#ue4-general

1 messages · Page 905 of 1

river drum
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oh and to note the crash is coming out of RHI the actual crash looks like:> [2020.12.27-23.47.11:053][131]LogD3D12RHI: Error: CommandList->Close() failed

at
D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12CommandList.cpp:144
with error E_OUTOFMEMORY its not a system memory crash

smoky jungle
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I havent used unreal engine before but I am interested in the hair and fur part of it. After we create hair and fur in unreal engine are we able to export the render hair to another software?

gray mesa
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how do I test a property of a static mesh component of an actor class without creating an instance of the actor?

pliant rose
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@gray mesa learning section got meerkat project to download

gray mesa
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@pliant rose I'll check it out ty

pliant rose
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@gray mesa answer was related to meerkat level about fur and hair

sly glade
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hello all - is there any way to disable f9 as the screenshot key ?

gray mesa
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@pliant rose what?

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oh cool

pliant rose
gray mesa
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so about accessing static mesh component in actor class without creating an instance?

plush yew
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I googled it but I don't understan that at all

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( I have reduced the lightmap resolution of my foliage meshes and the reliate error disappeared but I have still these errors )

pliant rose
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@plush yew may be disable shadow for that big actor

plush yew
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@pliant rose "InstancedFoliageActor" is my foliage. But it says there is a problem with "InstanceFoliageActor_0". Does "0" mean a specific mesh of my foliage or all my foliage ? Should I really disable ALL the shadows of my foliage ? 🙁

gray mesa
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instanceFoliageActor_0 is the first instance of your foliage in the level iiuc

plush yew
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The first instance in the Foliage pannel you mean ?

light thunder
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I've made a change to my mesh on the import settings but when I hit reimport, nothing happens, it never updates the mesh based on my new import settings

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there's no reimport that actually takes in the new import settings is there? what a shitty engine

steep skiff
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hello guys

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so i am a beginer

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on unreal engine

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i think

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but i would like to learn

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how to make a game

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how do i make fps walk

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to start with the basics

plush yew
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@gray mesa @pliant rose I've just run into an interesting thread about lighting and lightmaps. Notably, I read this : « Typically with larger worlds that are open or using lots of foliage you would want to use Dynamic lighting since there would be moving trees and such. You can get away with Stationary for baked lighting at distances, but if you world is large you would incur some possible performance issues with lightmap textures needing to be loaded in as well. This is why lower lightmap resolutions are better. If you're using Stationary light, you shouldn't worry nearly as much about quality because it'll be at such a distance that the player will never see it up close. »

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What does that last sentence mean ? Does the stationary light adapts herself depending on the viewing distance ?

gray mesa
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@plush yew he means that if you are using stationary lights to mock distant lighting on distant objects you can use a lower luxel density in the lightmap to increase build speed and load times.

plush yew
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( the thread is a bit old though : 2015 but I guess it makes sense even now )

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@gray mesa Sorry maybe I'm a bit dumb but I can't get what it means concretely... May you tell me an example please ?

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"Distance objects" in relation to what ? 🤔

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with the light ?

vocal flume
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Any idea how to hide an animation in a widget blueprint? I have a widget animation that is playing constantly in a corner all the time. Now I want to hide the animation when I click on another button but there is no visibility option for the widget animation object reference.

pliant rose
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@steep skiff virtus hub on youtube got fps tutorial series, where he teaches pawn to walk, then finish all other videos on youtube.. if you feel comfortable, do stop and move onto UE4 website... by the time you are comfortable, they will have all other tutorials. remember, your target is the to flood your brain with data you desire, after 6 month, the connection will slowly forge... copy past will do, to speed up, comment on code boxez

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@plush yew mine is movable cuz i move a lot = no build needed..

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doubt is, comment will fail to reach him

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unless your framework is ready, dont spend too much time on details @plush yew . unreal engine website, got some pro lighting video tutorials, if u havent seen it.

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if movable light will solve u problem, use it. 4.26 turns all shit to stardust, so works for me

gray mesa
# plush yew "Distance objects" in relation to what ? 🤔

from the camera. a lightmap scale or density or the size of a luxel is a measure of how dense lighting calculation is on an object. more luxels per pixel, a higher density or a higher resolution lightmap will result in slower and more accurate calculation. the aim of most scenarios is to have an even perception of lightmap detail in all areas of the scene, so as you move further from the camera, you can (and probably should) reduce the lightmap detail. it increases render speed, load speed and performance of the scene

plush yew
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But... The camera is reliate to your character ! How could you move further from the camera ?? 🤔

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Maybe I am missing something or I don't know but I just can't understand the shit... 😆

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Or you just mean that more the objects are placed far of the camera, more a high resolution lightmap is useless, that's it ? @gray mesa

light thunder
plush yew
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Moreover, in the most of cases, your can move. So that means that if you come near of the object, it is better to have a lightmap resolution which increase more and more you approch the object. Does I understand good ? @gray mesa So that is why I asked if stationnary adapts herself depending on the viewing distance because in a open world in which you can move everywhere, I don't understand when the guy say « If you're using Stationary light, you shouldn't worry nearly as much about quality because it'll be at such a distance that the player will never see it up close. »

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but if it's "non-reachable" objetcs, well, ok, it makes sense...

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Do I understand good ? 🤔 @gray mesa @pliant rose

plush yew
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Hi guys, i made a real great window material with cube map and blinds...
The problem is I have to make a procedural building using instance mesh, but the windows look all the same. How can i make more variations ? Any bright idea?

civic otter
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Hey guys, anyone know how to do a bloom pass in composure?

fathom monolith
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Real major issue, I am making a game in unreal, forget which version, probably the latest lol, my hard drive failed so I lost the project files, all I have to come back from is a build of the game on an external usb drive from when I showed it to my friend, could I reverse engineer the game build back to project files? Thanks!

fallen marten
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😳

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Err.. no

fathom monolith
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Alright, are you saying that cause of some sort of rule or something, or is there actually no way?

fallen marten
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Once it's compiled, that's about it. You can probably extract something from the Pak files but I don't know about converting them back to uasset files

fathom monolith
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Alright, thanks, gonna use google some more, try to figure out, running on no sleep, first published project, publishing in 4 weeks, and again, project files lost.

fallen marten
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Surely you have some original asset files somewhere?... If you have published projects before, surely you have stuff on more than one drive 🧐

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I've got backups of backups of backups

fathom monolith
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Yep, the drive crashed while taking the first backup of the game.

fallen marten
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@plush yew you could use some material parameters and set them randomly in the window generation

civic otter
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Hey guys, is it possible to use composure to sandwich a media clip between two cg plates? Like a CG background, real element, cg foreground??

lost grotto
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I worked out how to make an installer for my game that makes a desktop shortcut and put files in program files

lost grotto
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hello?

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anyone?

crisp bone
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is it same widget?

lost grotto
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yes

lost grotto
crisp bone
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then the node would automatically appear in ur graph no?

lost grotto
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ah thanks idk how i didnt realise that

civic otter
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Anybody have experience with composure? I need some tips on how to best use the matte element

lost grotto
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as in the pink dot

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that like stops it there

frozen pond
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Equal(string) ?

lost grotto
civic otter
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Anyone have any tips on why a matte element in composure doesn't line up with a cg element when they both use the same camera?

lost grotto
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wheres the player controller bp of third person template

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cant find it

crisp bone
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you create the pink dot by double clicking the point where you want it to be

quasi pasture
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If anyone is able to help me out, I wanted to ask a question related to the blueprint stuff on unreal. Most tutorials and video that i've watched seemed to have been using blueprints, which looks neat, but I wanted to know if it'd still be possible for be to use c++ if I ever needed to? (idk the engine well, and couldn't find if it was possible to have both)

plz ping me if anyone knows

civic otter
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Does anyone know anything about composure? I've been asking for like a half hour now. Lol

civic otter
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It seems as though the mask created in the matte element is expanded so it doesn't actually line up properly with my cg element, but they both use the same camera so I'm very confused.

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Does anybody at all have any idea on how to help me?

lost grotto
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how do i make the character a pawn

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how do i make the character become saidpawn when game starts

broken heath
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Hi guys

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Spline question, how do i extrude or add a point to it

grim juniper
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@broken heath iirc you Alt + drag a point, and I think it adds the point to whichever side you drag towards

broken heath
grim juniper
civic otter
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Can anyone tell me how to use composure to render a scene with a transparent background?

red plover
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hello, how to make a postprocess volume follow my character?

broken heath
grim juniper
regal knoll
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Question: Binding variables to UI, such as a weapon's current and total ammo, shouldn't cause much of an issue right in a multiplayer environment? Or would updating the ammo UI on each weapon shot, be more efficient. Since binds function similar to event ticks, i figure with it set to update on every shot, it will have tick behavior while players are shooting, but will avoid the tick continuing when players are not shooting.

dim arch
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@red plover you can attatch it to the actor via blueprint, or search the PP volume properties for 'unbound', check that, it means it will effect your character no matter where they are in the map

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@regal knoll UI classes are owned by the client and not replicated, you need to store that data in another BP

regal knoll
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So any amount of binds, wont effect Frame Rate the way a tick would?

dim arch
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you can make a server callback which will trigger when the ammo changes, and update the UI value then

regal knoll
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@dim arch So like.... player fires weapon, triggers "Update Ammo" event in the UI

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so it only updates when the value is changed

dim arch
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yes

regal knoll
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Ok cool. Thanks man

dim arch
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the server keeps track of all players, when the playerBP on the server triggers a fire event, it will reduce the ammo count, when that 'server side' variable is changed, it can trigger a callback to update all clients

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and you can reduce it on the client side, and check with the server to synchronise

regal knoll
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ah ok

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currently

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all ammo is handled by the client

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server only handles who to damage

dim arch
unique wolf
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in my custom PlayerController::BeginPlay, GetPawn() gives me something with class KartPawn1_Blueprint_C whose super class is KartPawn, but in my C++ code i have AKartPawn, so Cast<AKartPawn>(GetPawn()) gives me null. is there a way to cast it to AKartPawn, or should i be doing something else?

dim arch
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there are some classes which you definetly shouldnt store data in

regal knoll
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Ok, will read

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thanks again

dim arch
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@unique wolf think you are classing an instance of an object to a class

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*casting

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you should ask in c++ channel

unique wolf
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oh ok, thanks i'll check there!

plush yew
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anyone with this problem?

dim arch
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is this in multiplayer or SP?

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make sure Name in ThirdPersonController is a public variable (open the BP and click the small eye button next to the variable)

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also try adding a printstring node just before the set name variable to confirm you're sending data to it

plush yew
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it is not public

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but it is not private

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like I cast to the controller to get the variable

dim arch
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did you add that variable in cpp or blueprint?

lusty carbon
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What can it be??

warm vector
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hey guys Newb here. so i am making a cube slider game as a tutorials. so i made level 1 and he told me to copy it and rename it to lvl 2 and just rotate the lvl. but when i now play lvl 1 i get also the blocks from lvl 2 in lvl 1 but cannot see them in the editor ?

plush yew
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Did anyone tried using a PS 5 controller and managed to get the touchpad and the haptics working ?

fierce tulip
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@lusty carbon what i'd try is place that mesh in an empty map, rebuild lighting. see if its actually the mesh causing the issue.

plush yew
civic otter
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Hey guys, i'm trying to export my composure using the sequencer but any time I capture the footage instead of displaying my comp, it renders some obscure camera falling through my level. Anyone know what's up?

hardy nacelle
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Hello I have problems with Landscape in blueprints.
I am using function Editor apply spline and I want this to work for only specifed layer of Landscape.
There is argument Paint Layer in this function, that takes Landscape Layer Info, but after hours of searching through the web and UE source code I haven't found any way to get this. Any help?

lusty carbon
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As I expected, the mesh is fine in a test level

civic otter
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Anybody have any insight on my question?

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My sequence is capturing an unknown camera at 0,0,0 instead of my composure

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I could really use some help.

fierce tulip
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@lusty carbon i dont do much lightbaking, it could be the clutter in front of it, a light angle doing derp things, or just bad luck.

plush yew
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this is the variable in the third person controller

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@dim arch

lusty carbon
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Bad luck indeed. Question is how I can fix it. Tried changing the clutter in front of it, location, light angle, all of it

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even edited the mesh in blender with new lightmap uvs

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artifacts keep coming. driving me nuts

civic otter
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Composure, nobody?

plush yew
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Hello, I am looking for help i am trying to do a Health System for a game I am creating. I am wondering if someone would like to assist me with this as I am getting a issue with no fall damage or wont be able to take damage when something hits the player.

dim arch
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click here, it means you can change the variable value in other blueprints

plush yew
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yeah okay

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I did it

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it is the same

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not working 😦

civic otter
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Does anybody know anything about the sequencer and composure?

plush yew
civic otter
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The other channels are all dead here.

dim arch
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add a printstring to the value you are trying to set the variable to

plush yew
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when the game starts I am with "Player" name

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and then I added icon which is button for manually change the nickname

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and when I click it and set the new variable it doesn't change it 😦

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that's the priblem

dim arch
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add a printstring here and connect the new name value

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then see if it prints the name when you click the button

plush yew
steel shell
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is there a setting that makes a texture span a plane in total?

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so that its stretched to the dimensions of the plane?

dim arch
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yes, make a plane with a square UV map

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(which is the default for a plane in unreal)

plush yew
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it prints it

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but doesn't do it

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hmm

steel shell
dim arch
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doesnt do what @plush yew? You said you cant set the name variable in another blueprint, not update a widget

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you can right click the SET name variable in the graph and click watch this value, then simulate the game and check if it's being set, if it's being set

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just making a variable called name in the playercontroller wont update the widget text

plush yew
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so set the newname variable or just name?

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maybe the problem is here in the code

wicked orbit
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Does anyone know why I'm getting these light leaks? I can't seem to fix them. I've tried double sided materials, my wall meshes overlap. No planes. I don't know what to do. I'm on 4.26. There should be no light coming off the corners.

dim arch
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@plush yew find which variable is responsible for updating the widget text, set that

plush yew
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so when we change the name it saves in new name

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and then we connect new name to give the variable to name

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and set the name

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and it should work but doesn't work 😦

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how can i pose a character?

gray mesa
tranquil roost
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Hello! The Multi User BP from 4.26, is that only for the UE editor, or can I implement it in a finished desktop app? Same for the iPad virtual camera from the virtual production system. Is it likely to have that work at runtime as well, with the desktop app as a host?

glad karma
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Hey guys, if you creating your game have you got any production plan process? I mean example first you doing world, then sound, coding etc?

keen minnow
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Might be a stupid question, but I tried googling and found no result:

Can I "refresh" the "VR Preview" state of Unreal Engine? (I plugged in my headset after openining a project, and the "VR Preview" is currently greyed out)
I know if I close the project and reopen it, it will be an available option, but seems tedious to have to close down your current work, because I forgot to plug in my headset before starting work on it.

plush yew
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how can i pose a character?

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can anyone help me?

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pose in editor

potent bridge
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What would be the best way of attaching a static weapon to every enemy of a class?

broken heath
plush yew
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how can i pose a character in UE4?

fierce tulip
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"If you have a question, keep the discussion to an single channel, if it hasn't been answered within an hour or so you may ask it again so long as it has fallen behind the existing discussions."

plush yew
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.

tranquil roost
plush yew
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PLEASE

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i really need help

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can anyone help me

broken heath
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NO ONE CAN HELP U.

broken heath
plush yew
broken heath
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Does this help?

plush yew
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Where do I download some cool free fonts?

dawn gull
fringe pivot
dawn gull
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yes

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also a good one

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Is there a way I can use a Post Process Volume to fade out all objects except for one based on distance?

grizzled kayak
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Hi guys, I'm asking for your experience here. Is it easier to do a FPS multiplayer game starting in Third person and making everything from here (True FPS, animations etc) ? Or starting in First Person and adding animations after it ?

dawn gull
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For multiplayer? I would say starting off with third person and making the camera first person so other people can see your body

candid falcon
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dose anyone know if the in engine animation sequencer will ever be added to the persona layout window?
or will it just remain its own separate thing?

haughty tangle
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Looking for pointers. Looking to super simplify locations for VR devices and would like to set up a scene, then capture/project/render everything mid-far background to either a sphere or cube.

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I’ve not yet found a good tutorial or documents on this.

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1st: possible from inside Unreal?

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2nd: hints or suggestions on how or where to find out?

tranquil roost
haughty tangle
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Hmm. Good point. Or capture the reflection node.

tranquil roost
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This could be achieved in any 3D package as well

haughty tangle
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Our make a texture, but would it be good enough?

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Yeah. I wasn’t that interested in making a scene in - say - blender, and then doing the local environment work in unreal. It would be great to build the entire thing in unreal, and save the bg.

tranquil roost
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That depends 🙂 If you capture a 4k texture (4k x 8k), that should be enough for a background object spanning the entire screen. And if it's just a bitmat (jpeg) being fed into the illumination channel of the sphere, it shouldn't be too comp. intensive either.

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I might be wrong, but look into "baking reflections". If you have the objects in the scene, bake the reflection for the sphere, I think you should be able to remove the objects and still see them in the sphere.

haughty tangle
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What are they called in unreal? In unity they are “reflection probes” iirc.

burnt ether
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@haughty tangle reflection spheres or reflection cubes

haughty tangle
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What’s the actor/component in use?

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Thanks

burnt ether
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@haughty tangle oh wait maybe I missunderstood :o If you wanna render like a scene onto a plane or smth... then I really don't know how that works sorry

plush yew
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how can i pose a character in ue4

burnt ether
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Why do u wanna pose smth ?

haughty tangle
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Yeah. What I want to do is build a scene, then temporarily remove all close/fg material, which will be “live’, then render the environment to a projected map, so on limited devices I can just use the map

plush yew
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i want to make a game

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a free roam game

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and i need to pose the character

haughty tangle
plush yew
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pose

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just pose

burnt ether
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I heard theres smth called control rig but I don't know how it works

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it's probably what you need

plush yew
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oh

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like i want to pose in editor

burnt ether
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yea it's a plugin for unreal

plush yew
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oh

burnt ether
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@plush yew I've found an easier way lol...

plush yew
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ok

burnt ether
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you can just select the bones

plush yew
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ok

burnt ether
plush yew
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i can only select the pelvis

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oh

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in editor

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okay

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yeah

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yeah but that's only in editor

burnt ether
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then you can hit "Create Asset"

plush yew
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ok

burnt ether
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Create Pose asset or Animation

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whatever you need

plush yew
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ok

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let me try

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do i have to select the skeleton?

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or the model

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i mean character

burnt ether
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the skeletal mesh

plush yew
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ok

pulsar badge
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Does anyone use sketchup by any chance?

plush yew
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ok

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create animation or create pose assest?

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asset*

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@burnt ether

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pose asset right?

burnt ether
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Well I'd say pose asset but I have no clue on how to use them so :o try it out I think

plush yew
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yeah

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ok

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ok

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done

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now let me try

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nope

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it's not working

tame marsh
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I'm working on a photogrammetry project that uses some very high poly assets (~10m tris in total). Often when restarting my project, my levels have a really long loading time while the editor rebuilds the static meshes again. Anyway to avoid this or should I push down the tris even more even though I get decent performance during runtime itself

dawn gull
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Am I able to have the 4.26 water as a sphere?

plush yew
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any blender users? i made a material for an object and added my texture to it then this happened, when i move the camera i get this weird effect and its not the texture i used, i might be missing something im to tired right now to even notice whats happening, its simple i know but i think it might have something to do with the texture cause i can do alot without it but when i plug the texture in i get a weird illusion

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im lost

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i feel like the material broke

tame marsh
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i think it did

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try making a new plane, add that amterial

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Or possibly replace the texture with a Brick texture node to see if something appears

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Try asking in the OpenVFX Blender discord, they might help you better there

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I've DMed you an nvite

violet goblet
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Material:

Can i use a ID Map to create a mask out of it? (like "use only the specific red color"?)

plush yew
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yeah, i tried that way and also made a new material and put that new material on a different object with no texture same thing happened

hardy nacelle
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How to get LandscapeLayerInfo object in blueprints?
I need it for this function

zealous meadow
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Hi. I having a problem with a source build of the engine. Yesterday I built the engine from 4.26.1 branch, everything went fine and I wanted to start work on my game, but every time I add a new C++ class to the project and Reload the Visual Studio Solution, the whole engine recompiles even tho I made no changes to the source code? What the hell? How I prevent this? I have my game set up as a startup project and <path-to-my-game-uproject-file> -skipcompile in the command line. I built the engine using both Development Editor and DebugGame Editor configurations for Win64.

plush yew
grizzled kayak
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Hi, i'm planning to do an Arena FPS movement based (double jumps, wall run, fast paced...) in multiplayer. I'm asking for your knowledge here.

What is the fastest and most easiest way :

  • Starting the project with a True First Person Camera on the mesh of a Third Person Character. Meaning i'll only need to add and edit the animations once, and it will fit for the FPS view, but will probably require much more work to be properly implemented for an fps game.

  • Starting the project with a First Person Camera without Third Person Character, then adding that Third Person Character to follow the animations of the movement and camera externaly from the First Person View.

In both possibilities, i'm considering the True First Person view (view of the body from FPCamera), the animations for all movements, and the assets of customizable guns. Of course, there is the replication too, but I don't know too much about it atm.

Thanks a lot,

Epoqx.

ornate forge
plush yew
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guys

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can anyone help me

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how do i turn simulation off

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Click the arrow beside play and uncheck simulation

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why does this not work?

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it works on my jump event

vital geode
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the character movement pointer might need to be re-initialized depending on where it is in the code

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just my guess based on what you are showing

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u could use a gameplay statics, and get the current player controller based on player id

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then pull character movement from that

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but i would recommend checking where that variable is being set

haughty tangle
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“Yes, it's possible and pretty easy. Place a Scene Cube Capture actor on the level. Create a new Cube Render Target for it. Go to the Content Browser, right click the render target and press Save Static Texture. (I might have misnamed some things, sorry 😉 )”

plush yew
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@vital geode Thanks I'll try that

tranquil roost
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@haughty tangle sounds like the way to go 👍

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A little bump of my previous question: Is it possible to build an app that uses the multi-user VR system, for simultanious VR and desktop collaboration? In the same way, can iPad Virtual Camera be used at runtime?

haughty tangle
latent moth
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not there in 4.25.4

winter gale
haughty tangle
plush yew
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so i know quixel bridge is one of the free resources we have for assets and stuff in unreal

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but is there another for stylized graphic games?

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think that of pso1 - pso2, skies of arcadia, gotcha force, megaman, pokemon, digimon, xenoblade chronicles X etc

#

or an example most everyone would understand genshin impact/fortnite

quasi pasture
#

If anyone is able to help me out, I wanted to ask a question related to the blueprint stuff on unreal. Most tutorials and video that I've watched seemed to have been using blueprints, which looks neat, but I wanted to know if it'd still be possible for be to use c++ if I ever needed to, even if i selected the blueprint option? (idk the engine well, and couldn't find if it was possible to to both for a project)

gilded needle
#

@quasi pasture Yep, you can convert a Blueprint Project to a C++ project.

pallid talon
#

What would cause my foilage to disappear when the camera is about 10-15 feet away, then reappear at any other range closer or farther?

#

@quasi pasture You can have C++ directly connect to blueprints as well. Most game development companies use it this way.

quasi pasture
#

@gilded needle alright
thank you soo much

#

and you too @pallid talon

whole quarry
#

You could just make a C++ project but only work with BP as well

#

Saves time to do minor changes to add C++

gilded needle
#

I always just create it as a C++ project for that exact reason, also seems to package better for me using C++ than just blueprint, that might just be a fluke for me though.

steady owl
#

In the example of a row of houses that are randomly generated, for each random house is it better to use a separate sublevel (can they be spawned separately?) or somehow lay it all out in a blueprint (Which would mean potentially 1000+ child actor components in the component tree)?

kindred jolt
#

Hi! Is there any way to import a blender asset with the exact materials on unreal engine?

grim ore
#

#graphics would know better @kindred jolt but from what people have said no, they are not compatible and won't come in the same

sullen steeple
#

helloo

#

i have a small problem with getting two blueprints to communicate. would there be anyone willing to spend 5 min in a call with me

glass egret
#

so i need help i basically wana spawn an object where ever my player is only if it can fit in the area so i spawn a volume box to see if anything is overlappiung

#

but how do i do that

#

because isoverlapping

#

needs an input

ebon marlin
#

do a single sweep in-place with the primitive you want

glass egret
#

ah so i never used a UPrimitiveComponent

#

i gotta read up on that

ebon marlin
#

you dont need a primitive component, use a collision shape

glass egret
#

i did that

ebon marlin
#

FCollisionShape?

glass egret
#

i used a box

ebon marlin
#

Alright, and did you sweep it in place?

glass egret
#

how do i do that

ebon marlin
#

GetWorld()->SweepSingleByChannel(OutHit, StartPos, EndPos, Rotation, TraceChannel, YourCollisionSHape, QueryParams, ResponseParams);

glass egret
#

i use blueprints

ebon marlin
#

You should look up the BP variation then, it shouldn't be too different

glass egret
#

i got u

#

thanks so much

grim beacon
#

Is it possible in ue4 to have the game continue offline when host leaves?

glass egret
#

yes

grim beacon
#

Is there any documentation, or something that can help?

glass egret
#

well i just wana check if anything is overlapping

#

in the box

plush yew
#

What are some roles in gamedev that you think aren't hard/don't take much to learn but are highly time consuming?

glass egret
#

so im not actually spawning an object

#

im teleporting

#

on

half bay
#

what was the shortcut to see detailed tooltips in ue4 if anybody remembers?

glass egret
#

well i can spawn it it doesnt really matter

civic otter
#

Hey guys, does anyone know why the media player keeps ejecting my media source when I try to export a sequence?

grim beacon
#

@half bay for variables macros functions you hover on top of them

#

In materials, if you hover and press ALT, it will show detailed tooltips

#

Idk if the ALT function applies for other stuff

half bay
grim beacon
#

I don't know if those buttons have advanced tooltips on them

#

I think if you hover over them it should pop up a basic tooltip, but I've never seen anything detailed

half bay
#

it's basic indeed, the guide showed i should do it so i thought they have some detailed tooltip to them, guess not lol

#

thanks a lot! 🙂

light thunder
#

I've made a change to my mesh on the import settings but when I hit reimport, nothing happens, it never updates the mesh based on my new import settings - can anyone advise?

frozen pond
#

asking again as i'm getting mad at this problem: after importing texture, (png transparent background), its completly black, any fix?

civic otter
#

Anybody know anything about why the media player doesn't work?

frozen pond
#

@half bay its completly black

frozen pond
half bay
#

so you did NOT check the link

#

ok....

frozen pond
#

yeah but this is for material, i need it as texture

half bay
#

so again you didnt check the 1st link

quasi lynx
#

I have a skeletal mesh (A guard)
I have a static mesh (A gun)

I have both in a Blueprint.

Is there a way to attach the static mesh to a socket on my skeletal mesh PRIOR to run-time? I want to toss this BP all over the map with his gun attached to the correct socket

#

Disregard....

#

just found my answer...

grim beacon
#

@frozen pond Lerp between two colors

#

And the alpha value is the texture

#

Also instead of making it transparent, make the background black and make the arrow white

#

After that you can change those two colors in the engine

half bay
#

if i enable v sync on my 60 hz screen, any idea why i see 120 when playing the game from the editor?

#

it should be 60, right?

broken heath
half bay
#

tbh ran the packaged version and v sync is definately not enabled 😦

grim beacon
#

tilda >> t.fpsMAX 60

#

(I think it's called tilda? The console button)

round hawk
#

Yeah, think so.

half bay
#

command not recognized but now i got a starting point to google, ty

round hawk
half bay
#

right

#

maxfps ❤️

round hawk
#

👍

broken heath
#

@grim beacon I dont like both lerp and multiply result when i mix a color vector and an image texture, i want the image to smoothly be colored

half bay
#

thank you

broken heath
#

Whats a better node than lerp or multiply

#

For that

grim beacon
#

You mean gradient?

broken heath
#

No, like the color vector is green and an image texture is sand , i want a green sand

#

As a result of the mix

grim beacon
#

Multiply it I guess

#

Color x image

broken heath
#

I dont like the multiply

#

Result, its odd

#

How do i control multiply strength

grim beacon
#

Only more math can win against math

#

-Einbert Alstein

still moat
#

The bug report website doesn't submit the bug report :/

grim beacon
#

@broken heath let's say you want to decrease something's effectiveness by half, what would you do?

broken heath
#

Lerp alphy scaler 0.5

#

Alpha*

#

Scalar*

grim beacon
#

So you want to get to the middle of that value

#

You can multiply it by 0.5

#

Or divide it by 2

#

So half of it doesn't apply

broken heath
#

Oh so ur saying

#

I do multipe multiplies

#

Multiple *

grim beacon
#

Yes

broken heath
#

Ok thanks engineer

grim beacon
#

Engineer gaming ✔️

glass egret
#

anyone able to call

#

and help me out

#

:/

broken heath
open wadi
#

General question - I'm looking at the various profiling tools, but as I'm new to profiling and optimization in general - if I have a fairly basic UE4 project that consists of 99% UMG widgets, what is the best way to go about optimization?

#

If you were trying to optimize say, the menus of a project for performance, and thus were focused on widgets / UMG, what comes to mind first?

grim ore
#

use the widget reflector and see what it shows. besides that normal optimization techniques that are not based on UMG

open wadi
#

Ok, so use the widget reflector first, then just standard optimization technique?

#

Sounds good.

grim ore
#

well that shortcut didnt work lol, its at the bottom

open wadi
#

Good deal.

gritty finch
#

My UE editor always has these hitches while I'm previewing, like every 3 seconds it lags/freezes and then is back to normal, anyone know what my problem is?

tough pagoda
#

You can see problem at video.

#

I dunno what to do ;_;

half bay
abstract prism
#

really wish lumen and nanite could be implemented into blender ngl

clever vault
#

is unreal a good choice for android games and 2d games?

abstract prism
#

unreal engine will allways be a good choice for game development

#

end of story\

clever vault
#

yea but it can't be perfect right?

abstract prism
#

think of it like this unreal engine has been arround since 1997 unity has been arround since 2004 and they dont work on it anywhere near as actively as epic games works on unreal engine

clever vault
#

hmmm didn't know that

abstract prism
#

theres also the fact UE's logic block system is way more comprehensive than any other game development software

#

meaning you dont need to know code

#

you can pretty much create a entire mmorpg without much code

clever vault
#

the code part is not a problem to me

abstract prism
#

hey soopnano

median hound
#

unity is more 2d i thought and most games on playstore are from unity. wildfall ur dogwater

abstract prism
#

yeah but UE is great for 2d as well

median hound
#

ive never seen a ue4 game on playstore i wonder what it cando

clever vault
#

it was paper2d?

abstract prism
#

ehh maybe my brains going on the bonfire

#

soop's more knowledgable bout this crap than me

#

so ima just leave it at his word

#

im more adept at blender

#

than game design

clever vault
#

you know blender?

abstract prism
#

ye im learning it

civic otter
#

I need some sequencer help please, from anybody. I've been having a hell of a time.

clever vault
#

where you learning from?

abstract prism
#

youtube

#

blender guru

#

theres also the fact ive just been messing round figuring what stuff did

timid pilot
#

Hello, there is a way to enable log into Shipping mode ? I enable it into .Target.cs but get some undefined symbol issue

civic otter
#

I am in serious and desperate need of sequencer help, can anybody help me please?

rotund scroll
civic otter
#

I've never gotten any help from any of the other channels here. This place is dead af

rotund scroll
#

well good luck then

still heath
#

Hello, as someone who is potentially interested in playing around with Unreal Engine, is there any way I can get it without the Epic Games launcher?

crude robin
#

no

rotund scroll
#

you can launch your project from an executable

#

but you gotta have the launcher to create the project in the first place

#

also running your game through a cpp IDE like VS gives you an option for starting the game through the engine

still heath
#

Ahh ok thanks

timber tulip
#

The star symbol means that the variables I have changed are not yet applied to the material, right?

#

How do I revert the material back to how it was before?
Basically revert it to the last point I saved it.

#

Solution
found it myself, you right click on the asset -> Asset Actions -> Reload

potent bridge
#

Does anyone have a roll animation? I can't get one from Mixamo working properly.

civic otter
#

Anybody please, does someone know someone that can help me with the sequencer, I'm about to lose my damned job and I've been asking for help for like 48 hours now.

glad karma
#

Hey guys, if you creating your game have you got any production plan process? I mean example first you doing world, then sound, coding etc?

plush yew
#

Hi, I am having a problem with a character movement component which is always considered to be 'falling', any way to handle this?

grim ore
#

@civic otter you ask for the help with the problem in this channel or the appropriate one. No one can help when you are just asking for help because no one knows what the problem is. Alternately if you need help and cannot find it here the forums or answerhub can help. Alternately if it's mission critical you can pay Epic to help.

#

@plush yew can you show an example? what have you changed? falling is normally when there is no contact with the capsule collider and a surface below it

vivid vortex
#

@grim ore are you the guy who makes the “wtf” tutorials for ue4?

rotund scroll
#

or start from prototyping. GDDs aren't being made anymore because development is too iterative

#

especially the design

rain relic
#

Well, I'm having a weird issue with the Content browser.... It's empty... but i can play it with all the stuff. Kinda weird. Do i need to create a new project?

plush yew
#

Well actually I asked this in AI, here I am trying to debug. Before my movement mode was set to 'falling' but I added this

#

I have capsule and mesh of the wasp (not the one in the centre the one on the right) set to overlap all

vivid vortex
#

oh god, these problems make my problems seem like a joke

grim ore
#

@plush yew you should not need to set the movement mode each tick. Where are you seeing it showing falling or is that what you are doing to fix that?

rain relic
#

Is it a know'n issue for 4.26.0?

grim ore
#

no

#

you need to give more details. what is you cannot create anything in the content browser

plush yew
#

I changed some collision settings and now it says I have movement mode walking (though no movement). If I manually set the movement mode to 'navwalking' it says movement mode is navwalking but that base is null

rain relic
grim ore
#

well you should not need to adjust the movment mode from the default

#

your content browser should not be showing game so yes that seems like an issue

frozen pond
rain relic
#

guess i just create a new project then?

grim ore
#

click the little folder to the left of the word Game at the top and see what it shows

frozen pond
#

if you really need to change it

rain relic
grim ore
#

yep I would make a new project or restart the computer and try again

frozen pond
#

@rain relic try to drag some shape on map and then right mouse button on it -> browse to asset

rain relic
plush yew
#

hey when i was making the crouching and un crouching it worked for a few but when i tried adding a sliding system using the same action key as the crouching it messed it up i did delete all the nodes i had made to make sliding but im still having this problem where when i click the crouching key all it does it changes the speed and doesnt change the capsule size how its supposed to and when i sprint and click the crouch key im unable to move

#

should i just make my own crouching system besides using the crouching and un crouching?

#

never mind i fixed it, im pretty stupid the camera was attached to something else sorry to waste time

rich geyser
#

Hey im a new unreal engine user and I have been trying to use the 4.26 water plugin but for some reason everytime I place down 'WaterBodyOcean' it Creates this

#

not sure what it is or why it's happening

plush yew
#

Hi need help guys, wen my character walk, he down, and wen he run he are ¿normal?

civic otter
#

So trying the various forums online didn't help. My deadline is hours from now, I will PAY someone to help me figure out what's wrong with the media element in my composure!

plush yew
#

How would I go about creating a blueprint consisting of two characters? This is not for flocking behaviour

#

Basically I want one character to follow the x and y movement of the other (which is invisible and uses pathfinding, but this only works in 2 dimensions) but also have some z axis movement which I define myself (all my obstacles are attached to the floor)

hot anchor
#

Would any of you awesome people be willing to give me some feedback on my game im making on ue4, U beed akk the feedback I can get! https://youtu.be/Yw2R0PagIZs

SafeZoneVr Christmas Trailer
Itch.io page: https://will-codes.itch.io/safe-zone

What is it?
SafeZoneVR is a VR horror game coming soon free to side quest and pc VR. This immersive, ultra-realistic game will make you live the storyline inside of this game. The game has been in development for over two years and will be releasing early 2021

Plea...

▶ Play video
rich geyser
#

Nice job on the trailer...I sadly dont have a VR but it looks fun

half bay
#

is there any player controller in the blank ue project? the one with the chairs? or must i make one? 🙂 ty

hot anchor
#

Thanks @rich geyser

plush yew
#

the music really suits it to be honest i would say more but i think your on the right track

hot anchor
#

Thanks!

plush yew
#

i am following ryan laley's fps tutorial and when the ammo is supposed to display it just says 000,000,000,000/100 and when i shoot it just removes the zero's

hot anchor
#

Xavier is that really u lmao

plush yew
#

😎

rain relic
#

is the value a Float? Maybe it should be a Integer?

plush yew
#

yeah i think so

#

Yea it should be an integer

#

it is

#

Can you show us the Bp?

#

Huh yea but from the begin if u can

#

its a little hard to see tho

#

Probably the problem is with the last subtraction

#

yeah, but idk how to fix it

rich geyser
#

Hey im a new unreal engine user and I have been trying to use the 4.26 water plugin but for some reason everytime I place down 'WaterBodyOcean' it Creates this

plush yew
#

Wtf is that

#

A road?

rich geyser
#

nope..the Water plugin

plush yew
#

Take the spline points and make them bigger or smaller.

rich geyser
#

idk why its happening

#

Makes a bigger box

plush yew
#

Is it compiling?

rich geyser
#

wdym? I'm new to this sort of stuff

plush yew
#

Oh umm... when you placed the water body a counter to the right corner appeared?

rich geyser
#

A number in the viewport?

#

yea nothing showed up

plush yew
#

Huh umm... have you tried other water objects like river?

rich geyser
#

let me try it

#

I made a new project and it randomly started working

#

Not sure what I did before

plush yew
#

Huh ok good

rich geyser
#

Would a problem like what I had be something that could result from not enabling edit layer on the terrain? I think I did but maybe I misclicked

plush yew
#

Idk cuz I don’t use the water in ue4, I prefer creating my own material

#

@plush yew do you know how to fix the problem tho

#

with the integer

#

wait, i got some more info

#

when i set the default value to 30 it made 30 0's

#

so instead of showing the number it shows it in 0's

#

Oh

#

Umm

rich geyser
#

Anybody have a good tutorial they can recommend on Niagara

rich geyser
clever vault
#

hey guys which one do you prefer for ue vscode or vs 2019?

tall pilot
#

vim

clever vault
#

funny

rotund scroll
#

but its debugger is terrible compared to vs

gray mesa
#

is there a way to access the static mesh component of an actor class without creating an instance of the actor?

tall pilot
rotund scroll
#

what are you trying to do

gray mesa
# rotund scroll how would you facilitate that?

that's what I'm trying to find out 🙂 . I want to test each item in an array of actor class references that extra actors need not be placed in a level for my blueprint to function correctly and that the actors the bp can spawn can be changed per instance

rotund scroll
gray mesa
#

I can't see a function from the class reference that will let me access the static mesh component

rotund scroll
#

did you cast it?

gray mesa
#

casting it seems to only bring another reference to the class. as it's set up now it takes an object reference which is easy to get to the static mesh component but yeah it's got to change

rotund scroll
#

I'm still not sure what you're actually doing

#

can you show your code

gray mesa
#

not really, it's pretty big

#

a friend also suggested casting though, how would I get to the static mesh from an actor class reference?

rotund scroll
#

I think without showing at least the fragment where you loop over it's going to be hard to say since I have no actual idea what you're doing

#

I can only tell you're not familiar with how casting works, and that is basically the corner stone of all actor based logic in UE4

gray mesa
#

then tell me

rotund scroll
#

I can't tell you what to do when I don't know what you're doing

gray mesa
#

tell me how to access the static mesh component from an actor class reference, else how to get an actor object reference from a class reference without creating an instance of the actor

rotund scroll
#

I already told you, by casting

#

to what or how, I can't say

#

because you're not willing to show your logic

#

but good luck

dawn gull
#

How can I drag an actor into another actor, and be able to modify it's variables?

#

(The one that's inside the second actor)

rotund scroll
#

physically or just by way of modifying values?

dawn gull
#

Just modifying the values

rotund scroll
#

you'll need a reference

#

depending on what you're working with there's a few ways around it

dawn gull
#

Alright

rotund scroll
#

if you're willing to give some context I can give you some pointers

long dock
#

would anyone have some advice/tips/input on how to create something similar to the camera system used for Tony Hawks Pro Skater 1 + 2?

exotic thicket
#

how is that different from a regular 3rd person cam? It's been too long to remember specifics :P

plush yew
#

how would one find stylized/anime like assets to use for their game

#

~>

#

So when UE5 launches, how feasible would it be to port projects from the current version of Unreal into UE5? I have a few projects that I want to work on, and... I'm almost certainly going to want be using a lot of the new features that're shipping with UE5

#

Not sure if I'm best to just hold off until UE5 ships, rather than having to rework everything?

plush yew
#

no no

#

i mean textures and materials

#

like the coat of paint one would use

worn granite
#

mp

plush yew
#

not legitimate objects and stuff

#

mp? o-o

worn granite
#

yeah

#

marketplace

plush yew
#

Or, just learn to make them

#

marketplace o-o

#

i wanna learn to make them tbh

worn granite
plush yew
#

which will save you a lot of time and money in the long run

#

but also wanna see whats out there for free in casing im making what exists already xD

worn granite
#

anywhere you can buy models you should also be able to find textures

plush yew
#

o.o

#

bae ❤️

#

I mean, if you want everything to be consistently stylised throughout

#

yes

#

making your own assets is the way to go tbh

#

that in particular

#

yup

#

as a starting place though

#

o.o

worn granite
#

@plush yew unless you feel you've mastered UE4, you could always spend the time before UE5 polishing your skills

plush yew
#

look at setting up shaders, cel shading etc

worn granite
#

I shouldn't expect the upgrade process to be unbearable tho

rich geyser
#

All of my storage is full on my C Drive so Im trying to change my unreal location to my D Drive. I'm not sure how cause I have tried reinstalling it there multiple times but it always ends up with the same error and for some reason being in the C drive still. Any ideas?

plush yew
#

shaders, cel shading

#

a lot of this kinda thing is pretty flat, pastel colours, hinting at detail

#

okie

#

will do

#

yeah

#

like

plush yew
#

i dont want really high detailed stuff

#

I still have a lot to learn

#

just like mostly painted with shadows and etches into it x3

#

I'm coming from a VFX background, so working in Unreal is pretty new to me

#

still gonna practice in UE4 for the time being

worn granite
#

and even if you do mainline development that can't transfer, it's still good to flesh out your ideas and prototype now @plush yew

plush yew
#

think breathe of the wild, skies of arcadia, gotcha force, shining forces, pokemon ruby, phantasy star universe, digmon kind of stuff

#

yeah that's true

#

I can at least get game prototypes/mechanics working

worn granite
#

just stay away from the really old stuff like Cascade or Matinee

#

that's a waste of time, use Niagara or Sequencer

plush yew
#

yeah about that

#

special effects

#

and niagara

#

how the flapjacks does all of that work xD

#

actually nevermind

#

ill google it

worn granite
plush yew
#

ive seen a few cool things

#

like controllable particles and stuff

#

but i really wanna mess with it ; ///;

worn granite
#

I'd say go for it, the both of you

plush yew
#

wait

#

ue5 is out now?

#

Not yet

worn granite
#

Nyet

plush yew
#

oh

#

i can wait

#

im still doing models atm :3

#

soon™

#

:>

worn granite
#

I can't see them tossing away BP, and Niagara is just getting on it's feet

#

Should be the Ue you're used to, IMO

plush yew
#

god damn though, need to get my hands on Nanite

#

As someone currently trying to populate an 8km x 8km terrain with around 2mil hero-asset trees, foliage etc. in Maya

#

I can't tell you how much I want the ability to handle that much geometry in realtime right now...

long dock
# exotic thicket how is that different from a regular 3rd person cam? It's been too long to remem...

it doesn't just follow the player, it kind of moves in this intuitive way that feels really smooth. its hard to describe, this would be a good reference, the way the camera moves when the player is going up a halfpipe https://www.youtube.com/watch?v=MQCiWuCtRq4

We played Tony Hawk's Pro Skater 1 + 2.

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▶ Play video
plush yew
#

Maya has crashed on me no less than 36 times in the past 2 days

nova trench
#

Blender

plush yew
exotic thicket
#

it looks like the basic idea is it follows you, but it looks like it has some smoothing which is noticeable in the grind

#

also when you go off the ramp it looks like it might have a trigger that turns the camera around automatically

plush yew
#

Looks as though the camera is set to follow at a set distance, pivots on the spot to keep you centered on the character

#

then a lot of the camera movement for the halfpipe, grinds etc is scripted to follow particular angles

#

you could probably get something pretty similar to this with a pretty simple camera rig

#

^

rotund scroll
#

when I wanted to do something similar I ended up with a camera behavior tree

long dock
#

sorry, im a bit new to ue4. the state machine is attached to the camera itself?

rotund scroll
#

yeah so basically the camera has some states that would make it do certain things

#

you'd probably want these states to be triggered based on player actions

#

perhaps also by entering locations

long dock
#

oh ok awesome. Looks like I have some googling to do

candid stratus
#

what is the measurements of a geometry box of 1x1x1x in ue4. People say on unit is one cm but when referring to scale what is one unit?

rotund scroll
#

scale how?

candid stratus
rotund scroll
#

you mean the scale modifier?

candid stratus
#

yeah i think so ( im new)

rotund scroll
#

scale is just a multiplier

#

it doesn't have units

candid stratus
#

ok then how can i tell the size of a cube then ?

rotund scroll
#

middle mouse button is a measuring tool

tall pilot
#

an X-scale of 0.342 will be 0.342 times the length of the object in the X dimension

rotund scroll
#

you can use that to measure a distance in a 2d viewport

candid stratus
#

ok i see. thank you

grim ore
#

@Manadono#1016 it sounds like you wanted Get Class Defaults to get the default properties out of a class without instantiating it

#

wow he wasnt even in here 2 hours lol

tardy zealot
#

Has anyone had any issues with slowdowns related to static meshes in 4.26 or 4.26chaos from the launcher? In the past I've had a few hundred rigidbodies simulating physics without too much of a dip, but for some reason static mesh actors are tanking my FPS. That's with about 150-200 of them, I'd expect to maybe see a decline at much higher numbers and would use more instanced static meshes then, but considering the complexity of such scenes, I can't imagine the performance loss with this number of actors is the norm.

plush yew
#

are there any copyright issues with commercialising games (in theory) which rely on marketplace addons?

nova trench
#

If I'm looking to make an animated series with unreal engine what template should I start with? I came for the node based animation and better compositing tools.

grim ore
#

@plush yew all of the marketplace items should be fine with commercial use per the Epic license when you get them. You can check out the actual license itself. Some of them might have special licences that have restrictions but that should be rare

#

@nova trench any template should be fine to start learning with but there are film and broadcasts templates that might give you a leg up depending on what you want to do. as you are just learning it really should not matter so something like a third person template might be good

nova trench
#

Can you edit and keyframe individual bones as you work on a linear timeline when working with an animation blueprint?

#

As in, if you had a rigged character and had them transition to running or walking or idling, are you still able to move the individual parts of that character without having to import other individual animations?

grim ore
#

so move the bones at runtime in addition to the blending of the animation or make new animations in editor?

#

animation blueprints are not what you work in when working with animations directly, they control which animation and how it is played or adjusted

#

but I think the answer to your question is yes especially with the new sequencer animation system and control rig

nova trench
#

Okay, so I can theoretically just have a few blueprints, then animate and keyframe the rest of the animation by hand?

grim ore
#

if you wanted to do it all in UE4 now you can with the new systems yep. Still not as feature filled as doing it in your DCC and bringing it in but its a work in progress. Check out the Control Rig system

plush yew
#

can anyone help me?

#

how do i fix this?

grim ore
#

the red X?

#

https://docs.unrealengine.com/en-US/BuildingWorlds/LightingAndShadows/LightMobility/StationaryLights/index.html ```Only 4 or fewer overlapping stationary lights can have static shadowing, because the lights must be assigned to different channels of a shadowmap texture. This is a graph coloring problem, so there are often fewer than 4 overlapping allowed due to topology. Shadowing cannot affect the overlap test, so the sunlight typically requires a channel from the entire level it is in, even the underground areas. Once the channel limit is reached, additional stationary lights will use whole scene dynamic shadows at a severe performance

The StationaryLightOverlap view mode can be used to visualize the overlap, which is updated dynamically as you modify the lights. Light icons are changed to a red X when they are not able to allocate a channel.```

plush yew
#

yes

#

so

#

how do i fix this

grim ore
#

you need to not have the stationary lights overlapping

plush yew
#

oh

#

let me see

grim ore
#

if you can't do that, then switch them to static or movable if that works for your needs

plush yew
#

i don't find it

#

ooOOOH

#

YES

#

thank you

#

so much

#

@grim ore i subbed

grim ore
#

neato 🙂

plush yew
#

How hard is it to do first person camera animations? Without player input?

#

Hello

#

I am under 10 FPS in my viewport

nova trench
#

Add potatoes

plush yew
#

What ? x)

#

people were right when they said UE4 has a bad community

nova trench
#

I just meant that the low FPS could be any combination of things and it may just be your computer

grim ore
#

^^

plush yew
#

oh, ok ! 😅

#

well

#

I was hoping there was some tool to analize where the issue come from

grim ore
#

but you can also take a rough guess just based on stuff like draw calls, triangle count, and pc specs

#

typing in stat scenerendering can give you the draw calls and such

plush yew
#

guys

#

how do i add camera shake?

#

when walking

#

in first person

#

but I just don't understand anything, lol... Does it talk to you ?

#

I guess this big red lines is not a good thing...

grim ore
#

what are your computer specs?

rich geyser
#

How can I create a Auto Material and have layers for painting? I can't find anything on it

grim ore
#

ugh... google certainly returns a few results for "ue4 landscape auto material"

plush yew
#

@grim ore i7-7700HQ 2.80 GHz , GTX 1060 6Go DDR5

grim ore
#

yep then its the draw calls, you just have too much stuff in the scene for some reason

#

you pretty much need to look at your scene and analyze it. How many objects are there and are they unique?

#

30k-100k mesh draw calls is a bit much for that machine

#

shadows can cause this for example as well. each unique item is contributing. etc. your scene is just too complex and not optimized "in general" is the issue

plush yew
#

Mh, you're probably right

#

Indeed, as a matter of fact, I just take a pack with a landscape then put another pack with a village in this landscape... And just mixed the two without a care of optimization... Guess it's not the better way to go, lol...

#

But I'm still learning and was curious to know how far I can go with UE4 and my PC config

#

Apparently, I am too far... 😅

#

There is exactly 2974 objects. Obviously there are many instances of one and only master though, but I can't say how many exactly

grim ore
#

each object might have multiple materials or objects as part of it. if theres only 3000 objects but over 100k draw calls theres some funkiness going on. your shadows casting shadows is probably an issue

#

I would find your lights and disable casting shadows on them as a quick test

rich geyser
#

The mountain looks rlly bad I understand that part

rotund scroll
#

perhaps something for #work-in-progress

rich geyser
#

alright sorry

rotund scroll
#

@grim ore I do have a question I was hoping you could answer. I looked at your SetControlRotation video, and I found that your control rotates instantly. does it actually rotate instantly or does it take a frame or so to perform the rotation?

plush yew
#

@grim ore Actually, I've hide almost all the mesh and yes, my FPS went up but I'm still in red. So that could mean that the road you've said with the shadow casting would make more sense, isn't ?

grim ore
#

shadow casting foliage can be a fps killer

#

hell even foliage, like for example using the high quality foliage from the boy and kite demo killed my machine when I decided to make it dense

#

@rotund scroll that's a good question I never really tested it. I assume your sending the new rotation to the control at that moment in time so it should be in that frame but other things might not notice it till next frame if they already processes that frame before the set control rotation

#

yeah. hmm... are you doing it on the tick or some other time? there is a tick group option in the actor that you can try playing with that might help

rotund scroll
#

it is unfortunately on tick

#

until I find a better way, if there is one

grim ore
#

yeah it literally sets it that frame so maybe try changing your tick group

#

try a later one see if it helps, if not try an earlier one lol

rotund scroll
#

was set to pre physics, seems to work slightly better with post update work, but I'll have to test it out. it may be that the location hitch is entirely unrelated, but I did use to get an entire frame where the camera would have to rotate back

plush yew
rotund scroll
#

anyway, thanks for the suggestion, I'll play around with it!

grim ore
#

you could yes but disabling them might be better

#

well hopefully its a path to a solution lol @rotund scroll

gloomy gull
#

Is it recommended to use UGameUserSettings rather than a custom settings structure?

#

Oh wait, never mind

plush yew
#

@grim ore Because even hide, there is still some calculations, isn't ?

gloomy gull
#

@grim ore Thanks for ur op wtf series man

#

I have a goto when there's something random in ue4 I don't know

grim ore
#

yeah its more than likely the shadows being cast anyways so disabling them on the light would be a quick check

plush yew
#

Ok, make sense

#

Though I've just noticed that when I hide one of my Directional light in particular, I win approx ~10 FPS

grim ore
#

yep directional lights have cascaded shadows which are set to 3 by default which is alot of shadows on foliage

#

I want to say this is why most of the time any shadows for foliage would be static in this case so no fps hit

gloomy gull
#

Is there a way to set a pfp on the ue4 community wiki?

plush yew
#

@grim ore How do you disable lights ? I saw this setting but I'm not sure :

grim ore
#

you can uncheck visible for rendering or that option, both should work

plush yew
#

ok sir

#

and it also desactivates shadow or should I uncheck cast shadow too ?

sterile tulip
silk sleet
#

anyone know how to transform uv coordinates on a render target to world location (relative to that render target's SceneCapture2D)
sorta like ConvertScreenToWorld or whatever it's called, just with an arbitrary camera (or scene capture) instead of the player's active camera

#

or do I basically have to calculate the two transformation matrices myself and invert them

past garden
#

Can my friend and I have help using multi user editing? we are both new developers and are using softether vpn and set everything up following multiple youtube videos but the server session will not show up on the client computer. Thanks in advance

plush yew
#

Guys moonton(Mobile Legends: Bang Bang developer) is a liar. He said Mobile Legends: Bang Bang was developed in Unreal Engine but it was in Unity

winter gale
nova trench
#

Does anybody know how this type of shader can be done in UE4? Just a basic breakdown

chilly sun
#

q:cry, my guy's floating..
a (kinda broken): thirdperson character bp, found it, makes the mannequin guy go too far down if flip to him, else good

dusky dawn
#

My engine stucks in %95

#

And my processor using %100

warped tangle
#

@dusky dawn you're compiling shaders, let it do it's work. It'll eventally load and you'll have a ton of shaders to continue compiling

#

That's completely normal

dusky dawn
#

im waiting for 30 minutes

#

is it normal?

warped tangle
#

What kind of CPU do you have

dusky dawn
#

i7 10750H

#

6/12 2.60ghz

warped tangle
#

what project is this? A demo/complete project?

#

Do you have something else running in the background eating CPU?

dusky dawn
#

nothing in the background

chilly sun
#

the purple in background seems to show the speecs, and nothig seems to be going judgin off ram

dusky dawn
#

its '' City Enviroment project'' which is in ue4 market

warped tangle
#

ah yeah that one took me a bit to load

chilly sun
#

could be it needs more than 16ram to fully load? shot in the dark guess

dusky dawn
#

i have 16gb ram

warped tangle
#

30 minutes is a bit long to at least open the editor though. But it definitely is a hefty project

dusky dawn
#

its 4.5 gb

warped tangle
#

doesn't have anything to do with project size, it's about the shaders that need to compile

dusky dawn
#

its using 10gb ram

#

@warped tangle should i wait or close and open again?

chilly sun
#

project is for editor version?

#

(project made for same version as editor you use?)

#

-- at least does it say it's compatible with the version you use? (see you launching 4.26)

dusky dawn
#

its say its compatible

chilly sun
#

I dunno :/ your machine seems strong enough to do most things, to me it should launch

dusky dawn
#

i have closed and open again. Stuck in %95 again 😦

warped tangle
#

if you just alt+f4 the editor launching window, it won't stop the process

#

you need to go and kill the actual process probably

#

what you've done is open 2 instances of the project now

dusky dawn
#

i closed it with task manager

warped tangle
#

ok, as long as your CPU useage dropped down to normal idle levels then you should be good

dusky dawn
#

before i closed the program there was just editor but now here ı can see the shader workers

#

so i think it will open now

plush yew
#

Event begin overlap calls endless as I get into it. How to stop the execution as I get out?

warped tangle
#

your binding an event on tick.....

#

You should be binding the event either on begin play, or at some event-driven specified time.

#

for the love of god don't do what you're doing

plush yew
#

thx I will 🙂

#

I'm just learning 🙂

#

What's cheaper, Dispatchers or Interfaces?

warped tangle
#

I believe interfaces

hardy nacelle
#

Can I obtain information about Landscape layers from Landscape object in blueprint?

vivid vortex
#

Hey could someone help me with an issue im having?

warped tangle
#

post it

vivid vortex
#

Ok, itll take a while tho

#

So a quick summary of my problem. whenever the enemy attacks me once, he continues to do so and is just stuck there

#

i think it may have to do with the animation montage ive created

warped tangle
#

Well firstly, if this is animation related, you're probably going to get better help in #animation

#

I'd also show code/video snippets that directly show the issue, becuase that can be any number of things

vivid vortex
#

the thing is, i have no idea if it is the animation or just badly written blueprints

#

is it ok if i send a screenshot of my blueprints?

warped tangle
#

yep

vivid vortex
#

I believe the bug is somewhere in here

warped tangle
#

well you are calling chase player again in the sphere overlap which is going to create a potential unwanted loop

vivid vortex
#

ohhh, that makes sense

warped tangle
#

I also am not sure you want to be calling chase player in the foreach loop body. If there are multiple actors in that loop, it's going to call chase player every time, and end up going for the last actor in the array. This may cause some odd looking behavior I think

vivid vortex
#

so, how can i fix it?

#

because I cant really think of another place to put chase player

warped tangle
#

you need to put some logic in to decide when to re-attack etc.

#

really depends on what you are trying to do/what the feel of your game is

vivid vortex
#

well what im trying to do is a wave style game, though im a complete begginer and I have no clue about logic

#

oh ive just done something and now its following me but stuck in the attack animation

mild merlin
#

hey

#

i got some problem

untold swallow
#

Hey

#

How do I change my landscape game to Potrait????

#

Anyone pls?

mild merlin
#

i have a laptop with pentium n3540 ,and 4 gb ram without graphics card, i have installed unreal engine and the icon appears on the task bar, but is transaprent means it doesn't appear on the screen please help

hardy nacelle
#

I was having problem running UE on laptop with GTX 1050 and 8gb ram, so I don't think UE is good option for u

mild merlin
#

what can be the possible solution

warped tangle
#

That is well below recommended, and possibly minimum spec

#

better computer

mild merlin
#

do it run on android

#

i dont think so

warped tangle
#

no

hardy nacelle
#

or other engine

mild merlin
#

ok

hardy nacelle
#

for that comp spec I think godot is good option

mild merlin
#

nono

#

my friend installed it in same specs, in his own laptop

tiny bridge
#

hello

mild merlin
#

but in mine when i open it , it shows not responding , its invisible , and an error come in the taskbar

tiny bridge
#

i want to ask

#

some thing

mild merlin
#

yrs

tiny bridge
mild merlin
#

jerk and sleep

tiny bridge
#

pls be serious man

mild merlin
#

yes

#

bro what are ur pc specs

tiny bridge
#

i3-3240

mild merlin
#

gpu

tiny bridge
#

intel hd 2500

#

ram 8gb

mild merlin
#

u are lucky man

tiny bridge
#

ddr 3

mild merlin
#

even it runs for u , it dont even open iin mine

tiny bridge
#

wdym?

#

i have install on new windows before that i have no issues

#

😦

mild merlin
#

in mine case

#

it shows error of

tiny bridge
#

what?

mild merlin
#

application is not able to access graphics hardware

tiny bridge
#

what is your spec

#

gpu

tame marsh
#

Does UE4.24 support Valve Index contrllers in VR mode?

tiny bridge
#

i dont think so

tame marsh
#

what did you do to cause that

tiny bridge
#

i just open unreal

#

than open error message

tame marsh
#

Do other projects cause it?

tiny bridge