an actor with a mesh, right? Could you just set the mesh visibility with SetVisibility?

ancient fiber
#

they're instanced meshes and i'm not sure how to locate them at runtime - unless im missing them, there's nothing in the side panel

pale magnet
#

Ah so you want to get the dynamic actor instances backing them at runtime?

ancient fiber
#

yeah! i think

pale magnet
#

Since you're spawning them at runtime, can you just put them all into some sort of persistent collection while doing so? Not sure how dynamic they are (do they get added to and removed as the level progresses, or do you have a static number of actors from the start of the level til the end?), but it might dictate how you go about holding the references to them. Then when you want to modify all of them, you could iterate through that collection.

ancient fiber
#

aah. i was placing them in using the foliage tool. you're probably right that doing it at runtime would work a lot better

#

that woudl require more work though and i am pretty fed up with this professor lol. any ideas on the foliage tool meshes?

pale magnet
#

If they're placed with the foliage tool, then aren't they static? You could just set a tag on all of them and use that to find them if you wanted. Either way, keeping all of the references to these in an array will be the most efficient way to have a "toggling" feature, since it'll just be looping.

ancient fiber
#

oh yeah, i'll see if i can tag them

#

ty

pale magnet
#

Yeah I'm not too sure. I haven't even used the foliage tool yet. I've just been trying really simple stuff and hitting wall after wall lol

#

Maybe someone else will know the specifics of the foliage stuff a bit better than me

ancient fiber
#

hey i appreciate the help nonetheless! i think i might be able to do this by getting components by class. we'll see in a sec

hot beacon
#

hey smart people is there a way to get 2 cameras and make them both work at the same time

#

i saw someone in unity do it

#

like this

#

2 cameras

#

1 player

#

and put them together to create the effect seen in the image

#

because the 2 pole things there is one

#

just one camera is tilted

ancient fiber
#

OH ITS ACTUALLY REALLY EASY TO MESS WITH FOLIAGE! you can just make a subclass of the instancedmesh blueprint.

huh, thats neat. you're trying to get two cameras to render to the screen at the same time?

hot beacon
#

yes

#

but i dont know how

fiery copper
#

In Unity the camera stacking is a nicely packaged way of overlaying render targets from each camera, I don't think you can do that in UE4 with any built in functionality but the theory is to have one camera looking at the world (excluding the poles) and another camera which is rendering to a rendertarget looking at just the poles, then drawing that RT over the top, I really don't know how performant that would be in UE thoough

hot beacon
#

@willow quarry no i dont want to use split screen

green prairie
willow quarry
hot beacon
#

ima spend like 2 hours trying to find a solution if anyone has any ideas please tell me

young panther
#

@ancient fiber @pale magnet
ty both for the help. what ive done so far are checking the installation which was fine and tried to manually build the lighting and that didn't work and also ive read somewhere that i need to clean up my ue4 data in swarm and reboot it again but it didn't worked as well

plush yew
heavy yew
#

Level design / game architecture question.
I am thinking of creating a table of generic common actions in a level. In my case these could be:
-air traffic control warning you of gong to a wrong place
-new item pops on the radar
(not greatest examples)

this way I could just call for "levelAction234" and it would trigger action X

does this sound dumb?

I really wish there was good beginner friendly architecture learning resources.

kind dew
#

I am getting errors that are generated when the Server build version and the Client build version are mismatched/not equal. I want to catch this error and offer to update the build for the client if it is mismatched. How do I go about this

river kite
#

Is there a way to get the wave height for the new water system at a specific location in blueprint?

scarlet birch
#

@hot beacon You could render both cameras to render targets and then merge them in a material and put that on the screen. You could also adjust FOV, or write a custom camera.

old granite
#

i wonder if it is the same instance or different instance for everyone

untold swallow
lusty carbon
#

Suddenly my panoramic environment texture went black! It's still in the project. yesterday it was fine, I open the project this morning and it's simply black. what can I do about it?

#

Looks like any unlit shader is now black. Weird

plush yew
#

does anyone know how to setup Cloth Simulation for my characters cape?

#

nvm found a good video

hot beacon
#

ok

lusty carbon
regal mulch
#

Do you have a very high intensity directional light in the scene?

dim arch
#

@old granite it is just a proof of concept, not available yet

lusty carbon
#

Just verified ue4. that didn't help

#

I'll read around more.

#

It's truly odd though.

#

Actually I had a Win10 update yesterday

#

FIXED! I just needed to refresh the sun light intensity.

regal mulch
#

Yeah so basically what the person in the thread had

lusty carbon
#

yeah exactly

#

so weird it happens right after a windows update tho lol

floral mesa
#

thats so odd im glad you found a solution. i had this happen and didnt have time to worry about it yet@lusty carbon

lusty carbon
#

@floral mesa Yeah man it is odd, glad I could save you some time ๐Ÿ™‚

brittle gulch
#

Still memory leaks problems in ue 4.26 in simulation mode? I didn't make the switch yet, I'm still on 4.25, and it's very boring that in simulation mode the memory never frees up :/

dim arch
#

this cyberpunk game is legit

#

now I see why everyone was waiting for it to come out

fierce tulip
hot beacon
#

bro anyone know how to merg 2 textures togeather

fierce tulip
#

merge in what way?

hollow mantle
#

@crisp thicket I mp you because you were talking about AdMobs in this server, I am an indie dev I want to publish my game on the Play Store but AdMobs doesn't works, you had the same problem and you talked about it here. But nevermind, you blocked me anyway after a "who is u bru", you didn't let me time to answer

hot beacon
#

nvm i found something

compact loom
#

I wanted to know, is it possible to apply decal even on actor that don't receive decals? It may sound dumb, but I had this as an issue before, and now I actually want to replicate it. Like, i want a specific actor to not receive any decals except one in particular. Is there a way?

pulsar badge
#

Who wants to help mee lol

#

So when I complie c++ I'm getting a error called could " not be compiled. Try rebuilding the source manually."

fierce tulip
#

ikr

harsh tiger
#

i'm making a VR game for the quest 2. an when play testing on my pc the particles look perfect. but when running the game in standalone on the quest 2. my particles look like 2D sprites and it look terrible. does anyone know of a fix for this issue?

#

would turning on "mobile HDR" change anything

neon geode
#

Can I somehow change Unity map to Unreal Level?

fierce tulip
#

@harsh tiger there its in cascade, can try to click on the required module > remove HMD roll and see if that helps.
But generally for VR you kiiinda want to have volume to your effects as sprites have the tendency to look flat.

#

@neon geode heh, no.

floral mesa
#

do you guys think its necessary to have UMG textures on one atlas?

coral folio
#

how come i cannot seem to disable collision between static meshes in my level and my niagara particle system?

#

tried possibly every option to disable collision on my meshes

#

and tried disabling scene depth too

#

but they keep colliding with the geo

harsh tiger
#

cheers luos, will look into it

icy egret
#

hello I have a problem about nav mesh
Although nav mesh looks good, my enemy won't move

#

why???

#

when I use AIMoveTo node, it always fail

cunning hound
#

Hi all, i've done some procedurally generated grass, and my "play" is lagging like hell buy CPU/GPU usage is low, is there a way to turn the grass rendering off until I compile into a packaged project?

rotund scroll
#

but who knows

floral mesa
unreal plume
#

hello guys

#

anyone can help me with a small issue : D?

thick herald
#

apparently size doesn't matter

unreal plume
#

haha

#

are you free to try?

#

i have only one level, and i dont know how to start the game from gamestart (i need to add a node in the far right)

harsh tiger
fierce tulip
#

i havent worked on mobile vr, and while mobile HDR def helps with visual improvements (and current gen mobile can handle it easily generally/depending on game)
i think the only way around it might be to make volumetric shapes (meshes) instead of sprites.
you might wanna ask in #graphics or #virtual-reality me thinks.

meager stag
stuck scarab
#

I want to create a character launch where you gather jump energy by holding a button, on release you launch accordingly. So I cut a full animation so I can have different sections like channel, start jump, loop etc..
Now I wonder how you guys approach the animation setup in such scenario. Put all of this into my locomotion animation blueprint or make a blueprint for this skill and handle it with a montage maybe?

#

ah finally found bPauseAnims
So with this I will try it with the blueprint+montage

soft fiber
#
  1. Created a BP based on an actor.
  2. The BP was a chair mesh and a box collider.
    3 Added an On Component Begin Overlap Event for the Box collider.
  3. Added a print statement and a break point to the Event.
  4. Add two instances of the BP to the scene.

When there is a collision the print statement works, but the break point on fires on the second instance... Why?

stuck scarab
#

it fires on both instances despite only one is colliding with something?

soft fiber
#

The break point only breaks for the second instance when I'm in the box.

#

It does not break when I'm in the box for the first instance?

stuck scarab
#

"If the break point is on an actor for example a character that you have more than one of you might need to make sure the blueprint window is set to debug the one that is firing the event with the break point. If you have multiple items of the same blueprint in the level the blueprint window must be set to the one that fires it or it wont stop and allow you the debug functionality."

Check this. Was new for me too so I googled it.
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/61174-strange-event-fires-but-associated-breakpoint-won-t

cunning hound
#

I'm after generating specific actors in random places of the map, but then also being able to do a OnDamage event for each one individually, can someone point me in the right direction?

soft fiber
#

Ah, so apparently, there is a debug filter dropdown in the BP. I learned something... ๐Ÿ™‚

stuck scarab
#

do you mind sharing a screenshot of where this is?
Havent really worked with breakpoints yet but thats probably useful in the future

unreal plume
#

@stuck scarab hello my friend could you help me?

stuck scarab
#

@cunning hound mh where exactly are you stuck?
Everyone could have a "on damage event", that would be individually, no?
You might want to check out Blueprint Interfaces, that could help as well.

#

only if you clear your taskbar Gin ๐Ÿคฃ

unreal plume
#

hahahah

#

Aww cmon please this is the last stage and i cant start the game Dx

cunning hound
#

One question I have, if I spawn 50 items, I want them to take a random amount of damage before dissapearing, but I store the random amount of hits in a variable and total hits which then compares to eachother and if they both match remove the actor, how do I do that over 50 actors?

stuck scarab
#

na just ask, Im a noob myself tho but If I know a answer I will tell you ๐Ÿ˜„

unreal plume
#

i only need to send the camera view to my pawn thats all

#

but im not knowledgeable D;

stuck scarab
#

Are you trying something like a match3 game? @cunning hound

cunning hound
#

Not sure what that means?

stuck scarab
#

a candy crush like game

cunning hound
#

No?

stuck scarab
#

okay

cunning hound
#

Is there a way in a blueprint to find a TargetPoints location?

#

To pipe into a SpawnActor

stuck scarab
#

well, as I noob myself, I maybe would try solving this with arrays and loops. Maybe Blueprint interfaces so you dont have to use "get all actos.."

cunning hound
#

I want to get all targetpoints

#

Think I got it

#

I have to do a get all actors of class and loop through and store inv ariable

stuck scarab
#

jeah thats one way to go

#

@unreal plume sorry not really sure how you mean that. Can you explain further

#

the camera view to your character? ๐Ÿค”

unreal plume
#

i made this main menu

#

and all i want is when i press start, to switch to player

#

im using the same level for menu

shadow violet
#

does UE has smth like this?

#

i found foliage generation tool but its garbage compared to this one

unreal plume
#

this is the widget blueprint

stuck scarab
#

@unreal plume well then its like a ingame menu no?
The way I done this is, open widget blueprint, add to viewport, and when I want to close the widget blueprint I just make it invisible. But since they are ingame menues you want to open and close again, so thats why I chooses invisible.

unreal plume
#

oh so your saying i should make the menu in visible

#

but how can i change the camera view to my player

#

the menu is like this

#

this is a live camera

stuck scarab
#

oh I see

glacial oar
#

hey all got a question if i get a free asset from the marketplace am i breaking any copyright law editing the asset in blender then putting it back to unreal also same with paid

stuck scarab
#

and this is a different camera from a different actor?

unreal plume
#

yepp

#

cause when i press settings the view changes, same goes for controls menu

light thunder
stuck scarab
#

never done that but should be easy no? I will quickly try

light thunder
#

@glacial oar if it is from the marketplace, you can use it royalty free, with the exception that you can't try to sell it on the marketplace as an asset (though Epic wouldn't let you because it's already on there)

glacial oar
#

sweet cos the horse i paid for toook me 2 days to work out how to get it and animations to blender nad back with the bones going the right way

#

all to add a sadle

unreal plume
#

@stuck scarab thankss

glacial oar
keen shadow
#

Guys anyone know why andriod show missing obb error sometimes and sometimes it works?

stuck scarab
unreal plume
#

i saw that :\ i just dont wanna use level blueprint

#

i want to be able to use the blueprints on other projects as well

stuck scarab
#

jeah that doesnt matter, they only used that for easier reference

#

I believe, Im testing

unreal plume
#

thanks you for your efforts :D:D:D:D:

stuck scarab
#

jeah after some more googling

#

that works

unreal plume
#

Oooh get player controller

stuck scarab
#

so this switches to the one camera actor I have in the world, and back to my player camera

unreal plume
#

Wow limme try XDDD!!

#

what does this mean D; ?

cunning hound
#

Is it easy to find which actor is in my crosshairs?

stuck scarab
#

yes, use LineTrace @cunning hound

#

jeah you set GameMode to UI only somewhere in your menue blueprint, you need to change that before changing to the player again @unreal plume

unreal plume
#

Ooh ill search for that

stuck scarab
#

couldnt find it in your blueprint but I just assumed from the first error line

unreal plume
#

how does it look like??

stuck scarab
#

Set Input Mode
Is the node called

pure olive
#

Hello! I have a basic question. How do I use the Manny BOT to post labor availability or jobs?

stuck scarab
#

and then you have some options

pure olive
#

I'm not sure if this is the right channel though

stuck scarab
#

you can pm him with !help and he will give you the available commands, I guess

pure olive
#

Because in the job board, I cannot post anything directly to the chat

stuck scarab
#

$job - Post a paid job opportunity on the job board.
$portfolio - Post your portfolio and availability on the job board.
$remove - Remove a post from the job board.
$unpaid - Post an unpaid gig on the job board.

pure olive
#

Oh, I just saw that there are instructions! I'll read that now ๐Ÿ™‚ Thanks!

unreal plume
#

okkk we got that solved but now i get this D;

stuck scarab
#

and you are sure that all of this happens in the same level?

unreal plume
#

i only have one level :\

#

you think it might be some content ?

stuck scarab
#

how is your process behind all of this?
Start the game, player and everything is in the level, widget gets opened immediately = your main menu ?

cunning hound
#

I have a tree which is a blueprint class, how do I get the blueprint name instead of the Actor name

#

Nvm found it

dim merlin
#

Hi, anyone knows something changed to UUserWidget for 4.26?

normal temple
#

yo anyone know how to make a night scene using the new atmosphere and light system

covert hedge
#

hi guys, i'm getting, everytime i wanna PIE, an error about a blueprint having broken nodes, except i deleted this blueprint...
(i renamed one to this one tho, and then i renamed it with a suffix when perforce was driving nuts, but i do believe thats what fucks everything up)
anyone would know how to ofix? i tried to fix redirectors it didnt work

floral mesa
#

@plush yew i may be mistaken, but im pretty sure that message stops appearring after you view the plugins menu

unreal plume
#

@stuck scarab sorryyi had to pray

stuck scarab
#

๐Ÿ™

unreal plume
mystic holly
#

Can someone help me with git lfs please?

unreal plume
#

this is the player blueprint showing how it all starts : D

mystic holly
#

Well if it's not working, it's because of the branch at the start

unreal plume
#

oooh you think??

mystic holly
#

You don't have anything connected to the condition

#

Or if you don't have anything for it, then get rid of it

unreal plume
#

do i even need it xD?

mystic holly
#

Don't ask me

unreal plume
#

Ooh thanks for the heads up !

mystic holly
#

It's not my code

cunning hound
#

Struggling with the below, why is the actor being destroyed the the random int is a random number and not 5?

#

This time it printed 1 not 5

#

and destroyed it

mystic holly
#

Because it's not before the branch

unreal plume
#

@mystic holly seems like it wasn't it

mystic holly
#

Nvm

cunning hound
#

@mystic holly ?

mystic holly
#

Didn't see it correctly sorry

cunning hound
#

AH

#

Ok

mystic holly
#

First

stuck scarab
#

no no need for that the way you implemented it @unreal plume

mystic holly
#

Put the print string behind the branch

#

Then get two more print strings and put it into the true and false for now

unreal plume
#

im still unable to get into the game Dx

stuck scarab
#

the get all actors of class camera controller into loop is also questionable, I assume you only have 1

unreal plume
#

i have 1 camera controller

#

and 3 pointers

mystic holly
#

Wait...

unreal plume
#

so i can swich in menu

mystic holly
#

With the ==

cunning hound
#

Wait what? How can I ptu it behind the branch lol

mystic holly
#

Make sure the random integer is where the 5 is

#

then put the 5 below that

cunning hound
#

Oh?

mystic holly
#

It's not the fix, but it's annoying me lol

cunning hound
#

Nope

#

Damnit

#

Made me test it and wasnt the fix lol

mystic holly
#

Let me try it

cunning hound
#

Just tested then, and it destroyed on 9 and 1

#

lol

#

2 different trees

mystic holly
#

I'm gonna re-create the code real quick

cunning hound
#

ok

mystic holly
#

and figure something out

#

While I'm doing that, can you get someone that can help me out with github lfs?

#

Damn, that's strange

unreal plume
#

Oooh ok ok i got it

stuck scarab
#

maybe google your error messages, I dont think I can further help you at this stage @unreal plume
Closing widgets is as easy as opening them, you did that already with remove from parent.
Then I showed you a way to make the camera change back and forth.
The rest is probably fiddling out where have have little errors and mistakes

mystic holly
#

It's working for me

#

@cunning hound

unreal plume
#

i had another blueprint with start level thing wich wa casuing some problems

cunning hound
#

Oh

mystic holly
cunning hound
#

What the hell sense does that make?

unreal plume
#

@stuck scarab yes yes true ! i appreciate your efforts ! thank you so much!!

#

ill try to solve this

stuck scarab
#

np learned something as well due to this :>

mystic holly
#

Wilki can you send me a video of it not working please?

unreal plume
#

haha xD

cunning hound
#

Is there an easy way to record screen with Unreal?

stuck scarab
#

maybe check a third party program like "gyazo"

cunning hound
#

I'll just use OBS hang on

mystic holly
#

Btw were you able to find someone for github lfs

cunning hound
#

Lol no

mystic holly
#

It's good

unreal plume
#

Oooooooooooh IT OWKRED!

#

but i cant move!! XDDD

mystic holly
#

I have to go do something, so I'll be back in like 20 minutes

#

Sorry

#

I'll dm you

stuck scarab
#

its either still the game mode or you disabled the movement @unreal plume

unreal plume
#

mhmhmhmmh

stuck scarab
#

its probably printing a different value than its using for the branch @cunning hound

#

so its actually getting the 5, therefore killing the actor, but the print is getting another random number, in this case it was the 6.

cunning hound
#

@stuck scarab How would that be true? Why would it print a different number when i'm pulling from the same Return Value?

stuck scarab
#

because you dont pull the same value

#

but its indeed a bit confusing, I give you that ๐Ÿ˜„

cunning hound
#

Ah, so if I have 2 outputs, it's run the generation twice

stuck scarab
cunning hound
#

Makes 0 sense, I suppose I can pop it into a variable I suppose

#

Sorry I mean, I understand

#

But it's a bit silly lol

stuck scarab
#

jeah well it actually kinda makes sense but you need to change the way how you read that.
Its more like, Branch reads the value from random Integer, OK, Print reads the value from random integer.
And not Branch reads the value from random integer and then Print reads the same value, because there is no such value set. Its always a random one if you dont actually store that variable.

#

hope that makes more sense now ๐Ÿ™‚

wanton lotus
stuck scarab
#

and also learned something again, thanks @wanton lotus

plush yew
#

hey people

#

I keep getting this error although the game runs completely fine

#

"Blueprint Runtime Error: Accessed None trying to read property K2Node_DynamicCast_AsThird_Person_Character from function: 'Reload_Conservative' from node: Return Node in graph: Reload_Conservative in object: Weapon_Base with description: Accessed None trying to read property K2Node_DynamicCast_AsThird_Person_Character"

#

Ummm... why my volumetric clouds are square?

#

Hello

stuck scarab
#

@plush yew I often have those issues when something is getting destroyed, but its not destroyed yet since there is something like a que for such things.
But something is still asking for values or references from this actor that is in this destroying que.
So I solved that by using a "is valid" node before that thing that tries to get this value/reference from that actor that is getting destroyed.

plush yew
#

yeah man, I have unreal projects on USB's that have completely corrupted ๐Ÿ˜ฆ

stuck scarab
#

Please confirm or correct my statement:
If I work with an animation that needs layering (like upper/lower body) I always need to handle those animations in my AnimationBlueprint/StateMachine.

plush yew
#

yeah, my PC just crashes sometimes when trying to load into editor

plush yew
#

but I think there should be a way @plush yew to get the corrupted files back, but- I've given up on the old project anyway

#

it's using visual studio

#

sure let me find it

stuck scarab
#

@plush yew well it might be not a destroyed actor, but definetely something is trying to read a variable thats not there (yet) / or (anymore)

plush yew
mystic holly
#

Do you guys know how to work with git lfs?

plush yew
#

um- nope

stuck scarab
#

you can pretty much find the place where you need to check your code in the error message @plush yew
Should be easy solution.
Nothing game breaking tho

plush yew
#

well I've tried converting the cast to pure, making 2 return nodes instead of 1, I've tried many fixes, but this weird little error isn't game breaking but I still don't want any errors popping up at all

#

I've been searching around since last night

unreal plume
#

SVEN YOU FRIGGIN LEGEND IT WORKED XD!

#

i had this stupid ui mode only xD

stuck scarab
#

haha glad you got it working ๐Ÿ™‚

unreal plume
#

thanks A buunchh

#

like a large bunch XD

stuck scarab
#

its fine if you have the ui open, but you need to change it accordingly. There are 3 different types of modes

unreal plume
#

oooh

stuck scarab
#

jeah no worries, glad I can share my newbee wisdom ๐Ÿ˜„

slender island
#

Hey guys quick question. My animation fires and my capsule moves. But for some reason my character only moves on the forward axis and it doesn't get any vertical movement from the animation. If ya need more info or want to hop in a chat and do a screen share I'm more then happy to.

unreal plume
#

๐Ÿ˜

cunning hound
#

Is it possible to make a transform, the opposite of BReak Transform

stuck scarab
#

@plush yew mh all I can tell you is that I solved this errors with "is valid" nodes before casting / trying to get a reference/variable.

stuck scarab
#

just because I wanted to get rid of those annoying errors as well ๐Ÿ˜„ and it worked for me, error free since

plush yew
#

thanks man, I'm pretty new to unreal and so far it's been the best engine, good community aswell !

stuck scarab
#

jeah Im quite a noob as well ๐Ÿ™‚

plush yew
#

doesn't seem like it lol

#

but nice

#

I think it'd be cool to have a dynamic gore system in unreal, but it'd probably be extremely hard for me

stuck scarab
#

@cunning hound mhm.. yes you can

#

Transform is a combination of Location, Rotation and Scale.
If you draw your line from one of those, you have the option "make Transform". @cunning hound

plush yew
#

@loud knoll ]

#

I need your help with something

#

and I believe you created something similar in the past

stuck scarab
#

@plush yew mhm.. start with easy stuff. Learn how those things work.
Maybe then you will figure out that this extremely hard idea is just a combination of some of those easy tasks.
Or might still be just a very hard idea ๐Ÿ˜„

thick herald
plush yew
slender island
#

@thick herald Yes I am. Will root motion kill any vertical movement?

stuck scarab
#

mh.. some of those blood effects are probably just vfx. Like when he shoots him in certain body parts, you can get that location and fire a bloody vfx at this location
But never worked with something like that so no idea ๐Ÿ˜„

thick herald
#

yeah, you have to do some trickery to get round it, which I have zero experience with. Try in #animation

slender island
#

Ya I posted it in there as well.

thick herald
#

no spamming channels.. naughty!

slender island
#

These are the two appropriate channels! haha

#

I didn't post it in the job board............. geez ๐Ÿ˜ฉ

plush yew
#

it's pretty insane

wanton lotus
#

@plush yew Looks like you can create all those gore effects with materials. You may want to research how to make dynamic materials.

plush yew
#

I wonder why even games that strive to be violent and gore filled, never have dynamic damage on character models

#

it's like no-ones attempted it, apart from Bloodtrail

#

it's always decals and simple dismemberment

thick herald
#

@plush yew There is a new marketplace asset out today(?) for blood splatter and gore etc.. it's pretty good looking

plush yew
#

I want more dynamic and realistic

#

that's just dismemberment and blood decals

stuck scarab
#

oh okay,didnt see the head deformation ๐Ÿ˜„ well, mesh deformation and destroying is probably not an easy task.
thats why there are no games will full destruction etc.

thick herald
grim beacon
plush yew
#

yeah it's weird though that it's extremely rare to see any dynamic damage in a game

stuck scarab
#

but good luck on your project buddy ๐Ÿ™‚

plush yew
#

you too !

stuck scarab
#

for a reason I believe ๐Ÿ˜›

grim beacon
plush yew
#

that looks neat, it could deal with the blood spilling and such on the environment

thick herald
#

The creator is active in his discord too.

plush yew
#

oh nice

#

so apparently you needa use something called a dynamic mesh

#

or procedural mesh

thick herald
#

no idea, but it's all set up ready to use, other than fine tuning it

#

His zombies are pretty damn good too

wanton lotus
#

@plush yew if you want to deform the body, you can do it with materials. Materials can offset vertex locations. So you just need to make a few masks for different types of wounds.

plush yew
#

well I want it based on collision, so if the melee weapon is swung, it tells the material to deform a certain amount

#

yeah though

#

masks?

wanton lotus
#

I personally don't know how to do it, but it is definitely possibly with materials. I am not a material expert.

#

Yeah, masks. Like a gradient mask.

plush yew
#

what are you working on right now?

gaunt tide
#

How would the character controls in one of my levels affect the character controls in another level? I have separate characters and controllers for each in two different levels but it seems the controls from 1 level are still used once I go back to the previous level

plush yew
#

did you duplicate the level?

#

for the other one?

gaunt tide
#

No. The first level is the third person example template, the second is one I made that is empty and spawns a pawn that the player than controls

plush yew
#

oh

slender island
#

@thick herald I figured it out........... You have to set the players state to "Is Flying".

cunning hound
#

I'm trying to remove an actor, then spawn it again with a key press, I can remove it but how do I get the class of the actor I removed to pipe into spawn actor?

gaunt tide
# plush yew oh

Yeah no problem. But yeah before creating the new level I made a controller for the third person character as well as a gamemode for that level as well. Than I made the new level, made the character, the controller, and the gamemode for that level.

plush yew
#

you changed the input for that one right?

#

wait, so you started from scratch on the second level right?

gaunt tide
#

Yes

plush yew
#

that's really odd-

#

master sven is here !

#

๐Ÿ™Œ

gaunt tide
#

Yeah because in the second level(we will call it the editor level so to speak as its the vehicle editor for my game) in that level I can hold right mouse button to change the yaw and pitch of the pawn and while testing some things I realized I also have to do that in the third person template as well now to look around despite having seperate controls in the character bp as well as a different player controller.

stuck scarab
#

you cant spawn the one that you destroyed, because its an individual object @cunning hound
So if you try to: Destroy Actor - Link - Spawn this actor. That wont work

plush yew
gaunt tide
#

Yeahhh ig?

plush yew
#

so both can be used?

gaunt tide
#

Here lemme see if I cant get a screen recording of it.

cunning hound
#

@stuck scarab How do I go about spawning a different actor

stuck scarab
#

Spawn Actor from Class.
You could get the class from the actor before you destroy it, with that you basically get what you wanted to archive

cunning hound
#

How do I get the class of the actor, thats my question

stuck scarab
#

Get Class

plush yew
#

ge

#

nvm

#

DAMN YOU SVEN

cunning hound
#

What is In Asset Data

#

I can't seem to connect it to anything

plush yew
#

my reverb g2 just destroyed my dell monitor, and 1 day later, g2 is also destroyed
no power going thru the 2 devices. ^^

plush yew
#

ya ๐Ÿ˜„

#

that sentence made my brain ache

#

oh

#

ya sorry...

#

o.o

#

why

#

@stuck scarab are you german?

stuck scarab
#

dbd characters are welcome โค๏ธ

plush yew
#

jes

stuck scarab
#

indeed I am ๐Ÿ˜›

plush yew
#

he is

#

nice

#

Ich meine, nett

#

me too

#

potato

#

okay sandman did you get recording?

flat tundra
#

i need help rly bad

gaunt tide
# plush yew what? lol

Okay since my xbox game bar doesnt work apparently Ill describe to my best what happens. Okay so I start off in the third person template. I than click the workbench I made which than switches the levels from the third person template to my vehicle editor level. Once I have done this I than use right mouse button pressed to look around in that level. I can than press "R' to return to the previous level. Upon pressing "R" my pawn in the editor level is destroyed and the third person level is loaded in which the Right mouse button presssed to look around is now a function inside of the third person template level after accessing my editor level.

plush yew
#

state your issue then

flat tundra
#

i am trying to import an object from Maya to unreal engine and it keeps giving me the failed to traingulate error

gaunt tide
flat tundra
#

how i do that

slender island
#

@thick herald For future reference it's working and setting your character movement mode to flying is how to get vertical movement out of your root motions

flat tundra
#

can someone just join the support channel it will be much easier

plush yew
#

@plush yew what dont you understand in my text

plush yew
#

@stuck scarab and whree is dbd characters

#

@plush yew what my mom?

plush yew
stuck scarab
#

In blender there is a modifier for that, I assume Maya has something similar @flat tundra
Or do it manually ๐Ÿ˜„

plush yew
#

@plush yew i mean what about her

plush yew
flat tundra
#

@stuck scarab i have just said i dont know how to do that ?????

gaunt tide
# plush yew woah-

Inside of each level I have a gamemode override that sets all the parameters etc for the levels so idk why my controls from 1 level would be in another.

plush yew
#

@plush yew what dont you understand in: my reverb g2 just destroyed my dell monitor, and 1 day later, g2 is also destroyed
no power going thru the 2 devices. ^^

thick herald
stuck scarab
#

@flat tundra Google: Triangulate Maya

plush yew
#

whoops

flat tundra
#

I HAVE DONE HENSE THE REASON I HAVE COME INTO THE DISCORD

plush yew
#

@plush yew what

#

wrong person

gaunt tide
#

I got you xD

plush yew
#

@plush yew what dont you understand?

flat tundra
#

there isnt even a help section in the server

plush yew
#

BRUH STOP

#

SEXYCHAN STOP

#

u told me you dont a word

#

understand

#

fuck off

#

โค๏ธ

#

why should i fuck off now?

#

o.o

#

omg

flat tundra
#

alright, sick

plush yew
#

@plush yew are u by any chance 12yo?

slender island
#

@thick herald That is probably when there is a jump mixed in with a ground dashing animation. I can see where having flying enabled the entire time would result in some interesting interactions with being hit.

plush yew
#

@plush yew ok stop trolling

thick herald
plush yew
gaunt tide
flat tundra
#

CAN U GUYS STOP KISSING EACHOVER AND HELP ME

gaunt tide
#

Well have you asked your question?

plush yew
stuck scarab
#

maybe move to a Maya discord if no one can help you here @flat tundra

plush yew
#

never heard of something like that, try creating a new level

#

delete the level and try again

gaunt tide
#

Yeah it doesnt make sense because the controls are fine upon initial loading of the third person template but once Ive loaded the editor level and reloaded the thirdperson level my controls are switched to that of the pawn in the editor level not the third person character controller

flat tundra
#

this discord is abit pointless

plush yew
#

go watch a tutorial if you are in "urgent" help

#

lol did he leave?

gaunt tide
#

I hope so

plush yew
#

haha yeah, you can't be a developer and be like that

cunning hound
#

How can I store the Get Class return value, I can't find a value that will allow me to pipe it into the SpawnActor Class section

plush yew
#

I feel like he'd give up as soon as a small error occurs

gaunt tide
#

Promote it to a variable

cunning hound
#

Sorry what do you mean @gaunt tide

plush yew
thick herald
#

then give it a pay rise

plush yew
#

drag it out and click "promote to variable"

gaunt tide
#

You can right click on an output node and hit โ€œpromote to variableโ€

plush yew
#

or that

cunning hound
#

Oh!

#

Never knew that bit existed! Thank you!

gaunt tide
#

No problemo

plush yew
#

no problem, love you โค๏ธ

thick herald
#

Don't promote it to vegetable.. doesn't work... ๐Ÿ˜„

plush yew
#

marry

cunning hound
#

โค๏ธ โค๏ธ

plush yew
#

me

cunning hound
#

Do we have to stop kissing before we get shouted at by the guy above

plush yew
#

๐Ÿ˜˜

plush yew
gaunt tide
#

@plush yew So maybe my problem has to do with switching levels?

cunning hound
#

Oh good

plush yew
gaunt tide
plush yew
#

I'm trying to think what it could be

wanton lotus
#

@gaunt tide your levels are using separate game modes?

gaunt tide
#

Is there anything special I should include before the โ€œOpen Levelโ€ is run in my script?

plush yew
gaunt tide
plush yew
#

then that doesn't make sense

#

your project is haunted dude

#

a demon or something is inside it

gaunt tide
#

Bruh but I just spent 4days and 12hours a day for my UI donโ€™t tell me that๐Ÿ˜‚

plush yew
#

BRUHH

wanton lotus
#

Can you have it print out the name of the player controller when the level loads. Make sure it is actually changing each time you switch levels.

gaunt tide
#

Yeah one second Iโ€™ll see

plush yew
#

love you too sandman โค๏ธ

gaunt tide
#

Love you Kiwi

plush yew
#

in a gay way

wanton lotus
#

So much love today

plush yew
#

yes

gaunt tide
#

My aunt is allergic to kiwis tho

plush yew
#

damn

#

luckily you aren't

#

Hello guys, how do I directionally apply a material to a mesh? I want to apply a snow on top of a rock

#

๐Ÿ˜‰

#

Is that possible?

wanton lotus
#

Of course it is possible.

plush yew
#

Wait Iโ€™ll see

#

okay, good luck, because I've seen snow tutorials

wanton lotus
#

I believe quixel has a sample material that does exactly that.

plush yew
#

omg slashin is back

#

love youu

#

@wanton lotus wait so I can download a material from bridge with that function?

wanton lotus
#

I'm opening my project that has the material in it and will check out its graph.

plush yew
#

Ok thx

wanton lotus
#

I believe the one I used before came with the voxel plugin, but it is a quixel material.

plush yew
#

Thx โค๏ธ ๐Ÿ˜‚๐Ÿ˜…

#

it was meant to be guys

#

it was MEANT to happen

#

@wanton lotus yea quixel did a video 2y ago but itโ€™s not working now...

#

damn

#

epic keeps drastically changing unreal engine

wanton lotus
#

Yeah so many videos are too old, hehe.

plush yew
#

it's annoying

wanton lotus
#

Epic, quit updating shit!

plush yew
#

Ik

#

it was fucking working fine before, sometimes updates are for the worst

#

fix other issues, not always making blueprints more complicated

plush yew
#

do you accept?

wanton lotus
#

Sorry..... it's not you.... it's me.

plush yew
#

damn- you fr? you broke my heart ๐Ÿ’”

wanton lotus
#

project finally opened.

plush yew
#

๐Ÿ˜ฆ

#

@gaunt tide will you accept ๐Ÿ’ ?

gaunt tide
#

Sorry already been married once

plush yew
#

lmao

#

once or twice?

gaunt tide
#

Hopefully not twice lmao

plush yew
#

not nice

#

bruh noones gonna marry me

wanton lotus
#

@plush yew The material looks like this and could be adapted to making snow on top of rocks:

plush yew
#

sexy

#

good song

blazing matrix
#

Hey guys, any idea whats going on here. im using a linetracemethod using the cameras position as start and end point is the camera forward vector * distance + startpoint. in my tick function im updating the location of the cylinder using that outhit.location but it seems to be travelling along the linetrace and im not sure why.

#

could the double hit results be screwing it up?

gaunt tide
# plush yew sexy

Lmao. It works now. All I did was add beginplay to a print string with the string attached to get player controller inside the level bps...whaaattt...this makes zero sense lol

plush yew
#

@wanton lotus yes that looks really i good, i created one but mine looks trash

wanton lotus
#

Lol, that was to only test it, but sometimes just getting IT on site fixes the problem.

gaunt tide
#

wtf xD

plush yew
#

wtf

gaunt tide
#

Now if i middle mouse click, right mouse, or left mouse I can change pitch and yaw of the third person camera...

#

wtf is happening.

plush yew
#

Wh-

#

haunted project

gaunt tide
#

Indeed it is..

winter gale
plush yew
#

@gaunt tide what kinda games you play? and whats your project going to be like?

gaunt tide
#

Have you seen Kerbal, FTD, Stormworks, etc?

plush yew
#

nope

#

what are they?

gaunt tide
#

Build vehicle in an editor. than send vehicle to world for testing

exotic thicket
#

Stormworks is cool

exotic thicket
#

Kerbal also but Kerbal Space Program is a bit more demanding in terms of learning how to play it lol

plush yew
#

sounds neat, but never heard of the actual game

#

oh wait

#

Kerbal space program

#

yeah I know that

gaunt tide
#

Yeah Im attempt to get a similar system setup but as you can see my game is haunted now

#

Since it even says when switching levels 'MainCharacterController" and "EditorPlayerController"

#

Which than why would my controls from the editor be present in the main character when in the main game world?

plush yew
#

hm

#

ghosts

#

Hello team, forward render vs deferred ? Any opinions?

copper flicker
#

so.. when I'm in Menus, any KEY used by Menus to navigate, like arrows, Space, or any Event the the Menus are listening for Input Action.. all these keys are DEAD. meaning if u get Any Key, and print its value, it will be the equivalent of None, will print nothing for these keys. Why? What are they doing?.. Where are they? ๐Ÿ˜„ And how to get Space basically... to be available to the Player.... when in Menus. Or is there another way to get player input.. for now I just managed to figure out Any Key. Which will print anything I press.

regal mulch
#

In Menus you use Input from the UI

#

Not from the Game

#

And that has two different Input events

#

KeyDown and PreviewKeyDown I think

#

The second one triggers for navigation keys

copper flicker
#

but.. most keys do work. how do I get input from the Player then?

regal mulch
#

Via the Widgest?

wanton lotus
grim ore
#

there is also the "listen for input action" if you want to bind existing input actions to events in umg

gaunt tide
#

Yeah had a few different print strings setup and it switches controllers, gamemodes, and characters between both the third person level and the editor level so idk why the controls for the editor would exist in the third person level after Ive assessed the editor level. Ig it could be a bug. Maybve exi might have a solution

stuck scarab
#

I currently fiddling around with jump animations..
For landing I currently measure the distance from the character to the ground and start with the landing animation at a certain distance value.
Now since the charater obeys gravity it has increasing falling speed the higher it jumps.. so I somehow need to adjust the distance value at where it needs to start the landing animation.
Suggestions? ๐Ÿ˜„

copper flicker
#

yes, I am listening for one input action

#

but I need Any Key, basically, for remapping. and no, I don't think I can use Unreal's remapping widget, I need to use my own buttons

regal mulch
#

Welp, Remapping Keys would be done through the UMG Input with the PreviewKeyDown stuff

copper flicker
#

there is no preview key down in widgets

#

or key down...

regal mulch
#

Yes there is

wanton lotus
#

Override the function

regal mulch
#

In the Override functions

copper flicker
#

oh wait, they were hidden...

gaunt tide
plush yew
#

okay

copper flicker
#

ok thanks, I will try to go find some info on these