#ue4-general

1 messages · Page 898 of 1

grim ore
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@glacial oar what is this other camera attached to?

glacial oar
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a horse that goes from a to b

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its on a boom thingy like the thirdperson

grim ore
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the "set view target with blend" node is what you use to swap the camera that the player camera manager is using

midnight gate
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now i need to play a flip book in the ui haha

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how do i do that

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lets see if google can help

glacial oar
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with the info you gave i shoukld be able to google it it can be hard trying to google something u dont know the term of

light thunder
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I made a pose asset for a skeletal mesh, what's the trick to getting it into an animation sequence?

glacial oar
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i would have more ram for my project if i didnt have 20 odd tabs open

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20 odd chrome tabs i looked using 5gb of my ram

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what performance wise is gonna get hit if i use the the megascans cliffs 200 odd times to make a massive cliff

cloud patrol
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im trying to do layer materials for painting, but why does it look transparent? i dont get it

grim ore
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@glacial oar just start profiling. How you use it will determine your hit. If its the same mesh and the same material there is a good chance it will be instanced automatically and perform well

glacial oar
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cool ill give it a hot

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shot

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can i parent my castle parts i placed to 1 movable object like a empty

grim ore
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you could put them in a blueprint with a scene component as the root yes, or you could group them if its just static mesh actors in the level

glacial oar
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i tried bp but couldnt get snapping to work its a big castle made from 10 ish partss

grim ore
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you can put them together in the viewport then convert them all into a blueprint if thats easier

glacial oar
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ah good idea i think ill do that

soft fiber
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Try again. After the animation, I reposition the Player, but it causes a camera jump. Is there a good way to avoid this issue?

grim ore
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what do you want the camera to do?

soft fiber
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The camera controls the player. After the animation, I reactive the player and set the position so the root is the player.

grim ore
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yep so what are you expecting the camera to do?

soft fiber
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I'd like it to smoothly target the Player without the shake the occurs from a large jump movement.

grim ore
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are you changing the camera during this animation?

soft fiber
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I'm debating do that if I can't figure out another method to make this work.

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Just want that jump shake to be gone.

grim ore
soft fiber
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Is that part of the camera component?

grim ore
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the spring arm

soft fiber
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ok, thanks!

oblique stream
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How to get rid of IncrediBuild? is it required now to build projects? Their customer service was spamming me emails asking for feedback. When I asked how to uninstall they stopped responding and google searching failed. Typical method for uninstalling in programs list also failed. Building a project keeps saying:

UATHelper: Packaging (Windows (64-bit)):   IncrediBuild Console 9.5.0 (build 3385)
UATHelper: Packaging (Windows (64-bit)):   Copyright (C) 2001-2020 IncrediBuild Software Ltd. All rights reserved.
UATHelper: Packaging (Windows (64-bit)):   -----------------------------------------------------------------------
UATHelper: Packaging (Windows (64-bit)):   
UATHelper: Packaging (Windows (64-bit)):   
UATHelper: Packaging (Windows (64-bit)):   --------------------Build System Warning---------------------------------------
UATHelper: Packaging (Windows (64-bit)):   License is invalid:
UATHelper: Packaging (Windows (64-bit)):       License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.
UATHelper: Packaging (Windows (64-bit)):       This build will run in standalone mode.```
grim ore
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it is not required and its part of visual studio install, so uninstall it from there

oblique stream
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in the past, this has prevented me from a successful packaging.

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and ok thanks!

worn shadow
kind dew
stuck scarab
worn shadow
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i imported runing animation and i think i made every think as well but when start the game i can t see my animation so can someone help me

pulsar badge
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Anyone use brushify

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pack

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If so do u know why this is blank when i open the grass layers folder

opaque anvil
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Hi! Very new to unreal, I'm trying to implement a weapon sway, and all the documentation I've read says that having a event tick is bad practice. If I have one, is that a big issue?

light thunder
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@opaque anvil Learn what animation sockets are and let the engine do the sway for you

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probably the only thing about the animation system that's cut and dry

crimson vapor
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how to remove texture from a plane on a button click ? I am playing a video on a plane, I implemented a stop button to stop the video on the plane. When I stop the video the the videos frame is still visible on the frame, how to remove it ?

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Thanks in advance

grim ore
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@worn shadow after importing it how did you set it up?

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@crimson vapor change the material on the mesh to a different one

worn shadow
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i used animation blue print and i made what i saw from tutorial but i already made everythink on video i checked 3 times but

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its still same :/

crimson vapor
grim ore
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@crimson vapor yes

light thunder
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@grim ore How did my Pawn spawn twice? I've done a BP find all for the Spawn Pawn Node and it only happens once and I've sat all my maps streamed in to make sure it isn't already in the world

grim ore
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@worn shadow well we cant see your blueprint to tell you what is wrong, but did you change the animation your blueprint is using? im assuming a blend space if using running

light thunder
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Is there any type of "actor that spawned me" to figure out where this stupid extra pawn is coming from

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I tried stepping through to determine what else was loaded but there's too much happening at startup,

crimson vapor
light thunder
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god I wish you could step "backwards" in BP

grim ore
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@crimson vapor thats up to you and your project

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@light thunder none that I know of but its possible you can check for references to that blueprint and see what is referencing it. the only issue would be stuff thats using the class and not the bp itself

dawn gull
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So, sorry if I'm interrupting, I have a procedural mesh component that uses noise so it's different every time I load it, how can I make it so the person who hosts a game generates it and then transmits the model so the client doesn't have to re-generate?

leaden tide
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thats the player start one for example

grim ore
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what does the blueprint look like?

leaden tide
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you talking to me or him ?

grim ore
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@dawn gull you dont, you pass along the same key that is used to generate the noise to every other client

tardy sentinel
grim ore
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to you, what does your blueprint look like @leaden tide

crimson vapor
grim ore
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does it show more than nothing?

tardy sentinel
leaden tide
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its literally the default stuff i just think i accidently hit a keybind or something

tardy sentinel
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Pls help

grim ore
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well the G key is for game mode, so that could be it

leaden tide
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yeah

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it was g

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i think

light thunder
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sorry, the default pawn

grim ore
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ah

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well problem solved then I hope lol

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@tardy sentinel we need more info, what do you want to do

leaden tide
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erm, so how do i toggle the game mode

cloud patrol
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jesus adding tiling variation is so tedious

grim ore
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the viewport game mode? its the G key or the drop down at the top of the viewport

dawn gull
leaden tide
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oh yeah im dumb thanks

stuck scarab
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whats necessary to make meshes physically react to bullets or any kind of projectile?

  • Collision needs to be setup for the mesh as well as for the projectile
  • Simulate physics need to be turned on on the mesh
    -my projectile needs to ... ? Apply force?
grim ore
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@dawn gull faster is subjective but no you dont want to send the mesh over the network that is in efficient. Both machines generate the data using the same key

dawn gull
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Ok

grim ore
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@stuck scarab both options need to simulate physics properly (collisions and channels and all) and you use physics to move one into the other basically

stuck scarab
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so they just need to hit then

dawn gull
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And another problem related to my procedural mesh, when I open the level from another level is times out and says the ForLoop in the generation code is an infinite loop

leaden tide
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how can i move a players camera seperate to where they actually are, so for example if i want them to be sat in a chair and then have a cinematic part where he automatically gets up and is playable

grim ore
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your generating an infinite loop then, or a loop that is larger than the infinite loop detection amount in your project settings. You can adjust that or split your loop out across frames. @dawn gull

dawn gull
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Okay, thank you again!

grim ore
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@leaden tide you do just that. you have another camera that is currently set as the current player camera managers camera, then you do whatever, then you make the players camera the current camera

leaden tide
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thank you

worn shadow
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it seems working but its not

grim ore
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so in the game when you hit play the idle animation is playing?

worn shadow
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yea

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but runing isnt

grim ore
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when you preview (the green dot in the blend space) does it show the running animation?

worn shadow
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yes

dawn gull
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I set the maximum loop iteration count to 1000000000 and it just crashes quicker and gives more errors

grim ore
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what does your code look like in the anim bp that feeds the data into the blend space?

leaden tide
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one more thing, if i use cameras can i still give players an option to freelock via the camera?

grim ore
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increasing the loop count isnt a goo fix, you want to split your loops over frames instead of all at once. or make you loops more efficient

dawn gull
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Ok

grim ore
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@leaden tide you would basically make a new actor that your player can control that is just a camera so yes

leaden tide
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alright cheers

stuck scarab
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you can manually set your values here that you have setup in the blueprint, like speed for example. For testing purpose.
If you set your speed here and its not changing the animation than you know something with your values if off
@worn shadow

pulsar badge
grim ore
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^^ thats the part of the animation blueprint you need to check for being set up correctly

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@pulsar badge random weirdness. just try and open it gain or open th windows at the top that are closed or restart the editor

pulsar badge
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@grim ore uh

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?

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wynm

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wym

grim ore
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which part lol?

pulsar badge
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i tried restarting

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all of it makes no sense lol

grim ore
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the editor randomly does that

pulsar badge
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oh

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How would u fix it

grim ore
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have you gone up to the window menu at the top of that window?

pulsar badge
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i restarted

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Dont understand what u mean L<

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:<

finite chasm
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Can i hop into a call with somebody for 2 seconds i just have a question?

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Wanna stream my situation

grim ore
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at the top of that window it says file, edit, window...

pulsar badge
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ok

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ya

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what about it lol

grim ore
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try loading the default editor layout

calm sphinx
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4.26 feels more stable than 4.25.4, or is it just me?

grim ore
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or checking the options you want it to show

light thunder
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well shit, what happened here? is this some optimization view mode I forgot about? that I left on?

pulsar badge
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let me relaunch

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it

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hold up

tardy sentinel
grim ore
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which text?

tardy sentinel
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text binding

grim ore
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if you mean text in the bottom right you need to edit your UMG widget and add some more text you can change in there

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you shouldnt be binding to something like that, when you change the firing mode you can talk to that widget and change it

tardy sentinel
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nono i want to make a text bind so if burst is selected or single that the text change to the

grim ore
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you should never* be binding to something unless it changes every frame

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we dont know how your text is set up or how your weapons work. You need to have it when you change the weapon mode it tells something to tell your widget to change that text

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or you can somehow expose a variable somewhere that has that mode and then bind inside of the UMG to check that text every frame but thats wrong

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or I guess you could set up all the weapons to use event dispatchers and have the UMG widgets listen to that and change when the weapons fire off the dispatcher

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theres many ways to do this

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I also dont see any text to change in the widget so I can't even suggest what to change

tardy sentinel
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i just want to sync the 3 thing into one varible at the end like the print string that all appeare on one

grim ore
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WHERE on your screen is this text at?

tardy sentinel
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i want to make a text

grim ore
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ok so you dont have anything yet?

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that is debug text, this is what you want to see?

tardy sentinel
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but

grim ore
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is this your blueprint and ui? or is this an asset pack or download

tardy sentinel
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blueprint and ui

grim ore
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so if you made it, add your text to it

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and set it up like you set up your ammo

tardy sentinel
grim ore
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look into making an enumeration then

tardy sentinel
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how to make that

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?

grim ore
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but that doesnt really need to be done, you can replace each of those "print string" nodes with a call to your UMG widget and then setting the text

tardy sentinel
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i want to have it like in pubg when u change the modes

grim ore
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yes if you made the umg widget you should be able to do this

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how are you checking for ammo?

tardy sentinel
grim ore
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there are hundreds of docs and videos on enumeration if that is what you want to do. you can make a variable in your character for the shooting mode and change it then have your binding check it and set the ui

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its stupidly bad but you can do that

tardy sentinel
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idk

grim ore
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it sounds like what you want (three things in 1 variable) would be an enumeration

finite chasm
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Trying to make a pawn camera move on X/Y axis with wasd but nothing happens

grim ore
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fix the problem and then problem solved!

light thunder
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Why is all my lighting gone, I see now shadows but it's Lit - I'm using BP Skysphere and it's done this before

leaden tide
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so if i wanted a playercontroller to control the pitch and yaw of a camera i'd have to create a pawn that controls the camera right

grim ore
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it doesnt have to be a pawn, any actor can take direct input if you want it to but yes the blueprint in the world would take the input then do whatever you wanted

leaden tide
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right, so i'd need to translate the input from the player controller directly to the camera?

grim ore
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if the actor is just a camera component and you take direct input from the input system then you can do it that way

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just depends on how the input is coming in and if the player is supposed to be passing input to something else as well and such

leaden tide
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yeah, their actual body should just be frozen

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so i dont need to mess about with possessing and such?

grim ore
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you can unpossess the character so it doesnt take input, then possess your floating camera pawn and then all input would go into that instead of the character

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seems like the easiest way

leaden tide
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oh okay yeah

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but doesnt possess only work on pawns?

grim ore
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yep which is why i said floating camera pawn 😉

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if you arent possessing and just taking input it could be an actor

pulsar badge
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@grim ore ok i loaded

grim ore
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but since you want to ignore input on the character makes sense to just swap pawns

pulsar badge
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i open it

leaden tide
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i mean i just need pitch and yaw not movement

pulsar badge
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and i see file edit asset window and help

leaden tide
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alright

grim ore
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under window do you have the load layout - default editor layout

pulsar badge
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have the

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one

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lol

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what*

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I see default editor layout ya

grim ore
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yep try resetting your layout

pulsar badge
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o

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thanks ❤️

late verge
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Would anyone be able to explain to me why my camera shakes are completely broken?

Here's a video showing what I'm talking about. In particular, the oscillation blend-ins and outs completely break the camera shake. Been stuck on this issue for days now 😕
https://streamable.com/o0kx6k

And these are the settings for my camera shake:

pulsar badge
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@grim ore got a question

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is there away to change a mesh foliage to a green one so i can use it for procedural

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from blue to green

grim ore
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depends on the material but you can probably tint it somehow

pulsar badge
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ah

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umm

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idk how to change it

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lol

plush yew
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If you have a new mesh u can click on the old one and drag the new mesh in the box

light thunder
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I want to be able to save revisions of my lighting level, like making changes to the skysphere and other aspects it - but I don't want to push the GBs of lighting data every time (some changes are dynamic) - can this be done without breaking the lighting data?

leaden tide
grim ore
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I havent followed that one, but thats a C++ tutorial. If you just want a pawn with a camera create a new pawn and add a camera component to it

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to move it you can look at the same code in the first person template, for the first person camera, and just remove the input that moves the pawn but keeps the mouse for mouse look

pulsar badge
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@plush yew its blue

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how would i change it to green though

grim ore
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you would change the material. WE cant see your material, we dont know how the mesh is set up, we know nothing other than change blue to green and that would generally be changing the material

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no one can tell you what to do exactly without more information or you can look up how materials work and start from there

summer pine
cloud patrol
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is there any course for learning to tile large scale landscape textures and such?

grim ore
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@summer pine look at using data tables

cloud patrol
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i looked in youtube but they dont explain how to do tiling with multiple textures like roughness, albedo and normals at the same time

cloud patrol
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hmm ill check that one

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ill see if i can figure out how to link the nodes to make the roguhness and normals work

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roughness*

summer pine
grim ore
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you will have to do something custom in C++ then or look for a plugin that can help

summer pine
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or for Zikiel?

grim ore
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yes, data tables need structs. you cant do that so you need to do something custom if you just want that data in the engine

rough kraken
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Hey guys, unreal noob here. Anyone here good with networking? I have a problem with an unreal project, and it probably also relates to my ISP... i am game for any working solution, honestly my goal is to learn

light thunder
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really, really wish I knew how to move a preview mesh on an animation - would make position a lot easier

tardy sentinel
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and how do i make like ui text appear when some thing is getting pressed eg r how do i make the ui text appear ?

random summit
plush yew
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Cuz there are no lights

random summit
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i ticked use my emissive as my light do i still need an additional light?

plush yew
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It depends how you want ur map... if it’s a scary map u don’t want light... if it’s good.. idk... you want light?

random summit
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quite dimly lit but i'll try to add a light anyway to see if it helps the bake

plush yew
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Ok

random summit
night burrow
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Can someone suggest me a really good cinematic plugin for UE4? I want to include it in my game.

sharp flax
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Do you guys have some go to documents/webpage you refer to, for optimization tips like: Foliage, LOD's, landscape, streaming, meshes, collisions etc..?

I have these two:
https://software.intel.com/content/www/us/en/develop/articles/unreal-engine-4-optimization-tutorial-part-1.html
https://software.intel.com/content/www/us/en/develop/articles/unreal-engine-4-optimization-tutorial-part-2.html

But if you have something else you want to share, i'd be happy!

opaque anvil
meager pagoda
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Hello everyone! I'm brand new here, how are you all doing? I'm having some issues with porting collisions of a model from Blender to UE4, is there anybody that might be able to help me with that?

plush yew
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Hey
I am new to blender and unreal engine
I am trying to import my simple blender model for a test
when I import it into unreal for some reason the texturing is not done correctly anyone know any reason why it might be doing this thanks

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but for some reason it is doing grey and green?

meager pagoda
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Hello fellow Blender user. lol

plush yew
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Hey

grim ore
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@plush yew what is not done correctly? you have the blender one highlited so its hard to tell what you expected

plush yew
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help here
i cant find the usual camera shake class
i tried each one of those and they dont function the same as the old camerashake

drifting geode
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@plush yew are u importing it as fbx? What are your material settings on import? Could be that it's using an already existing material in unreal instead of importing/creating the fbx's material..

But otherwise, like Mathew said, hard to tell with the selection highlight in blender...

meager pagoda
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Well, since some people familiar with Blender are around, allow me to post screenshots of what's happening with my collisions.

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The mesh:

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The (testing) UCX:

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Should be that whole 'patio' area

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Mesh imports into UE4 correctly

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But the UCX...

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I've tried various shapes & sizes of UCX's in blender, and they all get squashed down and have their shape completely changed upon importing

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Is it some kind of simple import setting I'm missing?

drifting geode
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How many objects are that in blender? 2?

meager pagoda
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Yup

drifting geode
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Floor and building?

meager pagoda
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The entire structure is one object.

drifting geode
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Not quite sure but I think unreal creates one convex collision object for each object

meager pagoda
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That's if you're using Unreal's automatic collision generation, no?

drifting geode
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Try breaking the UCX into smaller convex objects

meager pagoda
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No, the UCX is literally a single block, it's only supposed to be the front patio / balcony thing.

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See my 2nd screenshot

plush yew
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Okay so my object was selected but it was the same orangey colour without selection which is what I wanted
But in unreal it switches to grey and green

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I will figure it ou tomorrow bc I have to go off thanks anyways cya

meager pagoda
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You did give me the idea to break up my actual structure into multiple objects to see if the automatic collision generator does a better job though

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Going to give it a test

drifting geode
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" If you need more than one collision object for a mesh, you can extend their names with further identifiers, such as: UCX_Tree_01_00, UCX_Tree_01_01, UCX_Tree_01_02, etc... and they all will be associated as collision for that mesh."

errant blade
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so UE4 question

meager pagoda
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yes which is what I was doing fele

errant blade
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i'm having an issue where if an explosion throws n object too far away the object will despawn

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where does one edit that? cause now its getting to the point where the map is so big that i can just drive far enough that my vehicle disappears and i'm reset to the spawn

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im thinking there might be some limit somewhere that despawns objects that go too far away but i cant find it

median hound
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the actor gets deleted?

grim ore
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@plush yew did you set up the material, normally materials do not import in from the DCC program

errant blade
drifting geode
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@errant blade you want some kind of kill plane or kill volume..?

errant blade
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my actors get deleted when going too far from the spawn / center and i dont want that to happen

drifting geode
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Oh ok

errant blade
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for example i got this big big yavin 4 map with death star and sometimes when i fly too far away the player and vehicle just get deleted and the player gets reset back to spawn

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im wondering what causes that and if its a setting how i can change it

drifting geode
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Did you disable the world bound checks?

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In world settings

meager pagoda
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Splitting my mesh into multiple parts didn't work. Making multiple UCX's didn't work. This is becoming a real pain.

errant blade
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thanks!

haughty hound
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Paused game, when so my debug camera rotates but doesnt move, coz that im creating a new one, is that how any if u guys did it too?

drifting geode
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But maybe it's not a good idea to completely disable it. think you can change the world bounds..
Try WORLD_MAX in the console

drifting geode
meager pagoda
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Again, yes to both.

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The UCX is being imported, its shape is just being changed completely.

drifting geode
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Did u scale the UCX in blender?

meager pagoda
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Did you look at my screenshots?

drifting geode
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Hm ok, if it was a blender transform issue it would apply to the Render object as well I guess

crimson lake
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Hey guys Does anyone know a way we can contact the UE community?

leaden tide
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say i want to create a floor with specific dimensions, if i design it with the default cube and use scale, is there a way to create a seperate mesh from that resized mesh so that materials apply to it without being stretched?

crimson lake
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and I highkey thought the deadline was on the 18th :/

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and apparently the application closed

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Is there a way to reach them and try to see if I can still join :/

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I thought I got everything ready early but apparently I'm a day late :/

leaden tide
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this is while using a bsp btw

crimson lake
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@gleaming narwhal @wicked tiger Sorry for tagging I'm trying everything I'm desperate rip

drifting geode
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@meager pagoda second screenshot: just to clarify, the UCX is just the highlighted box, correct?

meager pagoda
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Correct.

drifting geode
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When you created that, did you use scaling?

random summit
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unreal engine is confusing... I was relatively happy with the lighting here then i built the lights and it looked very ugly so i hit force no precomputed lighting to undo the built light and it doesnt look remotely the same?

meager pagoda
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I believe I used scaling, yes.

drifting geode
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If so, I think you need to apply it before exporting...

modest ivy
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does "falling" cover any time the character is in the air? including while still jumping?

meager pagoda
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I did apply it.

drifting geode
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Does bevel for example look correct?

random summit
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❤️ Unity

meager pagoda
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Bevel looks correct, yes.

random summit
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kill me

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why the fuck did i think it'd be a good idea to built lighting

drifting geode
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@sam try changing you skylight to from static to stationary or vice versa

random summit
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it made it look slightly different but not close to what it was

drifting geode
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Not sure if that's a precomputed lighting issue. Looks more like a changed environment map

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Or try deleting and placing it again..

random summit
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still stays the same, itss quite confusing

errant blade
#

is there a way to go to the blueprint giving errors after cooking is failed?

#

cause im failing cooking but im checking all blueprints and they all compile fine

#

wait-

#

what does this mean?

#

"PackagingResults: Error: [Compiler BP_SceneRoot] In use pin Scene Root no longer exists on node Set . Please refresh node or break links to remove pin. from Source: /Game/Blueprints/FBXImporter/BP_SceneRoot.BP_SceneRoot"

devout swift
#

If I'm running multiple automated tests using BPs that inherit from FunctionalTest, and all the tests are in the same level/umap, how would you recommend resetting the level for each test?

resetting means resetting the location of things that were moved, destroying actors that were spawned, etc.

I thought about using OpenLevel and then giving it the name of the level I'm trying to load but I get a black screen when I do that;

versed lion
#

how can I stop it from reopening new tabs every time?

errant blade
#

How do I refresh all nodes? i swear i can't find the button for it

rough osprey
#

anyone know why my tires are sitting above landscape?

errant blade
tiny knoll
rough osprey
#

well shit

astral sundial
#

hey i am trying to import a model that is rigged and animated like i usualy do but this time it failed and i dont know why or how to fix it. (i tryed to import into unity to see if it would work and it worked but not in ue4) any ideas how to fix?

#

never mind i just found out a fix right after i posted even though i was struggling hours before

rotund scroll
#

it's almost as if it was trying to tell you something

plush yew
#

Hey y'all, quick question. I'm gray boxing a level and I'm finding placing smaller objects is a little annoying. Is there a way to snap to the terrain, and perhaps rotate the object based on the surface normal at that position?

#

I searched and found V + drag thinking it was called vertex snapping, but I'm not sure what that's doing, it just highlights random vertices and doesn't seem to interact with the terrain.

rough osprey
#

when creating weight blended info for landscape painting my editor freezes every fucking time

flat pewter
#

hey folks, has anyone ever used a PS4 controller in unreal?

#

I can't find the inputs for the touchpad

#

only x axis and y axis

#

but no click

haughty hound
#

Paused game, when so my debug camera rotates but doesnt move, coz that im creating a new one, is that how any if u guys did it too?

light thunder
#

Why isn't my emitter allowing me to change the material? I don't get any error message and it's checked out from source control

#

ah, it won't let me change it to a material instance I made ---why? I made a instance of the parent material and modified some stuff, I changing the lighting mode that might break it in terms of how it renders/displays but it should still allow the change

#

This is fucking asinine

#

Why is this allow to be this way and no one got in trouble for not having an error message? I feel like this should explain why or at least give an error message instead of nothing happening

#

and if someone chimes in with "you can't do that with particle parameters" that's not what's happening and even if it was, why not just say that? seems like an extremely common thing to do, to change the material of an emitter

#

I can't even duplicate the material instance it IS using and set that

rough osprey
#

is there any easy way or something from the market place that will allow easy creation of interactive water

#

so i can drive a truck/car through etc

zinc shore
#

how can i make my characters mesh slightly lag behind the the capsule to reduce jitter

meager pagoda
#

Btw, to make sure the issue I was having wasn't just a "scaling issue" in blender (I didn't think it was, but it was the only suggestion I got), I deleted my UCX, made a brand new cube, named it properly, saved it as-is, exported and imported it into UE4 and got the exact same results.

#

If anybody here is familiar with Blender to UE4 workflow I could really use some help, I'm barely beginning my game and this is completely stonewalling me.

#

I'd rather not have to resort to making hundreds of collision boxes in UE4 manually after importing the mesh for performance and time reasons both.

#

I also still haven't been able to find this issue happening to anyone else on Google.

frail portal
#

i found an awesome asset pack that's from 2016 and dev is awol, i wanna generally ask if an asset pack from 4.13 could be compatible with the most recent ver?

meager pagoda
#

that probably depends on what exactly the assets are

#

if you're talking about just models or materials there shouldn't be any issue

frail portal
#

post process material

#

like i know issues are likely gonna happen with blueprint stuff cuz some nodes are not in newer versions/renamed and all

rough osprey
#

how would I make this look a lot better?

#

right now it looks like one of the shittiest indie games ever

frail portal
#

wrong channel buddy

rough osprey
#

i dont see any #help channel

#

ok thanks

plush yew
#

Doesn't seem like snapping to terrain is possible.

#

RIP, just doing it manually.

light thunder
#

surface snapping doesn't work for you?

#

@plush yew

plush yew
#

🤯

#

so easy

#

placing my plants like a boss now, thanks @light thunder

light thunder
#

don't forget to make sure all your instances have dynamic shadows turned off unless you've prepped for that

meager pagoda
#

Okay, well, it seems like i've done the exact steps of every guide and documentation I can find about porting Blender mesh & collisions over to UE4 and nobody seems to know what's causing it to not work

#

so i'm stuck making collisions manually in ue4

#

it'll absolutely ruin performance eventually but at least it'll work lol

light thunder
#

make simple collisions for one, unless you really need them to be that accurate, and even then, you can chain together simple collision like sockets on an animation

#

@meager pagoda are you using the unreal pipeline tool?

meager pagoda
#

I am not.

#

I hadn't seen a mention of this tool in any of the guides, I'll try it out.

cloud patrol
#

any idea of why layer blend makes my material transparent?

meager pagoda
#

@light thunder It worked. Thank you so fucking much for pointing out that plugin to me.

#

This'll save me a LOT of hassle. UCX is working like a charm now.

#

Seriously, thank you so much, I've been struggling all day to figure it out and now I can continue my game lol, I was so frustrated

#

Made my day, man.

plush yew
#

@light thunder on fire rn

light thunder
#

pay it forward bro, I'm still bitching in animation chat looking for help but if you see someone asking for something and you have an inkling, point them in the right direction

meager pagoda
#

I'm not super familiar with animation yet sadly or I'd help you out, my forte is programming and I've only been learning modelling for a few months

#

Animation's next on the list lol

#

Omg my UCX updates in UE4 with the click of a button now in blender

#

Dude this plugin is amazing lmao

light thunder
#

@meager pagoda let me know if you figure out a clear, repeatable way to import LOD's on the same static mesh - i did it accidentally once using that plugin but I could never duplicate the result, not a huge deal because the only time I do that is when I need something functional like editing a wall so I can bust through it in a section, so losing LOD's is on the end of the world, but it's the principle

#

Make sure you watch your lightmaps overlapping too, you can break a lighting build that way and lose all the rendering time, also if you are using HLOD's it can fuck them up too, if you are coming from blender and have screwed up the asset

meager pagoda
#

I haven't even started learning to do LOD's yet

light thunder
#

you don't necessarily have too

#

I only model when I can't use an existing asset

#

why build when someone else already has

meager pagoda
#

I think the opposite! I'd prefer to make sure my game looks exactly how I envision it :p

light thunder
#

Nothing wrong with that, if you have the time for it

plush yew
#

Looks like the translate and rotate properties from my decal object's transform is missing in the blueprint editor

#

I think last time I ran into this, I had to remake the blueprint from class

#

Anyone have any ideas?

light thunder
#

you probably resized the window

#

try resetting your editor layout or check the window in the blueprint

plush yew
#

I just closed down editor, and rebuilt from IDE

stuck swan
#

any ideas why soft object references created in 4.26 are not setable in the details panel anymore. ones created before are still setable.

light thunder
#

that might not fix it

#

if it is a layout issue, some of those values are saved in the Users directory for your windows user app data folder I think

plush yew
#

But the decal component right next to it is fine…

#

I tried resetting layout, and restarting editor

#

Made sure hot reload is off

#

😢

light thunder
#

let me see the content browser where they are located

plush yew
#

They're inside my BP_Character

#

CursorToWorld (decal) and NavTarget (decal)

#

Are the two I've been comparing

light thunder
#

find the parent

#

or show me the construction script if you are using that

#

I need to see where those originate from

plush yew
#

I've got a C++ class, OddCharacter

#

That one shows up just fine

#

I was trying to not have this one attached to root component, and set location manually

#

But I feel like somewhere along the way it broke, and I stopped be able to set those properties in blueprint editor

light thunder
#

I don't hardly ever mess with C++

plush yew
#

Hmmm, when I reattach it to root component, those properties show up… but then the behavior is broken

#

I guess it needs an attachment for those transform values to show up

#

Not sure what to attach it to now though 😦

#

Lol you still helped @light thunder your question showed me the difference was attachment

light thunder
#

why is the editor crashing when I try to use eyelid animations?

tranquil falcon
#

Hopefully a super simple question: is there a way to view both wireframes and the shaded/lit modes together?

devout swift
#

for creating automated functional tests, am I supposed to create a new map for each test?
Or is there a way to effectively run multiple tests in a single map?

cloud patrol
#

Full Blog Post with Videos and Notes: https://www.worldofleveldesign.com/categories/ue4/landscape-macro-tiling-variation.php

Here is how to solve obvious texture tiling on landscapes. Where your textures look good up-close, near the player but then it tiles very noticeably far away.

Get the "UE4 Landscape Essentials" Tutorial Course: https://w...

▶ Play video
#

is it possible to fix tiling like this but with rough and normal maps too?

#

it seems like its only for colouring the landscape

plush yew
#

Hmm, should my NavMesh have these holes in its map of the terrain?

#

I don't understand how to make those areas walkable!

light thunder
#

you need a navmesh um, jump thing, god i can't remember

#

basically it's a manually override that helps them get across those gaps

late verge
open wadi
#

Quick question - if I unload a widget via "remove from parent", and then I re-create the widget via create widget, will that call the event construct node?

#

Say I have widget A, it's loaded, event construct ran as normal, then later I get all widgets of class for widget A and remove the results from parent, and then I use create widget A, will that call event construct again for widget A?

I presume so, but just want to confirm.

frank wren
#

I have a quick question too:
My tessellation isn't working at all. It has no effect.
This is how it looks like:

#

I know I neet to put in the Texture Coordinate in the image but it had no effect

#

any ideas?

#

fixed

open wadi
#

Is there a node that is the equivalent of clear, but for maps?

#

Instead of arrays?

rough osprey
#

anyone have a good tutorial on intractable water so a vehicle interacts with it?

open wadi
#

Never mind, found it.

royal magnet
#

Hi everyone, I am having an issue with capturing video, I am using FXAA and it is giving a flickering video as a result, it is fine when I change it to the Temporal AA but as you know that gives a horrific blurry result. How can I make a video with FXAA or something like that

#

Thanks in advance for your time

plush yew
#

alright so is it possible to export this asset into unreal with my textures?
this is so confusing me to me I did not think it would take this much effort lmao

royal magnet
#

It looks like you just have a basecolor texture and you are applying a node to manipulate the color? and thats all you wanna have in unreal?

#

If that's the case make a material, add your texture simply by drag and drop, and press number 3 and left click which will add a node for color. then connect them with multiply node and proceed from there.

#

sounds like what you wanna do is more like a blender thing than unreal, because unreal just needs the for example png for textures, after that point you will have a mesh and your textures for material then you are gonna setup your material.

proven shuttle
#

@plush yew embed textures with FBX or use GLTF 2

finite chasm
#

Trying to great a click and drag movement system on X and Y for my top down game.
I'm using a basic pawn class and i have wasd working perfectly. Just cant get this to work?

charred anchor
#

Hi all, i'm just starting out with Unreal and i'm looking to learn a bit more. This question has probably been asked 1,000 times so I apologise. Can anyone recommend a good order of things to learn within Unreal? I would like to learn how to animate characters within unreal and create interactions between character and object such as pick up / drop an item, click 'some key' to interact with 'X' object etc. etc. This may however not be the best thing to begin with.. if anyone could offer some friendly guidance that would be much appreciated. I have no design background but I have a dev background (PHP, JavaScript, Vue.JS etc.), although I haven't yet touched C++ and understand it is quite difficult from what i've read. Thanks 🙂

plush yew
#

thanks I will try to do that when I get in from college thanks so much

plush yew
#

Hey, any one got a steam understanding? our project got released last friday. now has 19 lifetime steam units sold, 6 returns but so far no one has played first level at our steam leaderboard. is there someway to hide from leaderboard in general? is our game buggy but noone leaves a comment or could this be normal?

merry bison
#

I have a level blueprint that randomly creates objects from another blueprint on the screen. To that object blueprint I've added a material, which is just a color in this case. How would I instead of the fixed material/color create a dynamic/random color for each object the blueprint spawns?

unreal widget
#

Does anyone know how to deal with the editor not letting you save because "you're still in play mode" after closing Standalone game instances? Its really starting to get annoying not being able to save without constant warning messages blocking me.

worn shadow
#

can someone help me about char animation import ?

#

or can some one give me a tutorial link about that

plush yew
#

Hello I am new in Unreal Engine.

exotic thicket
tawny igloo
#

Hi! I am also relatively new to Unreal Engine, but I am planning to give it my undivided attention in order to evaluate whether it is a suitable career option for me - or if I should go back to what I previously did.

I found this online learning program (starting today), which upon completion would give a RITx professional certificate. As my degree is not in software development I think it could give me more credibility going forward. https://www.rit.edu/news/rit-offers-unreal-engine-foundations-professional-certificate-program-edx

Do you have thoughts on this? Would it be worth while - or should I just stick with free courses on Unreal Online Learning platform?

merry bison
floral mesa
#

@tawny igloo My personal opinion is the only thing that gives you real credibility is your actual skill, and your portfolio. No one needs a certificate for that.

fallen flower
#

Why do I have dark/black corners in my box reflection capture?

floral mesa
#

@tawny igloo however it falls in line of educational content, which i do purchase and add to my library. I'd want to know if I could keep the content in a collection of my own if I paid to take part in anyone's curriculum. It's important to me any classes I purchase that I am able to access them on my own time.

tawny igloo
#

@floral mesa You might be right. Edx gives free audit access from 16.12. to 27.1.2021 so maybe I'll see what it is all about and if it helps me to improve and make connections.

floral mesa
#

yeah because you may learn more than what that course covers for free and on your own and look back at it like maybe its not for you anymore

#

i have a small group where i help people work through things in UE4, if youd like to join I Invited you

tawny igloo
#

Yeah. But from an absolute beginner's point of view it would be wise to do the foundation work properly

#

Thanks! Absolutely

floral mesa
#

definitely, but building foundations to me is the free part all that there is to learn there is out here free.

tawny igloo
#

Mm.. The unreal online learning platform is great

floral mesa
#

it keeps getting better too

cloud flicker
#

Hey people 🙂 what is the best approach to damage a skeletal mesh in runtime and influence the (procedural) animations? any help is appreciated

floral mesa
#

@cloud flicker like for severing limbs?

cloud flicker
#

yes, correct

floral mesa
#

do you know how to 3d model?

#

you have to prep the model

#

there are tutorials for it

#

its called Gibbing

#

look into that and youll find what you need

cloud flicker
#

Thanks for your help 🙂 Wouldn't gibbing only be helpful to remove complete preset limps? I'm looking to create a wound system in which every part of the body can be slashed or shot. The destruction should be based on the weapon strength.

floral mesa
#

@cloud flicker i want to build a system like that as well. i'll send you a pm

ember notch
#

Is it possible to convert Blueprints automatically to C++ code?

dense ravine
#

Hey, I have some questions about Asset localization in Unreal, has someone experience with this stuff?

spare sun
coral wasp
#

Merry Christmas!

plush yew
#

Anyone need help with a Pause Menu in Bps?

ember notch
#

Thanks 👍

plush yew
coral wasp
#

😂 what? I think definitely not me

#

I think Avitas was thank JustRed

plush yew
#

Ok

green prairie
#

After updating to 4.26 I get all these error pop-ups in the right side of the screen.. I didn't get them before.. Before the error log window popped up, which is fine. But these are annoying, and won't go away unless I press Dismiss...

How do I turn these notifications off?

proud narwhal
#

Is there any way to see what the engine is doing? I have tried to move some files from one folder to another, its been over 30 minutes and I cannot interact with the window and do not want to force close it

void barn
#

can i use paragon chara for commercial purposes

#

like put inside my game

#

and sell it

hidden tendon
#

I'm having an issue where I can't select anything in my scene, I tried pressing "T" but that doesn't help this time... never had it lock up like this. Even in a new level within this project, the problem persists. I can't even use the transform gizmo either. Sooooo frustrating.

charred anchor
#

I'd use a log viewer if i were you though - i'm also assuming you're on Win10

plush yew
#

Hello

thorny perch
#

how does one reset preview settings for a project without opening it? set preview to vulcan but now the project crash at 95%

forest tree
mossy hound
#

how are you all doing today

plush yew
mossy hound
#

nice

slender island
#

good good

plush yew
mossy hound
#

cool

plush yew
#

Thanks

charred anchor
random summit
#

hey, anyone know how i can replicate my Iray render abit more accurately within unreal? the colors look abit exaggerated in unreal.

thorny perch
#

is that the iray one or unreal one?

plush yew
#

Yes

random summit
#

unreal ^

thorny perch
#

my eyes say they look the same with different approaches to lighting only

plush yew
rich reef
#

Feels kinda weird that they are still working in it with UE5 being on the way, I suppose this cant be anything UE5 related no?

potent bridge
#

Anyone know a quick way of making it so the player doesn't add any force to physics based objects?

#

I don't want it to shove a giant falling rock around.

autumn latch
#

I'm sorry if I wrote in the wrong place.

dense ravine
hushed dagger
#

BRUH

#

i lose like 3 month of effort on umnreal engine

#

just because of a bug

#

i love my life so much

autumn latch
plush yew
#

@autumn latch theres a little pin on the camera scene on the bottom right click it, or if its in player bp then i do not know soo

autumn latch
plush yew
#

So how can I have this show up in my viewport? It only happens sometimes. I cant force it to show up.

#

The All Assets thing

#

its very handy and I want to know how to have that. By default it shows Content. I tried to lookup and show engine content and what not but no can do.

#

its in the window panel i think

#

yeah it might be in the window panel next to file, edit, help. when you click it theres a content browser option if its like 2 or something the default is 1

#

im not sure tho so

#

who are you talking to?

remote flame
#

Anyone managed to run the water plugin on a tiled landscape? It works perfectly when I import one tile but if there's more imported it refuses to edit landscape/show up anything other than the spline.

lusty carbon
#

Is this possible to do when the cam is in a different level?

regal mulch
#

There a cheap and even free source control options (I would probably always use $5 per month Digital Ocean Droplet + Perforce) and you can easily roll back to working states of your projects and have a backup incase your local stuff goes to shit.

light thunder
#

What's the proper way to make changes to the structure behind a data table? I have the struct it was built from, but I'm not sure the best way to modify the structure (particularly nested ones) so that the changes will populate through to the data table - and I'd really prefer not to make a new data table, but maybe I'll have to

wary wave
plush yew
# wary wave <#221799439008923648>

Ahh yea , sorry swaped the case with another question I had. Iirc theory stuff goes in here, ima move the question. Thanks for mentioning that

jagged locust
#

how to i post to hire a freelancer?

#

wont let me

calm widget
#

or even in individual material i suppose cant really find any info on it. Maybe it's called something different outside of blender

plush yew
#

you mean for a material right?

calm widget
#

Yes, for post process material or just regular material

plush yew
#

are you trying to add that outline?

calm widget
#

No, the cavity render

plush yew
#

yeah i think there should be a cavity node in the shading panel

#

its mostly all in material just to add that kind of post process i can send you a link here

fallen flower
#

Sorry about crosspostng, but #VR doesn't get many eyeballs. Has anyone experimented with VR and raytracing? Is 17ms to do RT Reflections in a small interior a lot?

dense ravine
ancient steppe
#

Hi im new to 3d modeling do you create your models and textures in unreal or do you use blender and other programs?

dense ravine
ancient steppe
#

Thanks are there any additional programs i should download in addition to blender that are free since im just learning

dense ravine
#

quixel mixer is free if you use it with unreal. Can texture some things there

dire ingot
#

any help?

i made a node that set the location
of the cone
to the top of the turrert
and there is another node that set the scale of the cone ( which increase it )
the cone is centerd in the turret top
i dont want that
i want the right end of the cone to be cneterd in the turret top only
any ideas?

#

@dense ravine can i use quxiel to make a texture to my turret? in the image above

light thunder
#

@dire ingot Try playing with "add relative offset" to the cone

ancient steppe
#

i just tried to install unreal engine 4.26 and it says i dont have permission

dire ingot
#

but the cone will be updated when someone upgrade the turret

#

and that will change

#

the cone scale

#

so it is not static

#

i need a way to keep the cone right side

#

always in the center of the turret top

light thunder
#

Pivot points

dire ingot
#

not the enitre cone center in the center of the turret base

light thunder
#

Your pivot point of the cone will never change

dire ingot
#

may u help me? where i set that

light thunder
#

the cone can get wider/longer but will always rotate from the same spot

dire ingot
#

that what im seraching for!

#

what node i use?

light thunder
#

standby I'm putting something together

dire ingot
#

ok

light thunder
#

what did the epic tower defense template do for this?

dire ingot
#

?

dense ravine
# dire ingot <@!232932563906330626> can i use quxiel to make a texture to my turret? in the i...

The wait is over! We’re excited to share with you the first Mixer 2020 preview release introducing the first look at early 3D support. In this video, Quixel's Josh Powers gives an in-depth look into the new 3D features and shows you how to texture a sci-fi craft right within Mixer in no time.

This release is the first of our 2020 update series,...

▶ Play video
dire ingot
#

@dense ravine wow, that thing was textured using quixker?

#

that app must be so awesome

#

@light thunder wdym

light thunder
#

I mean epic's template is a turret/tower shooter - don't they have upgrades to turrets built in and have cones they use?

#

that image I post explains what is happening

dire ingot
#

ik

#

but idk how to work

#

with the povit point

light thunder
#

standby I'll show you

dire ingot
#

ok

light thunder
#

Ideally you want to set the pivot point on that cone in whatever program you got it from, or learn how to export to blender and set it there (basically you'd move the point to the 0,0,0 or world origin) and then export it back to unreal

#

But you can also do this, which is to make another component as a child on top of the turret head, and you rotate THAT instead of your cone

#

that video is 45 mb so it will take a bit but it's the easiest way to show you how

dire ingot
#

ok

#

thanks

thick herald
#

You can create a new pivot point in the editor. Alt+MMB will give you a new pivot where your cursor us.

dire ingot
#

ok

#

thanks for this info moa d

#

but which object?

#

the cone

#

or the turret top?

keen shell
#

whats cascaded shadows for again?

dire ingot
#

@thick herald

keen shell
#

is this some sort of cache or

ember vortex
#

I got a Problem ... :
I just created a distanceblend for a LandscapeMat but i cannot use it as displacement :

#

the problem is that i can use a single texture and displacement is working :

#

and i get the error : "SM5 Function Cliff_MF : (node pixel depth) Invalid node used in hull/Domain Shader input!"

#

can someone help me ?

calm widget
#

I got most of that working some time ago, cant send you some stuff if you want to reference

ember vortex
#

you can't ?

calm widget
#

can* lol

ember vortex
#

^^ yea pls

thick herald
light thunder
#

Anyone advise what caused this? overlapping lightmaps or something else? I know it's baked in there because if I move the object at all it returns to it's original texture

dire ingot
#

@thick herald ok

#

@light thunder wow

#

what is that man

#

haha

light thunder
#

that's a jacked up lightmap

dire ingot
#

what does it do? mine are blue

#

and green

#

not red

light thunder
#

and probably the source of my issue and therefore the target of my vengeance

dire ingot
#

i dont know much about uv maps sadly

#

i have to learn about them soon

#

i will learn it sooner or later anyway :p

plain pagoda
#

How do I create first person cutscenes in Sequencer? I'd like to lock my first person character body to the cine camera I use in the sequencer.

remote flame
#

Anyone managed to run the water plugin on a tiled landscape? It works perfectly when I import one tile but if there's more imported it refuses to edit landscape/show up anything other than the spline.

light thunder
vale silo
#

Is it safe to say 4.26.1 won't be released before Christmas 2020 ?

plain pagoda
#

because I want to show the hands of my character, play animations too

light thunder
#

I guess you could put them on the mesh or make a copy

vague scaffold
#

Is there a way to "lock" a folder so that nothing inside can be accidentally selected?

remote flame
#

@vague scaffold if you have world composition you can work in specific world areas and if you don't have a specific area "selected" you won't be able to delete any of its components

#

Btw. Anyone can help me with an obvious mistake I'm doing? It seems I'm missing something. I'm testing 4.26 water. I've imported tiled landscape - ocean works perfectly, lakes work perfectly but rivers only show as spline without effect on the world?

thick herald
#

Welcome to 4.26 Water 😄

#

It can be... temperamental

round bison
#

I'm trying to take a panorama using SceneCaptureComonentCube and my photos are suuuuper bright. Is there a way of making them look more like they look on the viewport?

vague scaffold
#

Every time I let up on the mouse while dragging the axis handles, there is a false trigger that selects something in the scene.

hallow compass
#

Does quixel bridge work with the latets version of UE4?

remote flame
#

@hallow compass I've heard there are some problems with 4.26 but works just fune in 4.25

plush yew
#

hello! do you know how to make a keyboard event not work with a triggerbox ? for example i want my character to not run in the houses, so how do i remove the Shift?

unreal widget
#

Your name is the key.
You would have a boolean check whenever the shift key is held basically checking if running is allowed. If you enter the house, this boolean is checked and when you leave the house its unchecked.

warm hornet
#

How useful or necessary is it to learn CPP in order to really master effects in UE4? 8 years C# experience but find CPP a bit of a hurdle. Can I stick to Blueprints?

dire ingot
#

@warm hornet im making a cool game using bps only

#

but i plan to learn c++

#

after i master bps

unreal widget
#

I've heard mixed things, both that C++ executes much faster but also that Blueprints are so optimized you wouldn't have any performance issues using only them.

cinder minnow
#

it really depends on what your doing

#

"simple" logic will have the same performance

#

if you're dealing with substeping or big algorithms, you'll need c++

stray coral
#

Is it possible to use Unreal to make a flight sim?

unreal widget
#

Pretty sure Ace Combat 7 was made in Unreal, so yes.

cinder minnow
#

you can use unreal to do whatever you want 😅

unreal widget
#

But yeah Herobrine is right. If you're trying something ridiculously complicated then you're going to run into issues with Blueprints just from the overhead. So it depends how on your game's requirements.

worn granite
#

@stray coral @unreal widget Don't forget Project Wingman

#

thats far closer in terms of team size

unreal widget
#

I thought that was under a different engine.

worn granite
#

Also neither are sims per-se

#

Nah, Arby is right here in slackers

unreal widget
#

Ooh, nice.

rotund scroll
#

THE arby, owner of arby's?

worn granite
#

Yes

#

Got the fry sauce and all

sharp cloud
#

Hey! Not sure where to put this question. Is there any way for the preview window to stay realtime and active even if you tab out in simulate?

#

some kind of always active button

lofty moat
#

hey guys

#

does anyone know Maya?

plush yew
#

What IDE do you use for programming with C++ and Unreal Engine ?

lofty moat
#

was that in response to me?

#

😛

#

the 3D modelling software

#

I'm trying to make something but I'm not sure how

unreal widget
#

@plush yew would that actually make a difference to how the code runs?

lofty moat
#

and the only one in another server to respond is being extremely toxic

#

is this a good place to ask btw?

unreal widget
#

Oof, yeah people do be like that.

#

I believe we have some modelling channels here you could ask in.

plush yew
unreal widget
#

Okay, didn't seem like you were asking a question is all.
Visual Studio 2017 works fine for me with UE4.

#

Aside from Intellisense in general not wanting to acknowledge anything exists.

misty rampart
#

Hi

#

Im new to unreal engine

#

Can someone help me here?

#

Im trying to open this

#

But instead, opens this

lofty moat
#

hi, sorry if I'm being dumb but what're the modelling channels called?

plush yew
grim ore
#

one is the animation blueprint, the other is a blueprint for the AI controller

#

soo.... you need to open the correct one

misty rampart
#

hmm

unreal widget
#

Neither do I. It hurts. But its good practice too 😅

misty rampart
grim ore
#

thats fine, if your following a tutorial you shouldnt be that lost

misty rampart
#

I didnt click anything

#

at the start it was normal

grim ore
#

then how did it get opened?

misty rampart
#

sorry, how do I make it normal?

grim ore
#

I dont know what normal is. you opened up something, close it. the x at the top of the window

unreal widget
#

At the top are tabs, similar to how an Internet Browser looks.

grim ore
#

the 2 pictures are completely different items being opened

cloud patrol
#

is there any texture that i have to use for volumetric clouds?

late verge
#

when i'm adjusting a camera's transform (the yaw for example), why is it that the rotation is limited to 180 degrees when i'm piloting it, but it can go to infinity when i'm manually adjusting it?

#

when i'm piloting the camera, it starts going into the negative values

#

but when i adjust it manually (left viewport), i can go past 180 and never go into the negatives

#

so to speak

#

sorry if that's a bit difficult to explain

unreal widget
#

Its just wrapping around.

#

-90 = 270.

misty rampart
#

Oh shit

#

thats looking amazing

#

cant wait to see the result

late verge
#

it screws up the cinematic i'm working on though, because i like to keyframe my camera by piloting it rather than doing those manual adjustments @unreal widget

#

so here, if i try doing a "pilot keyframe" the camera will do a big 180 degree yaw rotation

#

which means i have to use that manual rotation in order to make it so the camera doesn't do that

#

is there a way to remove that discrepancy?

#

so upon further investigation, apparently the issue has to do with gimbal lock?

#

still have no idea why it would affect the pilot camera, but not the "manual" camera

warm hornet
winter gale
rough osprey
#

anyone know how to use the static mesh collision type for foliage?

#

im pretty sure right now the tree is using simple collision but I would like it to have complex so the truck doesnt get stopped before actually hitting the tree

lofty moat
#

hey guys

rough osprey
#

hey

lofty moat
#

any channels for 3D modelling?

#

trying to make something but I have no idea how ol

rough osprey
#

i dont know sorry

mild agate
#

hey guys

#

question

#

is it a good idea to get rid of hte "autosave" folder?

grim ore
#

if you dont need the items in it, sure

mild agate
#

yeah, cus it takes up a full on 5gb

hallow compass
#

can I use displacement as AO?

#

I am ticking AO on megascans bridge but im not getting it within UE. Just displacement

cloud flicker
#

Hey people 🙂 what is the best approach to damage a skeletal mesh in runtime and influence the (procedural) animations? I'm looking to create a wound system in which every part of the body can be slashed or shot. The destruction should be based on the weapon strength. any help / direction is appreciated

sterile thistle
#

Can anyone suggest any good starter tutorials for UE? I've got some of the basics down in regards to Laying down premade architecture,basic lights, but I'm interested in tutorials that might introduce me to tutorials that might expand on more advanced indoor placements

#

I'm more interested in building basic levels like interior rooms as a starter

zinc shore
#

how would i make certain bones on a skeleton simulate physics

frosty sail
dry moon
#

Anyone know how they did the control rig hand thing? They don't really show it off

#

Just this

ionic hamlet
#

hi, are udemy courses worth it? Or you can learn pretty much everything on youtube

zinc shore
obsidian nimbus
#

@late verge did you put camera on quanternions?

still hemlock
#

my character is facing the wrong way and I'm trying to rotate but it doesn't save

#

does anyone know how to fix this

vale bone
#

Anyone seen this crash error before, or know what it means?

#

@still hemlock You can either rotate your character when importing the mesh or rotate it in the character actor you're using it in

still hemlock
#

there's bp, animbp, mesh and skeleton

vale bone
#

the blueprint

still hemlock
#

ohk

#

tanks

vale bone
#

I mean, a Character blueprint. I don't think you can rotate the character inside it's own blueprint (might be mistaken though)

#

How are you using the character?

still hemlock
#

?

vale bone
#

what is this character? the player character? an AI?

still hemlock
#

player

vale bone
#

are you using a starter template, like third person shooter?

still hemlock
#

I'm using low poly fps and fps multiplayer template

vale bone
#

they will have a Character blueprint, that uses that 'character' asset

#

you need to find that Character blueprint

#

if you hover over it, it will say "Parent class: Character"

#

that blueprint is usually where the logic for moving and shooting is

still hemlock
#

okay

#

thanks

vale bone
#

within that blueprint, go to the Viewport and you can rotate your character there

still hemlock
#

well

#

I know how to rotate in bp

#

but I'm trying to change the skeletal mesh rotation

#

character bp doesn't work

#

I'm guessing the only way is to reimport

#

?

vale bone
#

go for it

narrow mauve
#

Does anyone know how to get height data from a .TIFF file

#

All good..figured it out in QGIS

rough osprey
#

anyone know how i can prevent how the wheel just pops up

#

so it actually slowly gets up on the rock

#

I feel like its a bit to ask for from unreals vehicle system though I suppose

gloomy gull
#

Oh, nice new logo

#

For Slackers

#

😉

#

😛

#

Nice holiday vibes, eh?

royal magnet
#

Hi everyone, I am having an issue with capturing video, I am using FXAA and it is giving a flickering video as a result, it is fine when I change it to the Temporal AA but as you know that gives a horrific blurry result. How can I make a video with FXAA or something like that, Yesterday I couldnt get any suggestions

#

I would really appreciate any help on this thank you.

narrow mauve
# rough osprey

Is it the collision around the rock too simple? Just driving from the bottom and popping to the top..is the collision just a box shape? maybe more complexity idk

rough osprey
#

no it's set to complex

narrow mauve
#

Hmmmmmmmmmmmmmmmm

rough osprey
#

i wonder if its just a thing that unreal vehicles cant do

plush yew
#

festive :>

late verge
#

(it's a cine camera btw, in case that changes anything)

obsidian nimbus
#

gimme a sec ill boot up

plush yew
#

does ue4 support window managers?

obsidian nimbus
late verge
#

ahhh shit you madlad, i'll check this out

obsidian nimbus
#

is that rising storm 2?

late verge
#

an upcoming Vietnam mod for a game called Squad

obsidian nimbus
#

ahh cool

late verge
#

gave you a peek at it 😉

obsidian nimbus
#

ty:P

#

havent played squad myself, got a lil tempted with the mod editor tho

late verge
#

it's really excellent

#

only blueprints though, no c++

#

bear that in mind

#

aw hell

#

quaternion interpolation works but uh... it makes all the keyframes super linear

#

i've switched to just dragging the numbers around in the Sequencer, so it's no big deal now

#

still looks just as good

#

plus it automatically keyframes

stuck scarab
#

glad to see you got your car going @rough osprey

rough osprey
#

yeah it works decently

dawn gull
#

Is there a setting to prevent Unreal from clearing the screen before rendering a new frame so I get the effect like in out of bounds on Source games?

obsidian nimbus
#

hmm i usually use curves and quanternions

stuck scarab
#

jeah you still clip through that stone quite a bit mh .. maybe thats the reason why you quickly jump the stone suddenly

late verge
#

ahh gotcha. no way in hell i could do that with the amount of cubic keyframes i'm using 😅 @obsidian nimbus

#

well i mean, it's doable

#

but it would take me way too damn long

obsidian nimbus
#

i never norice the diff but i havent done that much keyframing

limpid helm
obsidian nimbus
#

@late verge also u can put a frame B4 and after the spin

#

that would make me flip tho so i use quanternions

novel summit
#

@limpid helm yeah that's something with the lighting. I would need to know the lighting settings

limpid helm
#

Okay lemme ask our lighter for a screne shot of that

novel summit
#

Try adding a layer to add more color?

limpid helm
#

@novel summit have a quick meeting then ill get that to you.

rotund scroll
rough osprey
#

why a box..?

#

is complex collisions a thing I want?

rotund scroll
#

you want the wheel not to pop

rough osprey
#

yeah

#

how will a collision box help though

rotund scroll
#

so put a tall collision box around the rock

inner vine
#

But then he wouldn't be able to drive on it at all.

rotund scroll
#

I don't assume that was the case

rough osprey
#

yeah i wont be able to drive on the rock

rotund scroll
#

so you want to drive on the rock

#

but you dont want the wheel to pop

rough osprey
#

i mean yeah

rotund scroll
#

how do you figure the wheel will get on top of the rock

rough osprey
#

you dont get what im saying

rotund scroll
#

I'm asking

rough osprey
#

the whee pops up unrealistically

novel summit
#

@limpid helm k

rough osprey
#

"so it actually slowly gets up on the rock"

#

thats what I said under the gif the first time

rotund scroll
#

probably custom collision more akin to a ramp, and then letting wheel IK handle the bumpiness

rough osprey
#

aight good idea thank you

leaden tide
#

Yo how can I use GetSplineLength with a SplineMesh? Some spline options I can't use with splinemesh

rotund scroll
#

but not sure

#

been a while

rose cloud
#

Do BlueprintImplementbleEvents not work in widget blueprints? I can't get mine to fire at all

leaden tide
#

But why would it be different with SplineLength?

rose cloud
#

dunno. My C++ looks like this:

#

UFUNCTION(BlueprintImplementableEvent, Category = "SDK Events", meta = (DisplayName = "Menu Navigation Event"))
void NavigationEvent(EApps NewApp);

#

the blueprint is a child / inherits from that class

#

I have the event linked to a print string in the blueprint, and it never fires

#

I"m just calling it like this: NavigationEvent(dest);

dawn gull
#

Is there something like devdad's SimplexNoise plugin (https://github.com/devdad/SimplexNoise) but it allows me to specify how detailed it is? or is there math or a function I can make that can help me with that

finite chasm
#

Anybody understand how Unreal can handle 2d world wrapping?

leaden tide
inner vine
#

Can't you get the spline component or something?

leaden tide
#

idk

#

they aren't compatible for some reason

#

I have two components, one spline, one spline mesh

#

i can use some functions on spline but not to spline mesh

inner vine
#

Yes, they're different objects, but the spline mesh should have a subcomponent which is the actual spline

#

I'll boot up my editor and try to figure out how it's called.

leaden tide
#

oh okay i think i get u

#

i think i need to get the Spline object from the SplineMesh

inner vine
#

I think I may be wrong, the spline mesh does seem like it may be its custom thing

leaden tide
#

think its derivation from static mesh not spline

#

Is there a way to make the spline mesh follow the other spline component then?

inner vine
#

Yes, but if I understand it correctly it seems like the spline mesh only supports a single section of spline.

leaden tide
#

right, i need an array of meshes along the spline

inner vine
#

So it'll work if your source spline is only a single section, otherwise you may have to create multiple spline meshes

#

indeed

prisma plank
#

Why my UE4 not enabling raytracing? I have win10 , gtx 1660 support raytrace.. I enabled RHI DX12, skin cache enabled...

charred dove
#

hi jabbers

#

nice name

#

owo

inner vine
#

@prisma plank are you using the latest graphics card drivers?

prisma plank
#

yes nvidia dec ..

#

if i put at shortcut -dx12 -it's crashing

grim ore
#

how do you know it's not supporting ray tracing?

prisma plank
#

Nvidia drivers last- 460.89

#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x68a3c400

grim ore
#

you dont need -dx12 if the default windows RHI is direct x 12

prisma plank
#

ok, so i removed -dx12 , and not works.. same

leaden tide
#

@charred dove hello why you steal my name

prisma plank
#

It's launcing, but havent effect in post process

grim ore
#

lol

#

same but not the same

#

so which is it

prisma plank
#

@grim ore ok, usually i tried without -dx12 shortcut, it's launching, but not see difference in post process , raytracing transulency, et.c.

#

wait i ll show screen

grim ore
#

does it show direct x 12 when you mouse over the name of the project in the top right in the editor?

prisma plank
#

@wraith bridge

#

Yes

grim ore
#

and do you have a good test map to test DXR?

charred dove
#

@shut bolt thats a good question, i always get stuck trying to test inputs whilst still being able to view my scene from the simulate mode

prisma plank
#

Heh , why i need to have good map? Simply not see differnce of fps changing performance..

#

wait pls , make a screenshot

grim ore
#

if your not using the features then why would you expect a difference?

inner vine
#

Have you enabled any of the raytracing features in your post-process volume?

prisma plank
#

it's automatic like raytracing..

#

sec..

grim ore
#

if you have all the DXR features on in a blank map why would it lose performance if its not using them

#

after you enabled ray tracing and DX12 and it restarted, did it take a while to recompile the shaders?