#ue4-general

1 messages ยท Page 897 of 1

civic otter
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Dang, that did it. Lmao

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thanks

light thunder
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Why is unreal making multiple static mesh copies of an FBX when I just want them on a single one? 15 billion$ game engine and it can't recognize LOD's?

wispy moon
#

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rotund scroll
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@light thunder have you checked the FBX pipeline to ensure that your lods are correctly named?

light thunder
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doesn't say anything about that in the importer - let's hope it's me

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read something about the blender naming conventions but I need to know what to name the meshes then

rotund scroll
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it's all on the documentation page

light thunder
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just has suffix _LOD1, _LOD2

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tried to find it on a wiki which was deleted

rotund scroll
light thunder
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it's not very clear

rotund scroll
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on a sidenote I gotta say this server is so much more helpful than any of the blender servers, so uh, props

light thunder
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heh

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https://docs.unrealengine.com/en-US/WorkingWithContent/Importing/FBX/ImportOptions/index.html ```StaticMesh

If Override FullName is:

Enabled

If single mesh in file - Named as %1

If multiple meshes in file and Combine Meshes is:

Enabled - Named as %1

Disabled - Named as %1_%2

Disabled

If single mesh in file - Named as %1_%2

If multiple meshes in file and Combine Meshes is:

Enabled - Named as %1

Disabled - Named as %1_%2```

Explanations of the options available in the FBX Import Options dialog.

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They couldn't even include an example

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whoever wrote these docs should be beaten

rotund scroll
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there is an example

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on the page I linked

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for real dude

light thunder
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there's a NAMING convention example for static mesh FBX import containing multiple meshes as LOD's?

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please screenshot that so I can apologize to you

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also make sure that Import LODs is enabled. Note: When importing LODs, the name of the imported mesh will follow the default Naming Rules . See the FBX Import Dialog section for complete details of all of the settings. that's there

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90% of the time, it's my dumbass/ignorant fault - but 10% of the time, the docs just suck or are incomplete, or unclear at best

light thunder
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@rotund scroll you mentioned blender, what am I doing wrong that it only gives me LOD2 here?

rotund scroll
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no idea I'm trying to get help with blender myself

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most of the time anyway

light thunder
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lol with what, let's derail this channel

rotund scroll
#

something as simple as vertex snapping between two objects

light thunder
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try any modifiers?

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other thing that threw me off is there are multiple addons for things like that, that are turned off by default

rotund scroll
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fair I might have to look through the addon list

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the blender discord is being massively unhelpful, as is customary

light thunder
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You have to learn to troll them every once in awhile, can't use it all the time, doesn't always work

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but I say something like, "man, I know it's free and everything, but you think at this point, blender would be able to do vertex snapping easily without having to spend hours to tweak it"

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then someone shows you how wrong you are

rotund scroll
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literally had a guy telling me to "get creative" to find a solution

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we're in 2020 and blender doesn't do vertex to vertex snapping

mossy geode
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Anyone else have any issues with the mouse cursor freezing in 4.26 (Epic Launcher build) while moving around in the viewport? If the mouse cursor is over the viewport while I am moving in any direction (for example, holding the left arrow key), the mouse cursor freezes for 1 second and then jumps to whereever it should have been after moving the mouse and then freezes again. This behavior repeats indefinitely while moving around. It does not occur in previous versions of UE4. This is happening on a brand new blank project. Running a Ryzen 3950X and Nvidia 3090 on a relatively fresh install of Windows 10 2004. Tried latest Geforce Game Ready drivers and Studio drivers. I looked thru the UE issues list and didnt spot anything related.

hearty dagger
#

How do you edit the nodes of an instanced material

scarlet birch
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You don't. You can edit parameters for the instance.

hearty dagger
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Can you find where it was instanced from?

light thunder
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find parent

tiny granite
#

i need help restarting a game after a red cube hits actor. Does anyone have experience with Unreal Engine that may provide guidance? if yes dm me or call me

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pls i need this project to be done by tomorrow and in my country it's 4 AM already

rotund scroll
tiny granite
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i know but it does't work

light thunder
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make a "print string" event and make sure that fires when your event is supposed to happen

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make sure you are triggering it actually

tiny granite
light thunder
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make a trigger volume, if you are in a hurry, just do that and use the level blueprint

tiny granite
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i am still new to unreal do you mind if i call you

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@wind yacht can you help me with some thing , it's stupid but i can't do it

light thunder
wet berry
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anyone have a livestream or youtube where someone is using houdini for UE4 asset creation?

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I'm curious to see what it can do

dark stag
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is there a better way to see event payload when youre mucking around in the level sequencer?

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right clicking things suck.

proven shuttle
dark stag
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our house.... in the middle of the tab, our house...

floral knoll
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Navigation will not build
even when I move the nav mesh
just stays static
does anyone have any idea on how to fix this

dim arch
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hi, does anyone know the recommended specs fo a linux dedicated? to host 16 clients optimally

celest spire
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general question. I'm new to Unreal, but I'm very familiar with CG tools (houdini especially, but that's beside the point) I'm most interested in creating a VR game as my first game. Do you think it's important to go through a normal tutorial session before I try jumping into the a VR workflow? or should I dive right into vr?

proven shuttle
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I can't do shit the ui is flickering so much...

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:(

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  • Dont enable window animations, fixes the problem
elder robin
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is it possible to set the visibility (or other properties) of parts of an actor?

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like lets say an actor is made up of a cube and a sphere, would it be possible to change the properties of that sphere?

median hound
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yes?

rapid tree
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Does anyone know why: when I import an animation the mesh I have already imported doesn't link with it?

late verge
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can anyone help explain to me why my oscillation blend outs on my camera shake blueprints are just completely broken?
i have my camera shake duration set up correctly, and even if i set it to .1 for the blend out, the camera shake stops abruptly like halfway through

still tangle
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Why is it so that when I run the game, the same landscape is fully blurred?

silver crown
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Your render resolution is low

dark stag
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what would be the equivalent of a construction script for a level when it loads?

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level bp?

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having some silly race condition problems, and i wasnt sure whats loading first / when

autumn flame
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iirc Level Blueprints don't have Construction Scripts, just Event Graphs

dark stag
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yeah, i think what i mean to ask is... where would an ideal place to initialize vars and things when a level is loaded before actors are spawned?

still tangle
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And thanks for the help ๐Ÿ˜‰

silver crown
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Try sg.ResolutionQuality 100 in the console

dark stag
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i was thinking about just making a few custom events in the game instance or something

autumn flame
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Depends really mau, you can simply expose variables and have some code decide the values

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When you spawn the actor

dark stag
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right, its a camera selector thats meant to work across multiple levels, so im guessing the game instance is always "there"

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and the level when loaded can call that function

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just trying to work it out in my head before i go changing too much

autumn flame
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If you want to keep stuff between levels use Game Instance, yeh

dark stag
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yeah ive been using the player controller to store stuff... turns out that was a mistake

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hey thats how you learn

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lol

silver crown
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I assume this is blueprints?

dark stag
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yerp. my C is no good.

wispy steeple
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does ram speed significantly matter for unreal engine performance ?

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frequency , i mean

autumn flame
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A tip i can give that i found myself sometimes in is that Begin Play can be tricky without a Delay if you do multiple things, to simulate loading you can just put at the start a 0 Delay

median hound
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not as much as other hardware

dim arch
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depends if the application is gpu-bound or cpu-bound @wispy steeple

dark stag
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yeah, i find if youre adding delays and such, youre probably doing something wrong and being too lazy to fix.

dim arch
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usually gpu will be the bottleneck

wispy steeple
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with ram ?

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or cpu?

still tangle
dark stag
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a needed delay to something wqould likely be edge case

median hound
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check ur graphic settings demise

still tangle
dim arch
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ram and cpu need to run gamethread to schedule sending drawcommands to gpu, but drawing usually takes the longest

silver crown
autumn flame
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I find myself in need to use it to simulate server loading

silver crown
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This might work

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But I've never used it - so it might not

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You need the event to run before all the actors BeginPlay?

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Or just before all the actors tick

wispy steeple
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well , I am planning to use gtx 1070ti with 8gb ram and intel i3 10100f - 2666mhz setup. im having this giant card to my system because it is cheap

silver crown
#

You're going to have a hard time with a i3 10100f

wispy steeple
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in games it gives me %5 percent bottleneck in 1080p

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it's cheap!

silver crown
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Developing with unreal requires a strong CPU

warped tangle
#

Wait until you have 20k shaders to compile

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lol

silver crown
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I would go with a Ryzen

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At least 8 cores

autumn flame
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8gb can be a shortage too depending on what you do

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of RAM

silver crown
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8GB is on the very low side too indeed

warped tangle
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16 minimum if you have chrome running in the background

silver crown
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But ram can always be bought after the main pc

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Just make sure you have free slots

autumn flame
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Just don't work on big environments meanwhile

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I feel my RAM suffering just thinking at that

wispy steeple
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yeh

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ram is to be continued

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i need to focus on my setup

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it's upgradability

dim arch
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if anything, you will be cpu-bound, 2666mhz is pretty fast, you wont be I/O bound and probably for what you're doing it will be gpu-bound for framerate

autumn flame
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Compiling shaders fun times

wispy steeple
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so for gpu bound works am I bottlenecked

dim arch
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yeah shaders will take forever

wispy steeple
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why ?

autumn flame
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The more cores, the faster it goes, to keep it simple

silver crown
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Shaders time = shader count / number of cores

autumn flame
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UE4 uses all your CPU resources to compile

wispy steeple
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well gtx 1070ti have nice shader units i guess

dim arch
#

shaders arent compiled on gpu

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theyre compiled on cpu

wispy steeple
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oh

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now makes sense

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in my previous engine shaders were gpu based

dim arch
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its possible to compile them using CUDA (I think) not sure if it has all the instructions, but it isnt supported

silver crown
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I really doubt that

dim arch
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shaders run on the GPU, but theyre compiled on the CPU

silver crown
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Shader compiling is not something you'd do on a GPU

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Even with CUDA

wispy steeple
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so compiling is another th,ng

dim arch
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because you need to compile them for different rendering systems

wispy steeple
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yeh yeh makes sense now

autumn flame
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Perhaps while you wait an upgrade keep your main light atleast on movable so you avoid compiling lighting everytime while you do stuff

wispy steeple
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thx guys , very much

silver crown
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Or go full dynamic lighting

autumn flame
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Yeah

wispy steeple
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dynamic lighting it is lol

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i do not trust my cpu

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btw, why ssd does matter that much

autumn flame
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Moving, loading, saving, opening... everything, takes way less time

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Cause it Reads and Writes data way faster

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Personally I wouldn't bother having UE on a HDD, would lose more time than anything else, but it can be done, it's just a no for me

plush yew
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What item should I use to spawn enemy actors

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I tried arrow but the actor won't move

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I'm doing paper2d

autumn flame
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Spaw Actor from Class?

plush yew
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I did that

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But the actor won't move

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Stays in air like that

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Is arrow component the one I need to use for spawning actor objects with dedicated animation flow

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I'm using arrow for spawning projectiles

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But what about actor

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Like enemy

autumn flame
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It really depends on your game i guess

Just need something to handle them spawning, when, how and where

You could use anything that holds a transform and spawn the actor there, have a spawn manager that does it for you?
It's really vague

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You could have a triggerbox spawning them in specific places as you overlap or just a manager that spawns them randomly considering all spawn points

plush yew
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I checked triggerbox it's for 3d games right

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Based on documentation

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I want for paper2d 2d game

wispy steeple
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so is ryzen 5 2600 update over intel i3 10100f worth it?

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say i3 is 700 dollar

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ryzen 5 2600 is 1248 dollar

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in my country

still tangle
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Then too... Same prob

autumn flame
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There should still be overlap settings for sprites, never done it personally tho

plush yew
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Been looking for a solution for days

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No luck yet

autumn flame
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You could have a sprite with collision set on overlap and when your character overlaps it something happens?

silver crown
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@wispy steeple How much is a 3700 in your country

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actually how much are all of these

wispy steeple
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@silver crown cheapest ryzen 7 is ryzen 7 2700x

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1864

silver crown
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Yes, but what about 3rd gen

queen wasp
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what a mess, all my ships have -x as forward vector, while in the actor editor when you select front view you see the back of the ships, all my movement code and cam code has been made to workaround this wrong direction thing, all ships in fact are facing backwards and driving backwards as forwards

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It looks fine hehe

wispy steeple
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@silver crown how about 3500x?

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its 1379

silver crown
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3600x would be better if you can afford it

wispy steeple
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its 2000

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621 unit difference

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however there is i5 10400f

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for 1374

silver crown
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That one might do

heavy yew
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(simple) Physics question.
I have a vehicle actor blueprint and I want to add a collision capsules to edit the collision behavior. What is the right way to set these so they don't impact the mass balance of the vehicle?
I will uncheck gravity but will that still keep the mass there impacting inertia? Do I need to set the mass to smallest possible also?

wispy steeple
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why do i need muscled - cpu s anyways ? how much shader can i use

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is it for reducing time spent ?

silver crown
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Very much yes

wispy steeple
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well anyways then i have many parts to replace

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i have just put a hdd

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no ssd

silver crown
heavy yew
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thanks

silver crown
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Yes, SSD is a must as well

heavy yew
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missd it

wispy steeple
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F

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dumb question here , say i am making something similar to rebirth demo . How many times will i encounter lack of cpu and storage speed ?

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@silver crown

silver crown
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every time you save an asset, edit a material, package the project, open the project

wispy steeple
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editing the material...

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when will my gpu show off it's muscles

silver crown
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GPU scales very well really

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So if it's too slow, you can always drop the quality settings

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I'd say for game dev having a good GPU is not needed, unless you're doing photorealistic stuff

wispy steeple
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so i can scale my prject to photorealism anytime ?

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btw thank you very very much for your understanding and undertaking

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no one helped me this much about hardware choices on my prefered applications

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what is multirendering btw

dire coral
#

question. i have 100% blueprint project how do i add c++ in the new 4.26. in 4.25 you just right click in the content and there is a option to add it but in the new version its not there??

wary wave
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Just add a new C++ class and it will generate the project if it doesn't exist

dire coral
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from where

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oh found it under files right above pakaging

glacial oar
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wanting to try make a chain whichis better make it in blender ith bones and animate there or make in unreal using thephysics

lusty carbon
#

ue4 r.raytracing.shadows 0 makes my game crash

fluid ginkgo
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the videos are in the comment section, hope yall like it. will be improving my work with time.

proud narwhal
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is there any way to filter "Not Used In Current Level"? there is "Not Used In Any Level" but thats no use for me

shy prairie
#

Any way to get my actor current Y axis and add value to it with blueprints?

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so for example i wanna get the current Y and push it another 5m up

echo zealot
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Is there any way in the UE4 to spawn actors in a way they don't just exist during runtime, but remain in the level you've spawned them in? Meant like a tool to help the developer building the level with ingame mechanics. I'd REALLY appreciate any help!

covert hedge
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@echo zealot editor only checkbox in the blueprint might be what you're looking for

echo zealot
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Imagine like a "Spawn Actor Permanent (Editor Only)" node or something...

thick herald
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You can create a Editor Widget which can do all kinds of wonderful stuff, and is designed for making editor things easy- you'll have to create all the functionality yourself of course. Hopefully that at least may point you in the right direction.

echo zealot
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Yeah i thought about that.. but does it

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work while runtime?

thick herald
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No editor widgets are in editor only

echo zealot
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yeah i mean can i use the editor widget while the game is runnung?

thick herald
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no

echo zealot
#

๐Ÿ˜ฆ

stuck scarab
#

Workflow / "best" practice question:
The last days I started to build an advanced jump "skill", so I didnt quite knew how fancy or crazy it will get.
It's not done yet but is quite some code with around 15 new variables already, so a lot of new stuff thats now within the character blueprint.

How do you approach such things?
-Keep it there, organize and filter it, who cares right?
-definitely make a own blueprint for stuff like that

covert hedge
#

i mean i don't get what you are trying to achieve

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you can create a component dedicated to that if you wish so, that's how they did it in custom movement

flat trail
#

How could you calculate the bentness of a screen?

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Curvature*

thick herald
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You mean like a physical curved monitor?

barren lintel
#

helo guys is there a way to change the speed of manny in unreal engine?

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when i go into his blueprint code there deosnt seem to be a place to change his speed

wary wave
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it's in the movement component

stuck scarab
#

called max walking speed I believe

dawn gull
#

So with tri-planar mapping you can only have it non stretched on 2 sides, how can I blend two texturs together so the stretched sides dont show?

dawn gull
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Ohhhh I did the first one, I didn't know there was a second. Thank you!

flat trail
thick herald
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Unless you can access the monitor's details in windows, there probably isn't a way.

flat trail
#

Well, i mean physicall, not from ue4

sly surge
#

questing about UE on my enemay iv adding a drop item to it useing spawn actor for class and it all works but when the item drops its the wrong size how can i fix lol
its Way to big

elder robin
#

how would i get the child of an actor in ue4?

winter gale
lusty carbon
#

I can't figure out a way to remove all foliage from mesh in one click!

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like there's Fill, but the opposite

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anyone?

stark marsh
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how do i, when i attack i send out a raycast, and what it hits, damaged is applied to it, only if they're NOT in an actors to ignore list

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so check to see if they're in the list before choosing to apply damage

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then once damaged is applied once, put them in the ignore list

echo zealot
stark marsh
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then once my attack has finished clear the array?

grim ore
#

@stark marsh it sounds like you know exactly how to do it, you do it as described. where is the problem?

stark marsh
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i don't know how to actually do it

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but i know what needs to be done, i just don't know exactly how

grim ore
#

well then you want someone to give you the exact code or what do you need?

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because it sounds like you know what you need so you can find the help for each part in the docs or in tutorials and such

plush yew
clever solstice
#

Anyone else experiencing instant crash when using vertex blend paint tool ?

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in ue 4.26

stark marsh
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how exactly would i make whatever actors have been damaged, to be ignored so they don't get damaged again?

grim ore
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@plush yew go into the plugins oculus oculus VR folder, similar to this "E:\Epic Games\UE_4.26\Engine\Plugins\Runtime\Oculus\OculusVR", open the .uplugin file, and disable the "enabled by default" line

stark marsh
#

and then i need the actors to ignore to reset after the attack has finished

plush yew
#

thank you i gonna try it out

grim ore
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@stark marsh whatever deals the damage, whatever decides something should take damage (i assume the player), can make an array that is full of actors that you add after you say "deal damage to this" and before you choose to "deal damage to this" you check to see if that actor is already in the array and if so you dont "deal damage to this"

stark marsh
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i think i'm getting their

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but now i need to be able check if they're in the array or not

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and then i need to be able to clear the array too

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which i don't know how to do

grim ore
#

make an array and start looking at the nodes you can use

stark marsh
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i tried this but still doesnt work, it doesn't even do damage now

grim ore
#

the first time or at all? what is inside of the ignore these variables. Start using debugging and breakpoints to walk thru the code (such as the branch)

stark marsh
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i've set what has been damaged once to go into an array, which then goes into the actors to ignore array

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then to damage again i check the ignore array

grim ore
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yep so time to start debugging to see what is actually happening then

tight prawn
#

why is this static mesh passing through collision ?

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i've enabled collision and everything on it, but it still passes through

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the cone is large on purpose, however I don't want it passing through objects

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do I need to line trace and resize it based on the results ?

rotund scroll
#

it's a mesh

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you're not going to make what you want work with a mesh

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your resize solution is the only thing that's available, and it's not a great solution

tight prawn
#

what do you suggest I use for a cosmetics only cone of vision ?

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the purpose of this is just to make the player aware of where the enemy is looking and heading to

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got it ^^

viral gorge
#

Some one plz help me can I use my projects from another folder if they were saved in another I lost all my work and it is showing no projects plz help as soon as possible

#

Just ping me

grim ore
#

you can open your project directly by opening the .uproject

viral gorge
#

Wait really

final swallow
#

hey there!
is it any solutions to destruct a landscape? i want to emit earthquake.
i know that landscape is static mesh, but is it any solution for that?
wanna to something like in pic

or to make landscape to disappear to particles or something like that

digital pasture
#

Hello, I'm wondering if anyone knows if there is something like "Find in blueprints" but for materials? I'd like to find all usages of a certain SceneTexture across all materials if possible.

calm sphinx
#

Does 4.26 have any breaking bugs atm?

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From what I see from forums & issues dashboard, it doesn't have any.

terse pawn
#

Hey all; having trouble getting my Mac to multithread when building C++. I've updated the contents of the BuildConfiguration.xml file with the requisite tags for MaxProcessorCount and ProcessorCountMultiplier but it will not perform more than 5 parallel tasks despite being a 6-core hyperthreaded machine. Is there something I'm missing? My previous mac, a quad-core, always built with 8 parallel tasks and I never touched the BuildConfiguration file so I'm not entirely certain what I'm doing wrong. Any guidance would be greatly appreciated.

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For the record, I know the BuildConfiguration.xml file is being taken into account because I am able to limit the number of processors (and thus parallel tasks) to anything less than 5 with no problem, it just will not build with more than 5.

thorny coral
#

at least i think it was 45 minutes

clever solstice
#

Where are we supposed to report about ue4 bugs ?

dark stag
#

does a level BP fire before any actor BP's in the level on load?

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alternatively, is there a BP class that will?

vocal loom
#

I'm getting the following error when I try to cook my assets

#
 MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: Visual studio and/or AutomationTool.csproj was not found, nor was Engine\Binaries\DotNET\AutomationTool.exe. Can't run the automation tool.```
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AutomationTool.exe doesn't exist in that location

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I can't verify files since I'm using UE4 that's built from source code

abstract solar
#

guys is possible to put the Landscape tools in a tab? in the 4.26 version? because is now in a menu in the top ??

cedar wave
wary wave
mossy nymph
#

you can hook into StartPlay, or InitGameState and few other functions in GameMode to execute code before BeginPlay

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c++ required

forest tree
#

These two help put it into pretty pictures

dawn gull
#

How do I make the client invisible to themself but visible to everybody else?

forest tree
dawn gull
#

I'm using this and it doesnt work, everybody (including yourself) is visible on one side, and nobody (including self) is visible on the other.

forest tree
#

This is in your character blueprint?

dawn gull
#

yes

forest tree
#

By using this code, you've basically said:

  • All characters of this class will hide themselves locally
  • All characters of this class will show themselves on the server
dawn gull
#

ohhhhh im stupid

forest tree
#

Nah, everyone makes mistakes ๐Ÿ˜„

dawn gull
#

Well how do I make it so only yourself is invisible and not everybody?

forest tree
#

Try this maybe

#

IsLocallyControlled is only true on the client

dawn gull
#

It works perfectly! Thanks so much!

stark marsh
#

how do i get root motion working

#

would i need to do anything with the ue4 mannequin in blender?

#

i make the custom animations for the mannequin in blender

#

but i want a roll animation where he actually rolls with the animation

#

how do i do root motion

true swift
#

hey has anyone used the new water stuff in 4.26?

#

specifically the underwater post processing

#

the surface shaders for the new stuff looks great but I have yet to see any footage of anything underwater and was wondering how that looked

warm timber
#

how do I make trees react to directional wind?

plush yew
#

enable multiplayer world origin what is the difference between not checked and checked?

rotund scroll
#

sounds like something that would be easily googleable

stark marsh
#

help i need help with rootmotion

#

i want to add a roll animation in

#

is there anything i need to do to the manneqwuins mesh

#

oh an why does turning root motion off make him move away from the centre, whereas turning root motion on he stays in place, like it's the opposite

light thunder
#

I have a persistent map it's basically empty, a lighting level, and about 20 sublevels. I build lights on one level but unreal flags all the levels as being edited. ( and because it's saving the fact that I've made them not visible while I build lights for one of the sublevels, because I save everything after doing that.)

It makes me nervous to not save maps or other files unless I'm sure I haven't changed them. A lot of the time I save them but just don't submit the changes in my source control, but I'd like to know more about what's happening so I can make more informed decisions. Why does the editor flag those levels changed when AFAIK, they haven't been changed.

rotund scroll
#

it just does

#

an engine quirk

#

most of the time it's probably a failsafe as the level can't know if e.g. a BP inside of it has changed

#

and when you build lights you build lights for all levels

stark marsh
light thunder
#

what about streaming level volumes, I thought you could build one at a time, by simply toggling the visibility of the level, so it's lights aren't build @rotund scroll

stark marsh
#

how do i get to this screen

#

i cant get root motion working it's just not making the character move with the animation

rotund scroll
light thunder
#

@rotund scroll So what is happening to my lighting in the other levels? When I make them visible, it doesn't say, "Lighting objects X need to be rebuilt"

#

and when I move objects, you can still see the baked shadows where they were

rotund scroll
#

is it WC?

light thunder
#

WC?

rotund scroll
#

generally the visibility is just for editor use and has no effect on lighting afaik

#

world composition

light thunder
#

world comp

covert hedge
#

@stark marsh afaik root motion is only to get the capsule component to move along the animation, or not, depending on which you want. It doesn't have anything to do with moving the character, that would be your moovement component

light thunder
#

no, at least I didn't mess with the system

stark marsh
#

so what would be the best way to do a darksouls type roll

rotund scroll
#

there is no best way

#

there are animation driven or gameplay driven approaches

#

both have pros and cons

plush yew
#

I have got a bit off topic question. I am working on developing a visual programming tool and I saw that UE Blueprints uses a similar nodes based visual script editor. Does anyone have any pointers to any UX/UI research/user studies Blueprint devs carried out when deciding to use a node based editor for this purpose?
in other words I simply want to know the reasons, if any, why they went for a node based setup with connecting lines and not something else (like puzzle piece like blocks, the kind of which you find in Scratch Programming tool for example)

rotund scroll
#

stuff like that is probably confidential epic material

plush yew
#

yeah I was wondering if they happened to make any publication of some sort on that by any chance

rotund scroll
#

unlikely but google is your best friend

#

this is an unofficial discord

plush yew
#

I see. yeah google didnt really help on this. Do you know of any events that speakers might have talked about this? just so that I can try to dig up the video

rotund scroll
#

like I said I don't think there is anything

light thunder
#

@rotund scroll does this make sense ? if I move that light post, the shadow remains, so lighting build worked, even though aftewards I built another sublevel.

rotund scroll
#

if google turned up zilch then that's really your best option off the table

light thunder
#

@plush yew Do research into the concept of mindmaps and algorithms, there is a design philosophy regarding them

#

They wanted something visual akin to algorithms, the nodes simply developed because programming without parameters is basically not programming

rotund scroll
#

I mean the "design philosophy" is probably more a natural evolution of a programming language in a visual setting but then that's just my best guess

light thunder
#

In terms of your tool, I think one thing missing in visual programming is the relationship (hierarchical and cyclical) that one piece of code/blueprint has, in relationship to the others one - making a clear way to visually express that would be valuable for sure

rotund scroll
plush yew
#

serious questions people

#

and dont really need an explanation just a yes ish or no

#

scenario 1: if i want to have character customization in my game do i need to create every possible setup as seperate models

#

scenario 2: or can i make 1 or a few specific preset models

#

and they can just somehow stretch and wiggle each part to how they like it o-o;

rotund scroll
#

you want a yes or no answer but you don't ask a yes or no question

plush yew
#

is it scenario 1 or 2 in a simplifed sense

#

i know i fluffed it up and fixed it xD

stark marsh
#

in a lot of games the healthbar doesn't just go down

#

like when you're damaged the amount of health that's been taken from you when you were hit changed to another color, like red to yellow, then slides to the left until it has disapeared, how do i do this

grim ore
#

@plush yew you can do eeither one depending on what "character customization" is

plush yew
#

o.o

#

um like black desert online character customization

#

or like final fantasy xiv

#

or phantasy star online 2 and or universe

grim ore
#

@stark marsh the googles has examples, fighting game hit bars is a common term to look at. I personally know I made a video covering exactly this idea as well

plush yew
#

wait you make tutorials? o-o

#

can i see them

grim ore
#

yep too many options there as the term character customization can mean alot and in those cases can probably cover both scenarios as well

rotund scroll
#

literally his channel is in his bio lmao

grim ore
#

for example black desert would use morph targets on the character so you can adjust things such as weight and plumpness

plush yew
#

ah

grim ore
#

PSO would swap out body parts due to things being swappable such as mech arms on humanoid bodies

plush yew
#

so black desert customzation and pso2 would swamp

#

can i mix the two >~>

rotund scroll
grim ore
#

you can if you know what you are doing

stark marsh
#

@grim ore do you know which video it is please

plush yew
#

so it's hard

#

but i can do it if i muscle it out

#

okie okie

grim ore
#

its lots of prep work and art, yes

plush yew
#

so i just need like 1 or a few models that will be take care of height and such presets

#

than do the work to make them plumpy as umpf~ and with swampable bits

#

thanksies!

#

oh mathew! i learnt how to do landscapes and ive been messing around with it for a while

#

its really really funn

stark marsh
#

wait it's fine

#

ive found a video on it

#

the term is "recent damaged amount"

grim ore
rotund scroll
#

I was more looking for an industry term but I realized it's perhaps not standardized enough

#

I've called it ghost health myself

grim ore
#

and I traditionally think of it as a fighter health bar yeah, but recent damage seems appropriate

plush yew
#

subs fast as fickle salads!

#

@grim ore wait i have 1 more question and its probably a silly one

#

i notice most people use other tutorials other than the ones from unreal engine

#

should i stick to other peoples tutorials or should i sit through unreal's as well o-o

#

the official ones i mean

hallow wyvern
#

Anyone know off hand how to specify different icon sizes for a windows package?

#

All I see is one size option and it seems to auto resize for all sizes.

still moat
#

@plush yew Any tutorial is better than no tutorial. In my experience it doesn't/didn't matter from where it came.

plush yew
#

okie x3

#

thanksies

shut glen
#

when i press the magnifying loop i doesnt do anything. Any idea on how could i attach the gun to the hand socket?

still moat
#

@shut glen Its doing nothing because there aren't any bones, are there any bones to what the component is attached to ?

shut glen
still moat
shut glen
#

Thanks :)
@still moat

still moat
#

Np ๐Ÿ˜‰

rough osprey
#

Hello! I am having an issue where I am trying to import a car from Blender (I have all the units setup correctly in Blender) and my individual bones show up in the Skeletal area but not in the Physics tab and no bones are seen there

leaden tide
#

Trying to use a custom collision mesh - but when I save as an FBX and import to UE4 the desired collision mesh doesn't appear?

rotund scroll
#

use the send to unreal plugin

warm sluice
#

Anyone knows where is Backup System in 4.26? It seems there is no more Saved/Backup directory. UE4 crashes, great, now there is no way to bring files back if not committed before! Amazing!

plush yew
#

wait unreal 26 is out atm?

still moat
#

Yes

blissful rock
#

Is there a room for just starting out?

warm sluice
#

Yes it's out, what else is removed what worked perfectly fine? ๐Ÿ˜„

blissful rock
#

The reason I ask is it seems like it's a bothersome to go to some of these chats ask me questions that y'all probably answer a million times every time somebody new comes in

light thunder
#

@blissful rock General is probably the best place for it, even if there was a "newbie" you'd have the same issue - the discord search function is decent but not necessarily as clear as google - basically, it is what it is,

blissful rock
#

Oh ok thank yoi@light thunder

#

I mean I've messed with this before years ago but it was with no clear directive and only motivated on pure curiosity and now with the engine and their developers leaping to new bounds is kind of opened up my curiosity that is back to support of a local Arthur in my town

light thunder
#

my advice, as someone who has been here for years but is still a noob in many respects, is to first google and find out as much as you can, and try to develop* "effective question asking" habits

blissful rock
#

That's a good way to put it@light thunder I'm in my last week of class for my bachelor's degree so I have been putting most of my research efforts into that along with building several databases on personal work and schooling so I'll be getting to the new database for this game engine soon

light thunder
#

the more vauge a question is, the harder it is to answer and you probably won't get a good answer

#

"how do I make a character shoot a gun" is like, very very vague - instead, demonstrate your respect for people's free time by first getting as far as you can on your own or asking for a good resource on youtube - even better, you can try something like, "I want to get started with animating - is THIS LINK a good one, or can anyone recommend something better" ?

blissful rock
#

I really haven't been able to jump into the engine just yet because I'm still waiting for the approval for the student side of the game engine to be approved by the 22nd

light thunder
#

approval?

blissful rock
#

Oh wait, that for Unity, due to my Oculs Rift side of things. Sorry I've been bouncing between two different engines

#

I've had a few people tell me to start go to Unity and some people just say stay here, go to the lessons and courses and stay with the community and I can learn

sterile tulip
#

Is 32gb ram enough for large open worlds?

rough osprey
#

anyone have an idea as to why my wheel colliders in game are 90 degrees off? the car drives sideways because of this

light thunder
#

@rough osprey Did you try deleting the collision and having Unreal generate it's own?

sterile tulip
#

Did you set the pivot point? Did you set the metric scale? Did you apply the transforms? @rough osprey

rough osprey
#

oh I forgot to apply transforms

#

hold on

#

and Ill try having unreal generate its own

#

neither worked ๐Ÿ˜ฆ

light thunder
#

show me the pivot point in the source model @rough osprey

rough osprey
light thunder
#

Try turning it sideways, the wrong way, and see what that change does to your model in Unreal

#

if it doesn't change it, then you know it's not that

rough osprey
#

but the mesh doesnt rotate wrong

#

only the colliders

sterile tulip
#

Did you rotate the car right?

rough osprey
#

hold on im going to try to apply all transforms on each individual wheel

#

see if that works

#

yeah its right

sterile tulip
#

Is this blender? @rough osprey

rough osprey
#

yeah

#

I think i found the issue

#

Ill update you

thorny coral
#

My computer has stayed frozen like this for 1 or 2 hours, how long does it take usually to package a small project?

median hound
#

i think its gotta compilew shaders first

#

is the shaders going down?

thorny coral
rough osprey
#

@sterile tulip yeah it works now I didnt apply transforms right on everything

steel shell
#

i have a very detailed 3d model of a landscape. because unreal engine cannot handle so much detail, i created a heightmap and put a texture on it. The problem is now that at some points the landscape is very steep and the texture is stretched:

#

someone knows what would be an option in these areas?

prisma plank
#

GPU lightmass will work with DX11?

sterile tulip
#

Nice @rough osprey

#

Do you think Rtx 3060 is going to have 6gb or 8gb of Vram?

light thunder
#

@steel shell I think you can export the landmass as a mesh and try to fix the UV's? that or check youtube because I'm sure this is a common issue

steel shell
#

@light thunder i have not found a way yet.. i would like to know how other people deal with this problem actually ๐Ÿ™‚

light thunder
#

I don't deal with landscapes much but they probably have more blended areas in their height-map so drops aren't that obvious, I'm not sure what the term is, maybe "heightmap stretching" but if you soften your angles it would make it less noticeable

#

that or use world composition, which I know next to nothing on

stark marsh
#

ive managed to prevent spamming but now the comabt just feels unresponsive

#

how can i make it feel unresponsize whilst also preventing spamming

#

to stop spamming i made it so i have to wait a short amount of time to attack again, but i lierally have to wait half a second to attack again

#

without this though i could pres really fast and the animations will bug

ionic haven
#

Best way to creat hair for unreal engine without the use of expensive softqare?

light thunder
#

@stark marsh there are plenty of very affordable courses on how to make a game with unreal engine on talking things that might only cost $10 but have 40 hours of walk-through videos and support forums - even discord channels - you are asking questions to problems that have already been solved and I think you'll find a lot of value from one of those courses

rotund scroll
cloud patrol
#

hey everyone, i think this question might be quite stupid but how do i disable the low poly look of a mesh that is far from the camera?

grim ore
#

that is probably the level of details so adjust them

light thunder
#

That's the LOD

cloud patrol
#

Ohh

light thunder
#

you can either just delete the levels you don't want,

#

or redo them

#

@grim ore you know anything about unreal not importing LOD's in an FBX properly? I exported out to blender and couldn't figure out the right method for importing them and having them come back as a single static mesh with 3 LOD's - it was either 1 static mesh with no LOD's or 3 separate static mesh actors -

cloud patrol
#

alright, thank you man ๐Ÿ˜„

grim ore
#

@light thunder nope I don't art ๐Ÿ˜ฆ I assume you followed the documentation page on them?

light thunder
#

yes it was ....rather opaque

#

it mentioned naming convetions and proceeded to give the clear example of %1, which i took to having Staticmesh1 (LOD1, Staticmesh2(LOD2) and so on

#

it said "import LOD's which I did but provided no troubleshooting methods, it is what it is I guess

grim ore
#

oh I didnt see that I just saw they needed to be grouped properly in the dcc program but I havent used blender

#

yeah googling it looks like there are multple ways to get blender to do it and all are wonky lol

#

some using scripts, etc.

light thunder
#

There's a pipeline tool - frustrating thing was, It exported once right somehow but I couldn't figure out what I did to make it work lol - it's a minor issue, not really worried about having a single LOD for the few rare times I need to adjust static meshes to have extra functionality but it's kinda the principle of the thing....it should work

rotund scroll
#

did wind actors ever become a thing in UE4?

light thunder
#

that's a good question Cranz - you mean like the witcher 3?

#

god that game did wind amazing - so many games I played but that's first time I was like' holy shit, there's wind"

rotund scroll
#

I don't know that it had a modkit

#

but there's a wind node in materials that asks for a wind actor

light thunder
#

right now the best I could think of is instanced foliage that somehow had it's material set to a dynamic parameter to the animation speed

rotund scroll
#

so I'm curious

light thunder
#

damnit you are going to distract me, now I'm googling "make wind like in the witcher 3"

rotund scroll
#

I apologize

light thunder
#

https://youtu.be/wpZqYjAA6Cg "meh" it's something

Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In this video, i'll explain how to setup a global directional wind system implemented withing materials using grass wind. the direction of the wind can be changed with a material parameter which is accessible...

โ–ถ Play video
#

trees are missing it

rotund scroll
#

yeah tbh I just wanted to use it for water and this looks like a gerstner wave interpretation

#

I was honestly just wondering about the wind actor

#

because if that's real

#

then that potentially opens up for changing wind direction

light thunder
rotund scroll
#

okay so there is a wind actor somehow somewhere

#

since that guy references it

#

ah it's called a Wind Directional Source

#

now

#

the question is how that relates to the wind node in the material

light thunder
#

couldn't even spell the goddamn tooltip right

rotund scroll
#

yeah

#

seems like the wind directional source is only compatible with speedtree assets too

#

@grim ore I don't suppose you have a video on this?

light thunder
#

Wtf is Wind Actor

#

no seriously, where TF is it lol

grim ore
#

pretty much what you guys have said is what I know of it. Speedtree uses it to basicaly know the wind stuff for it's use. Beyond that I dont think anything uses it. Can use a general material parameter collection to move meshes as far as I know

rotund scroll
#

I see

#

thanks

grim ore
#

its a really good question tho im gonna look at it more

finite chasm
#

How would I make a camera that looks straight down and can only move on the x and y coords?

#

Also zoom in and out but I will get to that eventually

rotund scroll
light thunder
#

You can lock something's to a particularly axis by Making a Tick Event that Gets It's movement (whatever is making it move) and then AddWorldOffset to whatever it is, but not connect the node that you want to leave out ... so you'd hook up x an y, but not z

#

@finite chasm

finite chasm
#

Thank you

#

Iโ€™m pretty new to UE4 so forgive me if I have more questions.

#

I know there is a ton of YouTube tutorials

light thunder
#

so, NEVER do this in VR because you will nausea your player (in my case, that is the brief but actual goal) - but this is running on event tick,

finite chasm
#

Trying to make a game like Europa Universalis

light thunder
#

that's using rotation but you could do whatever you want in terms of rotation or location

#

Civilization or Risk?

finite chasm
#

Civ is also a good representation of my project

light thunder
#

the "last known z" position is set the moment this function turns on, so it doesn't "jump"

finite chasm
#

Pretty much a game where you build up a country

light thunder
#

I recommend you do one of the online courses on Unreal for sure, and be patient about learning

#

Honestly the best advice, I wish i had follow, was to following a "learn stage" where you just watch videos and try experiments, and a build stage, but you alternate - you can try to piecemeal it like me and learn as you go, but it's a masochist's game

#

tried timeline updating to add local offset, and lerping between set location with vector plus 50 to z

grim ore
#

oy

light thunder
#

and I don't do them just long enough to forget what I did wrong the last time I figured it out

grim ore
#

yep I only remember due to repetition

light thunder
#

weird

#

maybe I got my time wrong - I put this on and it never fired

#

should be 2 seconds

#

so why does 1.2 never fire?

#

only made it to one

grim ore
#

well your value never goes above 1 does it?

light thunder
#

I thought the float track was time

#

well shit that must be it

grim ore
#

nope you would get the timeline variable and get the time from it

visual flame
#

I am having trouble with deleting an actor (even for testing purposes) My test setup looks like this: (This function destroys target actor)

light thunder
#

So it's adding 50 every tick it seems

grim ore
#

well what the actual problem?

visual flame
#

but it keeps getting an error: Blueprint Runtime Error: "Accessed None trying to read property BuildingRef". Blueprint: RTS_campawncontroller Function: Execute Ubergraph RTS Campawncontroller Graph: EventGraph Node: KIll Building

light thunder
#

Does it ever fire before?

#

Because that error means your reference to it is invalid - either you didn't update the reference or that actor doesnt' exist - did you check the world outliner for that

visual flame
#

I am placing the actor in in game

grim ore
#

so you are calling kill building and which part is failing, the calling it or the destroy actor part

light thunder
#

@grim ore Why does it add 50 each update of the timeline, instead of lerping between the two poitns, I want the original vector, and the original vector + 50 to z, and lerp between those points

visual flame
#

I am not sure

#

The building is not getting destroyed, and the call is not occuring

grim ore
#

@light thunder if its like the screenshots your starting location (the A in the lerp) changes every time its called rather than your A and B being fixed and the timeline output driving it from A to B

#

@visual flame welp you need to figure out what is not working. Use debugging and breakpoints to figure out what is not being called. What is your Building Ref variable

visual flame
#

a reference to my building parent

grim ore
#

did you verify it?

visual flame
#

How do you do so?

grim ore
#

well use breakpoints or prints to see what it is or just walk thru and see what it says it is

#

according to the error the Building ref is bad

visual flame
#

thank you

autumn flame
#

You could intiliaze the starting location before the timeline if it's a problem, then have the end location with starting location + 50 still before and plug them in A and B

#

If it keeps adding 50 everytime

light thunder
autumn flame
#

Basically starting and end location aleady decided before the ticks

grim ore
#

@light thunder yep get the variable before and the end before and then lerp between the 2

#

er... get your start and end locations before and use them, or determine them in the loop (the end is just start + value)

#

an alternative to the lerp is an interpto and you could use the current location every frame and just the end as fixed but I like simplicity of a lerp

light thunder
#

cool thanks glad my instincts were somewhat on the right track

late verge
#

can anyone help me understand why the blend outs on my camera shake blueprints are just completely broken?

i have my camera shake duration set up correctly, and even if i set it to .1 for the blend out, the camera shake stops abruptly like halfway through

#

i've done everything i can with the duration and even added a blend in to see if that was the issue, but the blend out still doesn't work as it should

light thunder
late verge
#

if anyone here knows a solution feel free to @ me, i've been at this for days

light thunder
#

also weird - Why is this static mesh not visible I'm ticking the visibility and the location and they are all what they are supposed to be

visual flame
#

I have a code that is failing to call another blueprints function to destroy an actor that is placed in-game (the calling code)

grim ore
#

yep again what is building ref

#

when do you set it, what value is inside of it, what value is inside of it when you are trying to use it during that code

visual flame
#

I set it upon starting the game, and it is just a reference when I try to use it

autumn flame
#

Is it a empty reference tho?

#

It can hold only 1 building inside, or you expose it and set it manually from the world or if you wanna destroy them all just get all actors with a for each loop

#

It will iterate through them all this way

visual flame
#

it is a parent class, so I want to destroy its children

autumn flame
#

You are casting the ref to itself and setting it again?

visual flame
#

oops

autumn flame
#

You could just use Self then

#

Or destroy actor self if you want it to just delete itself

visual flame
#

this is in my camera controller

autumn flame
#

Thing is makes no sense casting a variable to it's same object, you won't get anything out of it

#

It's like saying i have a house with all the house variables, but i still cast to the house object and set my house again

visual flame
#

Maybe I need to redesign my whole system

autumn flame
#

What do you want to achieve at the end?

visual flame
#

I want to have an object of my choice to be deleted by me

autumn flame
#

How do you get the said object?

#

How does the engine know which one to delete i mean

visual flame
#

I guess that is my main problem

#

I am creating the objects in game, so I would need to constantly be updating the list, correct?

light thunder
#

You add them to an array

visual flame
#

would I use tick, or would that be laggy?

light thunder
#

and the index of the array they are added to, that's the "key" or the "Location" of where they are

#

no, hardly ever need to use tick

autumn flame
#

Simplest way to test this type of system would be a Line Trace, it will return what it hits, from Hit Actor cast to your Building and you have the reference there or do something with it

#

That's if you want your player to decide which one

visual flame
#

how would I trigger the array update?

light thunder
#

adding to what he is saying, you can make an "IsValid Node" to do the thing that you want and if it doesnt' hit something that you care about, it just does ntothing

#

you need to watch the blueprint comm video I think

autumn flame
#

IsValid Node is my bane, I always forget it exists :'D

visual flame
#

would I route this system through gamestate of the building Parent class?

#

*or

light thunder
#

https://www.youtube.com/watch?v=EM_HYqQdToE&t=2s&ab_channel=UnrealEngine @visual flame if you haven't seen this yet, you will level up like 5 levels by watching this

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...

โ–ถ Play video
visual flame
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thank you

jaunty cedar
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Heyo

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Any way to generate a solution for a plugin?

full stump
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Ugh I can't download 4.26 because I'm out of storage :/

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Now I need to upgrade my storage before I can use it ;-;

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I've basically deleted all I could that's not important as well :/

ivory ridge
light thunder
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ah you bastard!

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one day...

ivory ridge
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haha XD

oblique stream
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could uninstall unity lol

light thunder
dark stag
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dumb but is there a way to get the actors class after getting the actors object?

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returning it as actor object, but i need it to return the slass

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*class

oblique stream
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i have seen a "create class from object" node

dark stag
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shrug ?

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no that cant be it

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actually scratch that, im doing this wrong

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but i need that "get attach parent actor" to be a camera rail object

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which it is.

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but its returning actor object

weary basalt
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@dark stag GetClass?

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Do you want to cast it to something?

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Cast it to a CameraRail perhaps?

soft fiber
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Deactivate player and play an animation, but when I activate again there is a large shutter because the during the animation the player has moved. Is there anyway to fix this issue?

uneven fractal
soft fiber
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I'm thinking the shutter is being caused by the camera jump, but I don't know how to get around it?

summer harness
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Does anyone run unreal 4.26 DMX plugin with Grand MA console? I got problem in 4.26 with artnet. Everything was fine in version 4.25 and i recived artnet, but 4.26 i got nothing.

hearty dagger
cunning quest
late verge
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can anyone help me understand why the blend outs on my camera shake blueprints are just completely broken?

i have my camera shake duration set up correctly, and even if i set it to .1 for the blend out, the camera shake stops abruptly like halfway through. i've done everything i can with the duration and even added a blend in to see if that was the issue, but the blend out still doesn't work as it should.

i've been at this issue for days โ˜น๏ธ if anyone knows a solution please don't hesitate to @ me

restive yarrow
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My player character tends to die when i hit play beyond a certain range across my landscape ( you can see the blue line ), but i have set my killZ to almost infinite , why does this happen?

open wadi
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I have a text box, and when a user clicks outside of it it commits the text. I only want the text committed on enter, not clicking outside of the box. I have it configured this way. Anyone have any clue how to prevent clicking outside of a text box from committing the change?

restive yarrow
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I have disabled world bounds though

open wadi
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For example - though it's hard to see due to the comment color, I clearly have the commit type set to "On Enter", yet clicking anywhere outside of the text box acts as an "on enter' commit.

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Any idea how to configure the commit so clicking outside of the text box does not, for whatever reason, register as an "on enter"?

lusty carbon
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Is DLSS and RTXGI production ready in the latest UE4 version?

honest vale
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@lusty carbon UE 4 as far as I know does not use any vendor specific stuff

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(like DLSS)

neon magnet
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Is there a way to disable raytracing when playing but keep it on to bake the gpu lightmass? How is the setup supposed to be? I tried gpu lightmass once according to the instructions - it baked it fine but it's always calculating. Now within the editor, fine, but when I press play, it uses raytracing instead of the baked lightmass, so what have I missed in the options?

plush yew
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ugh

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someone can help me with some voices on ue4 please ? @here

lusty carbon
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UE4 is supposed to use DLss afaik

honest vale
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vendor specific as in nvidia/amd specific tech

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for example UE 4 does not use RTX per se, instead everything is programmed to use DXR

lusty carbon
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So gotta use the special Nvidia branch to use it?

honest vale
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no

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if your GPU supports DXR then raytracing will work

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RTX implements the DXR api

lusty carbon
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Im talking about DLSS

honest vale
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I don't know about that, I haven't seen anything about DLSS in engine ๐Ÿค”

lusty carbon
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ok thanks

lusty carbon
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Yeah I figured that out

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I'll pass..

rough osprey
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sorry for the stupid question im new to this whole thing

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but why does unreal show my tires inside out like?

regal mulch
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Recalculate the Normals in your 3D program

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And re-export

rough osprey
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ok great thank you

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i believe I have done it right

regal mulch
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If that's blender then there should be a button that says "Recalculate Normals" somewhere

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But I'm not sure where that is in 2.8+

rough osprey
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there are my beautiful wheels

frank wren
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@regal mulch Alt+N

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I guess

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just out of my mind if not I will check it after my lol game

regal mulch
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Tell them, not me :P

frank wren
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oh sorry

regal mulch
neon magnet
regal mulch
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Yeah but RayTracing and GPU Lightmass stuff is probably #graphics

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So the peeps that might be able to help are probably there

forest tree
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Could also try to flip 'em

harsh tiger
dim merlin
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Hi, anyone knows whats the best export and import format for a heightmap (runtime mesh) ?

frank wren
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Hey is there anyone who tested the new water plugin?
I am making this scene (image) and have the problem that the landscape isn't a landscape but a mesh I made in Blender in some minutes.

My problem is, that when I use the same Height Map in Unreal to create a landscape with it, it looks bad or it needs to be that highpoly that it crashes. So I need to sculpt a map that is already finished in an extra step?
Or should I use this mesh without creating a landscape?
I want some nice waves heading towards the shore with foam and so on and I read the new water plugin needs to be used together with a landscape for that?

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Short: I prefer my mesh which isn't a landscape. Do I need to model a landscape for the things I want to do?

rough osprey
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sorry for another dumb question but

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for some reason the viewport when editing my bp disappeared

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oh shit oh shit

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ngm

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ngm

regal mulch
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Click on the blue link at the top

rough osprey
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nvm

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yeah yeah

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thank you

regal mulch
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UE4 turns BPs into DataOnly BPs if you have 0 code in them

rough osprey
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ohhhh ok good to know

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i was a little confused

regal mulch
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Well "turn" is maybe the wrong word, but it hides the unneeded rest as it thinks you only changed variables on it.

open wadi
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Question: Has anyone ever seen an issue on Mac where Unreal randomly will not maintain a websocket connection, indicating "OnClose" is happening over and over (where your code is designed to reconnect OnClose)?

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Sometimes it happens, sometimes it doesn't. Right now it's happening over and over, every simulation.

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Same code never does it on Windows. And sometimes doesn't do it on Mac.

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The logs simply say the websocket connection onClose message is "Message: Peer did not specify a reason for initiating the closing"

stuck scarab
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@rough osprey For the future, the easiest way (for me) to check my normals is this option (while you are in edit mode)
It will color everything in two colors, blue and red. Every face you need to see should be blue, so if you see any red on the outside you can easily identify it that way. Then change those sides with alt+n and whatever option you like, like flip

open wadi
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Lol, as an aside, I just did a wireshark dump and saw that epic games launcher is performing a non-stop UDP stream between my windows and mac boxes, what on earth.

rough osprey
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@stuck scarab thank you for the tips!

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one more question i promise

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is there a way i could make collisions more accurate?

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the wheel currently goes through the cylinder which isn't ideal imo

stuck scarab
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yeah there are some options for you

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for quick testing you could turn on a more detailed collision inside unreal, I say quick testing because it's probably not an optimized way ๐Ÿ™‚ If you just want to play around that should be fine tho.

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2:you could try to add a better suiting collision inside unreal

rough osprey
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is sphere not the best?

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is single convex hull better for this use?

stuck scarab
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3: you make a custom collision in blender and export it together with the car/tiles

rough osprey
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hmmmm I think I might go with 2

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thank you!

stuck scarab
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for testing I'd choose 1

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sec

open wadi
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Does anyone know why exactly UE4Editor.exe is blasting a UDP stream from my Windows box to my Mac?

stuck scarab
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for that you need to change this setting to "use complex collision as simple" @rough osprey
In the upper top menu, Collision, enable simple collision if not already. Then this should give you perfectly collision, with the cost of performance. Nothing to worry about at early stages tho

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#work-in-progress
Fun character I think ๐Ÿ™‚

hot beacon
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oh work in progress ok

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i moved it into work in progress

rough osprey
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@stuck scarab so all I need to do is make my mesh static then change the collision settings and it'll work?

stuck scarab
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oh sorry mate, so your car is a skeleton and not a mesh? Havent worked with vehicles yet ๐Ÿ™‚

rough osprey
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oh im so stupid lmaoooooooooooooooo

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well thank you anyway!

stuck scarab
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mh.. might actually be my bad. Depending on how you run this car it could be the skeleton physics where you handle collision

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Anyone here using the Unreal -> Blender Rigify/Uefy -> Unreal workflow?

shut glen
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does anyone know why my prohectile only goes one way

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?

stuck scarab
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not without seeing your code

shut glen
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oh yes

stuck scarab
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try it without the rotation of your sphere

light thunder
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@shut glen The first person shooter template has a projectile on it, you can see what they did exactly on there

craggy sierra
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is it normal that scaling only one axis of skeletal mesh, breaks collision? 4.25

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skeletal mesh has no collision after scaling it for example on Z axis only

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if I scale SM as a whole, on all axis then its good

fringe pivot
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So how much storage do you think it would take to version-control a game with probably 20GB of assets?
I feel it would become unmanageable pretty quick.

midnight gate
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help i cant log into epic games launcher is loading of ages and killing my internet

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i need to access my assets ffs

light thunder
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@fringe pivot You won't need to push all of those assets

light thunder
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@fringe pivot Check #source-control but generally just the assets you can change - if you need the space, just push your blueprints and other logic code, things like textures you don't need to push - you can always push it if you are thinking about making a change to a texture or something else - you can push it before you make a change as a revision and then you'll have a backup you can revert to

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@midnight gate just open your uproject file

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Unless you need to download one of your marketplace assets

midnight gate
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open what file

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i need to open the damn launcher to get an asset

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i dont need to acces ue4 that part works fine

light thunder
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is it from a project you are working on?

midnight gate
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no its just i bought smth

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and i cant get it cause of that

light thunder
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might be able to try logging in through the web if the launcher is being quirky

obsidian nimbus
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it does seem like loggin in launcher takes longer, you can scroll trough project w/o lag now tho ๐Ÿ˜›

echo zealot
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Is there any way to get/set a "sound time" type variable? I would like to see at what playtime a sound component is and adjust the time.

worn shadow
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hello i imported some fbx files from mixamo but its says "Mesh contains Root bone as root but animation doesn't contain the root track " how can i fix it ?

stuck scarab
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Export your UE Skeleton as fbx. Upload it to mixamo.
Use this skeleton with the animation
At the download step choose "with skin"

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had the same issue yesterday, still very clueless about animations but that solved the error at least @worn shadow

worn shadow
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ooh thank you

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โค๏ธ

stuck scarab
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np, dont know why its so hard to find useful information on that topic

winged crypt
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I can't see decals unless lit by movable/stationary lights, but I have dbuffer decals enabled and this decal uses that mode ๐Ÿค”

frank wren
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hey :)
Is there a way to create a multiple paintable master material?

slender island
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You trying to defib that zombie?

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haha

winged crypt
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๐Ÿ˜‚

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I can see the decal a little bit, but barely

novel charm
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Hi

haughty hound
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Hi, when i pause the game im able to rotate the camera but not to move it, how could i move it? thanks guys

cloud forum
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works fine when I set the variable to editable

wary wave
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is... that printing correctly?

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those numbers are enormous

dense knoll
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Any way to do automatic replication without re writing a ton of things?

wary wave
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probably not

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when you make something multiplayer, you make it multiplayer from the start

dense knoll
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Wish UE4 had it built in

wary wave
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it is built in?

dense knoll
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I keep forgeting my game is MP mostly

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nope

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you have to do Replication manually

wary wave
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if you think that's manual, I have bad news for you ๐Ÿ˜„

dense knoll
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Wait wat

wary wave
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UE4 does a LOT for you

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but you still obviously have to tell it what data to replicate and when

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that part could never be automatic

dense knoll
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Thats the part im talking about

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There should be a setting in the actor to automatically replicate everything in it

obsidian nimbus
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that would flood connection real fast

wary wave
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yeah

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it literally wouldn't work

obsidian nimbus
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characters are allready setup for replication

dense knoll
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I created a custom Pawn

sterile thistle
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We are all custom pawns

cedar vector
zealous cloak
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i have a question about the editor layout. i moved the my BLueprint section to the right of my window and then back again. No every new opened has it on the right side. How can i save this setting?

dense knoll
grim shale
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Hello, am new to programming and am looking to get into UE4,
C++ Programming specifically
I have some experience with programming (very small experience).
And I was wondering if one of you guys knows a good place to start with this engine
Because I have no idea where to start.
Thanks in advance.

fierce tulip
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@grim shale while you wait for smore answers, check out the pinned message in this channel for a getting started care-pack

grim shale
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@fierce tulip sounds good, I'll check it out.
One question though,
doesn't Epic Games have like a course for teaching the basics of their engine?

fierce tulip
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they have getting started tutorials available on the wiki/youtube and learning tab on the launcher

grim shale
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Ah, I didn't see that in the launcher the first time I started it.
I just came here straight away...

plush yew
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sorry to interrupt but i was wondering if anyone could help me find something for a simple weapon sway? i mean for like any object i want a flashlight to sway when the camera moves.

grim shale
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@fierce tulip thanks for the help,
I appreciate it.

fierce tulip
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np, i also remember Tom Looman publishing a c++ for ue4 tutorial thingy. i think googling "tom looman ue4 cpp tutorial" might get you the right results.

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its a bit old, so might need to use an older ue4 version to get it working as things change under the hood.

fierce tulip
south flax
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guys i am a 13 years old kid. does particel system kills fps???

wary wave
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those things are neat, but probably not useful for almost anyone ๐Ÿ˜„

south flax
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i wanna make some smoke in my project

cloud patrol
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hey, im following a course for creating large scale terrain but mine has these dark marks and idk how to fix them (mats downloaded from quixel)

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i used World Machine

wary wave
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build lighting.

cloud patrol
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akready did

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didnt work

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oh nvm, it did lol

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thank you, actual stupid problem haha

cedar vector
south flax
cedar vector
south flax
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i mean if we burst any cars in many games like gta v it kills a lot of fps. is it like that?

south flax
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but the problem is i have a very low end laptop that has i3 8130u 8gb ram and no gpu. even i get a lot of problems in making maps that takes a lot of time to compile shaders

midnight gate
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im working on a quiz and i want to have the questions randomized cause number 1 will always be correct while the rest is wrong

how should i go about randomizing these 4 data struk variables into the ui?

covert hedge
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put them into an array, use a random int node and then use the result to get the element of that array

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@midnight gate

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nevermind that

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there's a shuffle method

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you can call

midnight gate
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may you screenshot me the setup? i have a hard time understanding

covert hedge
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use a "make array" node

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plug the 1 2 3 4 pins into it

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it outputs array

midnight gate
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oh wow a shuffle node

covert hedge
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than shuffle the array, and the lements are in random order ๐Ÿ™‚

midnight gate
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wow

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this is so amazing im offended

covert hedge
soft fiber
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After the animation, when I move the origin the actual location of the player, it causes a camera jump. What is a good way to handle this?

midnight gate
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i would not recomend this method

covert hedge
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mb something to do with root motion and stuff? idk FeelsDankMan

soft fiber
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@midnight gate Why? What do you recomend?

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Does any have any recommendations for my question above?

worn shadow
midnight gate
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Move the character instead of root

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@soft fiber

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Mive the whole actor

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Your anins should always be around the 0,0,0 pivot

light thunder
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What's the animation concept for having a animation that targets a particular part of the skeleton but not all of it (like a reload animation that you place ontop of a walking animation) it's not blendspace or montage ...think it's slot but my google is failing me

midnight gate
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@worn shadow cant read text to tiny

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@light thunder smth like overlays look it up i dont know much

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Anim overlays

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Anim mixing etc

worn shadow
celest spire
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@worn shadow , what cg app are you exporting from?

light thunder
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Is it not montage?

midnight gate
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@worn shadow u imported smth with 0 data

worn shadow
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im trying to import some animation from mixamo but ๐Ÿ˜ฆ

winter gale
midnight gate
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@worn shadow idk its weird its not working did u select skeleton?

worn shadow
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yes

midnight gate
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Can u import the fbx into blender or smth?

worn shadow
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if you are avabile i can share my screen and i can show you what i made so you can tell me whats wrong ? ๐Ÿ™‚

worn shadow
midnight gate
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Im busy w ue4 myself cant talk

worn shadow
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i got it ๐Ÿ™‚

dense ravine
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hey, has someone an idea why i can't chose other languages in the right click, "Asset localization/Create Asset Localization/language" menu except for english? I added the other languages in the localization dashboard but it's not showing up on the asset localization

unique kraken
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anyone can tell me if you can creat a pose asset useing morph targets?

midnight gate
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you kno i shufled my questions and now idk how to know wich button is question 1 wich button question 2

soft fiber
# worn shadow im trying to import some animation from mixamo but ๐Ÿ˜ฆ

This approach actual works, don't waste your time with other methods:
https://www.youtube.com/watch?v=TnuCfyuIhpM

This video explains one of the ways to utilize animations from Mixamo and the Unreal Third person template with a modified Unreal Engine skeleton. This is a follow-up to my previous videos and explores new techniques based on viewer feedback.

I am not affiliated with Unreal Engine. I am not a professional educator. This video is meant to help s...

โ–ถ Play video
grim ore
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@midnight gate when do you read it?

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there is an event each time you push the button that you would use, so the button shouldn't be changing unless your changing the text at runtime. IF you are doing that you still know which button is pressed so you can get the text block widget that is assigned to that button and read its text

glacial oar
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im very new to unreal how the hell do i switch to my new camera in the scene from the third person character i would like to follow a new actor around

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all i get when i googleis switching to another controlled camera

midnight gate
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@grim ore dw i figured out i checked the text that the button is attached when the button is clicked it works perfectly

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i am changing the text at runtime that is why i need to check this stuff

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its a simple quiz thingy im making