#ue4-general

1 messages · Page 906 of 1

tiny bridge
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i want just to open the unreal

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i event cant go to unreal editor

plush yew
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How do I set one actor to follow another, by giving an input vector and converting this into a movement input? Do I do it every tick?

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help

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when i play it says

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how do i fix this

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can anyone help me

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nvm i fixed

true nexus
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@plush yew Use an AI controller and tell to follow the other actor

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Just do any of the basic tutorials on AI to figure out how

plush yew
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yes that is reliant on navmesh which I can't do. it's 3d

true nexus
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You can just gradually change it's transform in the direction of the other actor

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But you should be able to do it with an AI though

plush yew
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I achieved something like it although it is slightly jittery (it's multiplayer up to 4). I am just a bit confused about CMC and how the 'scale' value works, how often it updates and whether I need to update it on server or it handles all replication automatically.

rocky radish
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pretty sure it does (if it doesn't, i think only on 4.25 and above)

tame marsh
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@rocky radish Thanks, just installed UE 4.26 and a new project to check it out

rocky radish
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np

tame marsh
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On another note, why the hell does it take so long to launch a new VR project

rocky radish
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probably compiling shaders or something

tame marsh
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Yeah, I checked the log, it compiles ~3000 shaders or something

rocky radish
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(btw just double checked, and 4.25 and above versions support valve index input)

tame marsh
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Thanks!

rocky radish
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you're welcome!

plush yew
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Is there way to turn 360 camera view in engine to skysphere?

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I would like to do galaxy which is showed based on your location in it.

still moat
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@tiny bridge That error usually occurs because something with your GPU happened, most likely your driver just died.

tiny bridge
plush yew
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Will UE5 feature Blueprints?

fierce tulip
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it will feature almost all things ue4 has

tame marsh
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Surprise return of UnrealScript

fierce tulip
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and kismet

plush yew
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@plush yew you need to make a landscape material first

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and apply it to the landscape

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it also gets bugged sometimes but the layer blend node is kind of what you need in order for it to show

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there might be more ways but this is the way i use

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yeah they changed it in the new version on the top screen you can see modes or shift+2 to change to landscape mode

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Is there a simplistic modern theme for unreal

haughty knot
plush yew
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can anyone help me

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i'm using a spot light

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as flashlight

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and when i move something is blocking

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the light

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and it looks weird

tiny bridge
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and its same

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what should i do again?

fierce tulip
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i had to downclock my gpu when that happened, and within 6 months my gpu died.. so as amber once said, it might be some error that most software can handle but ue4 nopes out quite hard

tiny bridge
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how to solve it?

fierce tulip
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not sure.

  1. downclock gpu
    if that doesnt work
  2. try another gpu
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else i sadly have no solution either

tiny bridge
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okay thx

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how to downclock gpu

fierce tulip
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you might wanna google on how to use msi afterburner

tiny bridge
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okay thx

zinc shore
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why is my charter movement actor jittery in PIE but not in standalone it this due to frame rate and if so how can i prevent jitter at lower frame rates

hoary mason
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Is there a way to find all references of a GameplayTag?

half bay
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hey 🙂 any way to disable stuff inside a blueprint? to not have to delete stuff and find out it was a mistake? 😛 thanks ^^

cedar wave
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Just disconnect the execution pins.

plush yew
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Hello anyone know how to fix the frame drop caused by god rays/fog? I reach 10 FPS with the god rays, but without I am around 120/130

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I have a 1080ti and a ryzen7... and something... I don’t remember the model

pulsar badge
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Is there away to pull a height map off of one of my maps lost the first file.

half bay
wet berry
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Where can I find the fracture tools in 4.26? The addon is enabled, but I am not seeing it in the modes drop down

plush yew
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@tiny bridge I don't know what config you have exactly but if you have 2 GPUs, one integrated (like an Intel) and another (like a Nvidia), are you sure to have update the drivers of your second GPU AND these of your integrated card ? Not by doing the automatic install from the property pannel but downloading them directly from the developer website. I'm telling this because I also had a D3D error once (but not exactly the same and I could open UE anyway...) and I could not fix this until I understand that it was just my INTEL's drivers that it was not updated because when I did the update, it was with the property panel. I did not go on the developer website of Nvidia. So I simply didn't have the last drivers for my INTEL and even if all the others drivers was updated (even my Nvidia that is my main GPU for UE4), I had a D3D error and UE didn't stop crashing...

midnight gate
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is theres any way to do facial motion tracking in ue4 USING MY DARN WEBCAM ON MY LAPTOP?

vivid vortex
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Hey could someone please help me? Ive spent the whole day on this problem and ive even asked for help this morning but i only got an indirect answer and im completley stuck

midnight gate
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cant help you dont know whats the problem dude you dont tell it

vivid vortex
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ok, my enemy character for some reason is stuck in the attack animation

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the moment he attacks the player, he doesnt move or anything, he just carries on attacking on thespot

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is it ok if i send the blueprints here so i can show you?

midnight gate
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you prob have a boolean set to attack and so it forever plays the anim

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or if ur using motage you somehow looped it

vivid vortex
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Yes im using montage

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how can i “unloop” it then?

midnight gate
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i forgot

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you have to look how to loop it in the curent version

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to find how to unloop it

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or your code could also be bad and you are repeating the montage after it ends

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idk its really imposbile to tell without any details

vivid vortex
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Here ill send the blueprints

plush yew
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Hello, I have a problem. I downloaded a pack from the unreal marketplace but there is no LOD. How do I create some lod?

fluid bay
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has anyone found a fix for the notorious stuck on 39%?

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this only happens when creating "film, television, and live events" project

grim ore
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its not stuck, its compiling shaders. wait.

fluid bay
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i let it run yesterday

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ran for 20 hours

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no dice

grim ore
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do you have visual studio installed?

fluid bay
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yep

grim ore
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check to see if you "accidently" installed incredibuild

fluid bay
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where

grim ore
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in the visual studio installer

fluid bay
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nah i didnt install that

grim ore
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welp 39% is compiling shaders. check task manager and see if any shader compiler workers are running or anything else

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typically if its "stuck" its a slow machine, or you installed incredibuild

fluid bay
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this only happens with the "water" plugin loaded in the game section, or in the film preset

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the water in game section doesnt get it stuck at 39 but at 45

grim ore
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yep 45% is compiling shaders as well. some platform shaders. some engine shaders.

urban iris
grim ore
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assuming you restarted your system since you last tried, look at task manager when its "stuck" and see what it shows. screenshot it in CPU usage order

sleek spear
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is it better to use actor foliage or static mesh foliage?

fluid bay
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ive sent it to you in DM Mathew to avoid cluttering general

urban iris
fluid bay
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i mean even with the blank film templates

urban iris
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with film presets maybe

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I don't know specifically what the blank film template changes

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maybe some engine settings are causing a problem

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because Water has a few problems even in game templates

plush yew
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Guys can anyone help me? I have a performance problem... when I press play, after 10 seconds the game goes to 144 FPS to 60 and slowly decrease until 0 and the engine crash. Any fix ?

urban iris
plush yew
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Huh i have a loop of a flickering light but I don’t think that’s the problem

fluid bay
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i have no idea what it changes, but maybe you can answer the question that i want to use it for: where should i go for creating cinematics or mini-movies?

grim ore
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welp again if its at 39 or 45 its compiling shaders. what speed is your machine

fluid bay
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3.2 ghz

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i5-4460

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16gb ddr4

grim ore
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ah thats gonna take a while then

fluid bay
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rx 470 8gb

urban iris
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he left it running for 20 hours though

grim ore
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welp its 4 cores no HT sooo...

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its gonna be a while

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if your cpu usage is showing usage and shader compilers are compiling then its doing what it can

fluid bay
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why does this not occur in the games preset?

grim ore
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water has a ton of materials to create when its used, and film and broadcast templates could be using DX12 which would require a complete recompile of engine shaders

fluid bay
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can i use the game preset to make cinematics?

grim ore
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sure. all the templates do is set up some helper stuff

urban iris
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I want to test this

plush yew
grim ore
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for the most part the film stuff is for live stuff

rotund scroll
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delay on tick

urban iris
rotund scroll
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big yikes

plush yew
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its wrong? its my first bp...

fluid bay
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ok, thanks guys ill just use the game preset then

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thanks lots

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and thanks to you Mathew, your videos have been useful to me keep up the good work

plush yew
grim ore
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the world literally implodes

plush yew
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oh

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ummm

urban iris
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Honestly i think they should remove the tick on the graph being there by default 🤣

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@plush yew are you spawning any actors?

rotund scroll
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nothing happens, it's technically calling an event laterally, it's just not very elegant and there are much better ways of doing what you want to do

nova portal
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I am looking to disable Auto Exposure, so I added a PPV and changed Min/Max Brightness to 1. Unfortunetly that makes the scene really bright compared to when I disable Auto Exposure in the Editor Settings, is that the default value or should I change it to something else

plush yew
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@urban iris removing that tick fixed my probelm...

rotund scroll
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and yeah I agree tick should be hidden under several checkboxes/options

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it should not be as available as it is

grim ore
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and I just checked, the default film and broadcast template does need shaders remade so it's not a bug

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@nova portal if you want it disabled why not use the editor setting?

plush yew
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so there is any way to make a loop that doesnt destroy my game?

rotund scroll
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of course

nova portal
urban iris
# plush yew <@!212304742137724928> removing that tick fixed my probelm...

There are people who say never ever use tick, and there are people who say it's okay to tick just do it its fine.

When I first started blueprints I used tick pretty often but as I got better and expanded my way of thinking about how can I achieve the result I want, I realised there's "almost" always a way to not use tick

grim ore
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that does look like a simple event that can be called recursively should do what you want?

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call event, do the first part, do the delay, do the second part, when second part is done call the first part again. self contained looping event

fluid bay
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for making cinematics should i go the C++ route or the BP route?

rotund scroll
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tick is useful/necessary for some things, but it's rare that you need to use tick at all in BPs

grim ore
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not saying its perfect but thats basically what you want, replace the tick with a custom event node. have the end of itself call itself again. at some point call the event to start it. profit?

rotund scroll
fluid bay
rotund scroll
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go bp

grim ore
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cinematics? all in editor no reason to even touch BP or C++ if you are just driving stuff

rotund scroll
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true but I'm thinking the sequencer does hook up to bp

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anyway in cpp what you would be doing mostly would be exposing functionality to use in BP anyway

grim ore
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it does but 99% of properties on objects can be controlled by sequencer itself now so if its basic stuff like lighting or moving its all inside sequencer now

rotund scroll
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cpp isn't beginner friendly, and I recommend against it for someone with no prior programming experience

grim ore
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yep BP is the front end, C++ is the back end that hands off to BP. learn the BP. love the BP. don't hate

plush yew
grim ore
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yay

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now make it 10% better!

fluid bay
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I'd just like to get into CPP

grim ore
fluid bay
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deal.

rotund scroll
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I'd say even if you do have some level of experience if you haven't done OOP and aren't keenly aware of those type of principles then you are not off to a great start

urban iris
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i'd recommend that

rotund scroll
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cpp has many pitfalls, perhaps among the most for any modern language

fluid bay
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why did UE4 pick CPP over C#

rotund scroll
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because C# is extremely limited in how it is computed

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you can never get the performance of optimized cpp in C#

fluid bay
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makes sense

rotund scroll
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cpp involves a lot of manual memory setup, something that you never have to care about in C#

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add to this that UE4's cpp isn't your traditional cpp, so you'll have to understand another layer of complexity on top of already existing functionality

ashen frost
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looking for guidance on where to texture skin, I have been researching a lot but still a bit confused

i see people using substance painter a lot but it does cost money so Just wanted to look around a lot more first

queen wave
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Hello I put a question in #graphics channel, any help would be extremely appreciated.

grim ore
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the console command "viewmode unlit" can do that. you can use an execute console command for that in your level blueprint to test

normal jetty
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overlapping geometry, cancer, or occasionally useful?

ashen frost
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Mathew Wadstein

late verge
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hey everyone!

just out of curiosity, when i'm rendering out a Sequencer cinematic, is the speed of the render mostly determined by my CPU or my SSD/HDD write speed?

normal jetty
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rendering = cpu/gpu

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your SSD/HDD can stomp mostly anything you can throw at it in this regard

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(unless maybe you are a poor fella on a 5500rpm laptop econo drive

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also applicable is RAM (your processes will lean on your ram rather than HDD for any in process storage which is largely why your HDD doesnt matter much)

late verge
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gotcha. got a new CPU mostly for the purpose of rendering so i'm super stoked! @normal jetty

normal jetty
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I went from a Bulldozer quad to a Ryzen 5 lol so ya, I definitely noticed my games being able to produce more thna 60fps

late verge
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^^^^^^^^^^

normal jetty
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funny part is, i love my 3600 but im thinking about upgrading it to top out my GPU

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Waiting for that sweet sweet upgrade route

late verge
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CPU i just got is a 3600xt lol. eager to see what this bad boy is all about.

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previously i was on a 4690k

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loved that son of a bitch

normal jetty
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3600X is a good one, It isnt much better than mine which is why i opted to save some $20 or so. but now the price is nothingburger difference

late verge
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^

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i should probably reinstall windows

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i'm just too lazy to do so

normal jetty
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Definitely

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100% reinstall windows and for the love of any god you recognize, update bios

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your ryzen will appreciate you

late verge
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soon

normal jetty
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They (AMD) have been going nuts lately trying to save face for bad drivers, lots of updates rolled out recently for GPU and CPU alike

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5700XT has vulkan ray tracing

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drool

late verge
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am i getting less performance out of my 3600 by not reinstalling windows? i got the latest drivers for the chip and mobo installed.

normal jetty
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There is something a little funny about Nvidia pushing ray tracing like nobodies business and amd is like... oh... we have a plugin for that

late verge
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lol

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yupppp

normal jetty
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ok, so, yes Windows is attuned to your hardware both at install and through the process of use

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I have many times noticed performance increases over that of a clean install from reinstalling after hardware upgrades

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also after bios upgrades

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BIOS>Windows>Driver

late verge
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gotcha, will definitely do it here soon

normal jetty
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as far as i can tell too you missed the sticky wickett

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our drivers seem fine now

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my recent bios upgrade netted me some insane amount of cinebench increase

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like 1k i think? i forget the scale

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it was visible to the eye that it was faster tho

late verge
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anything in particular you recommend i do to prepare for a windows reinstall? already copied all the stuff in my C drive where windows is to my HDD just as a backup

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of course i will unplug the other drives as well since i don't want them getting accidentally wiped

normal jetty
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... I only backup installers and completed works personally. but I also like to make a custom windows installer so it comes loaded with nothing... like absolutely nothing. no cortana no defender no nothing

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no talky to homebase

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that alone gave me like 5-10% performance increase... i hate microsoft

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i even stripped search out and installed everything search and replaced the crappy calculator with speedcrunch

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7.2GB ram in use with Blender, and like 50 windows in firefox

late verge
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last time i used cortana was back in circa 2010 when i walked into a microsoft store and used cortana once with a windows phone

normal jetty
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oh youre using it

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you just dont know

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Cortana is a little spy

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I remember when I played Halo for the first time and she gets in your head .. I was like NOOOOO !!!!!! I know how this goes

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OUTTA MY HEAD YOU DAMNED DIGITAL PIXIE

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xD

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Actually, Microsoft in trying to be cheeky by naming it Cortana probably pissed off a whole lot of people who HATE Cortana

unique kraken
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anyone knows why my texture colors drastically change when saving?

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its not the compression, tried "no lossy compression"

normal jetty
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drastically in shade or actual color representation

unique kraken
normal jetty
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you compressed?

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i dont trust anything that says "not lossy"

fierce tulip
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changes from having alpha to no alpha. might be one of the settings

normal jetty
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^

normal jetty
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luos is probably right

unique kraken
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oh hä

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but i dont have this on other imgs

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and it doesnt have alpha to begin with

normal jetty
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maybe it does??

unique kraken
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no i just reexported it without A channel

fierce tulip
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cant say for sure unless I see all the info in one go

normal jetty
#

ah

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i love mentock the mindtaker

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lol

unique kraken
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here it is

normal jetty
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weeeeoOOOooooWWWEEEEEeooo

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be thankful we arent troubleshooting blender xD

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love that program but DANG it throws some weird ones

unique kraken
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oh dont worry about blender

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to put it easy, im a blender god. no help needed there

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im more wondering about ue4, at times seem less logical to me

broken heath
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Yo blender god

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Since when u use blende

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R

unique kraken
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idk 5 years or so.

broken heath
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Oh started with 2.8

unique kraken
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but instead of awnsering questions id rather like to know why ue4 changes my colors

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and that only on that one imgs

broken heath
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Theres tutorial about matching

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Eevee

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With unreal

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So blender behave the same

unique kraken
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there is? doesnt matter, i can match my colors

normal jetty
unique kraken
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point is the texture changes its color when im saving

broken heath
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U wouldn’t need to match it would automatically match

normal jetty
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Playing with a big box store layout for a Pavlov VR map

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Shop Smart, Shop S-Mart

strong vortex
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@unique kraken Have you tried changing Compression Settings to BC7?

unique kraken
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lets see

strong vortex
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3rd from bottom

unique kraken
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ah

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im blind

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MAGIC

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😮

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purrrfect

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love u thx

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but why does only that img need it

strong vortex
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Dxt compression issue. It uses 5 bits for red and blue

unique kraken
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aah i see, i should see if i need this for all my imgs

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does it make a big difference compression whise?

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dont wanny kill performence

normal jetty
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0.o kill performance from a few boxes?

unique kraken
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in a general bigger view

normal jetty
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nah, solids are nothing

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busy images cost

strong vortex
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Benchmark it? I wanna say no but I can't be sure

normal jetty
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if you had a buncha 4k textures then i might be concerned

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otherwise eh

harsh tiger
#

In my project i have multiple rooms that the player can go to by clicking a button in a widget. Would adding the collect garbage node at the end of this event be a good place to use it? And could this cause any issues?

plush yew
#

Boys, i signed up for my first game jam

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wish me luck

tranquil falcon
#

Quick question: when meshes are turned off in the "world outliner" are they still taken into account during the build/lighting only build process?

normal jetty
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GL @plush yew

plush yew
#

thanks homie

fierce tulip
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good luck!

dawn gull
#

How can I cast to an actor from a child actor version of it?

plush yew
#

How can i make a slide door automatic in ue4

hidden oxide
#

Hey uhh, my project has been stuck loading at 39% for about 10 minutes now. Is this a bug of some sort?

plush yew
#

When i press a button

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not a keyboard button

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a button prop

hidden oxide
plush yew
#

what

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thanks

dawn gull
# hidden oxide Hey uhh, my project has been stuck loading at 39% for about 10 minutes now. Is t...
#

It's a Swarm Agent error

hidden oxide
#

Ok, thanks

clever vault
#

why is vscode parser so slow?

dawn gull
#

Are you on a laptop?

clever vault
#

yes

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but a powerfull one

plush yew
#

can anyone help me

#

?

dawn gull
#

Laptops have less processing power, even powerful ones so it will take longer.

#

This is one way of implementing a sliding door in Unreal Engine 4.

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plush yew
#

Yeah but i want when i press a button

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Not a keyboadd button

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Keyboard*

dawn gull
#

Ok? so program it yourself

plush yew
#

idk how

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Ok i'll try

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thanks

clever vault
#

instead of if button press do event trigger or how its it called

plush yew
#

oh ok

#

thanks

#

i'll try

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Hope it works

dawn gull
#

Get a 3d point from your cursor and do a ray cast from that point when you click and if it hits check if it's the button

plush yew
#

yeah ok

clever vault
#

nope i am dying i left it parse but still vscode won't work with unreal

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and visual studio 2019 i won't get autocomplete

dawn gull
#

Visual Studio 2019 can do auto complete, if it isn't showing up press CTRL+ALT+SPACE

#

So, I have this name generator function for C#, how could I convert this to C++, preferably BP?

        public static void GenerateRandomName()
        {
            char[] consonants = { 'b', 'c', 'd', 'f', 'g', 'h', 'j', 'k', 'l', 'm', 'n', 'p', 'k', 'r', 's', 't', 'v', 'w', 'x', 'z', 'y' };
            char[] vowels = { 'a', 'e', 'i', 'o', 'u' };
            var rng = new Random();
            Func<char> getConsonant = () => consonants[rng.Next(consonants.Length)];
            Func<char> getVowel = () => vowels[rng.Next(vowels.Length)];
            foreach (int i in Enumerable.Range(1, 100))
            {
                var letters = rng.Next(3, 7);
                var name = new char[letters];
                foreach (int j in Enumerable.Range(0, letters))
                {
                    name[j] = (j % 2 == 0) ? getConsonant() : getVowel();
                }
                Console.WriteLine(new string(name));
            }
        }

I already the arrays for consonants and vowels set up

grim ore
#

prety much break it down into the parts and make it in BP or C++

plush yew
#

Excuse me

#

can someone help me please

dawn gull
#

Just ask your question here @plush yew

plush yew
#

@dawn gull my unreal level wont open

#

do you know how I can open my unreal level

digital onyx
#

I am in my early hours with unreal engine (using 4.26) and hitting lots of sharp edges with quixel bridge. After importing, all 3D assets from quixel give a "Object has wrapping UVs" when building lighting. I try to fix this by having the editor auto-generate a UV map (and the map generation seems to work), but hit a wall because it seems like I can't actually change the light map coordinate index in the asset editor. (Some limited googling suggests this was a bug in some earlier version, but should have been fixed?)

#

Does anyone have an insight into my problem - or a pointer to a thorough guide for cleanly/succesfully bringing in assets from quixel bridge?

harsh tiger
#

ideally i would have colour A and colour B and it just bounces between the 2 colours

strong vortex
#

@harsh tiger Use a lerp node; take your time and have that as input for the alpha pin, the other two will be your colors

harsh tiger
#

i just clicked apply doing that exact method as you sent that message 😂 thank you! works perfectly

dawn gull
#

@plush yew are there any errors?

foggy solar
#

Does anyone know if the glTF import plugin can be set to not prompt for confirmation for every file? I'm trying to drag in a folder structure with many glTF's into UE. I'll be clicking for many hours otherwise 😦

plush yew
#

@dawn gull I think I put in too many shapes or something because it just wont open

zinc shore
#

how do you pull up the performance profile window

half bay
#

Minimal_Default

#

cant rename it

open carbon
#

Go into content browser and filter it for levels

#

than rename it there

#

then

half bay
#

OMG TY

open carbon
#

NP

#

Does somebody here understand Unity Shader Code? There is a free tutorial only and I would like to apply similar stuff to unreal. Would be great if someone is open for having a short call. As thanks I have some nice Material Functions to share.

#

*only = online

zinc shore
#

how do you tell which GPUs the engine is using

plush yew
plush yew
#

The game jam im in says "Everything in your game must be self made", does this mean i can't use sfxr for sound effects?

still moat
#

Simple question: Did you make it ?

frozen pond
#

not simple question: i want to do something like this but not sure how i could make this kind of "lobby"

plush yew
#

well kinda, if I make it in sfxr its just a randomized sound

frozen pond
#

not like how-to tutorial, more like concept like

#

should i make special actor that is box with lightning etc and place it somewhere in world /

median hound
#

do event ticks that go into delays cost performance?

frozen pond
#

from my expierence using event tick isn't too good, there is many ways of making tick on event like bind timer to event, or to function

median hound
#

thx

burnt ether
#

@unique canyon I'm afraid I don't understand what you mean by "express yourself more in these BP" :o

unique canyon
burnt ether
#

Oh :o appreciate it c:

unique canyon
#

hehe

burnt ether
#

Btw if that picture you sent in wasn't just a meme theres a plugin called auto formater which sorts ur blueprint with one click o.o

slate vessel
#

i have this lerp material for painting, but how do i make it so the roughness can be set for only one of the textures, not both at the same time?

clever vault
#

i tried to fix the intelisense bug from vscode using the define thing but won't work

#

any other way to fix it?

median hound
#

i know line traces can ignore the capsule and just hit the mesh, but can actors ignore capsules and do the same?

frozen pond
#

question: if i have 1 postprocesing volumes 1. unbound and 2. bound to some place, will both apply ?

timber tulip
#

can't you just test it out?

half bay
indigo viper
#

is there a way to set a udim on a mesh?

#

and i'm useing Substance painter to texture my mesh

#

when i open the mesh in SP i can open it as udim and see all the uv maps but when i do it in ue and send it to sp it acts like its only 1 uv

rare void
#

Hi guys, i need some help but idk if i should post here ! or there is different room for help!

plush yew
#

guys

frozen pond
#

if you hit git play and then get your pawn it is that, but if you hit play, posses diffrent pawn then this wont be same

plush yew
#

guys

#

how can i add a MatineeActor

half bay
#

hm thanks for trying to explain, i'll look for a different approach

plush yew
#

i was wondering, not sure if it will work but can i convert a blueprint project to C++

frozen pond
# half bay this?

it's like: you drive red car, and your mother ask what color is your car and your dad says its red, but after you change car to blue answer will be blue but question stays same

plush yew
#

can anyone help me

broken heath
#

Nope.

rare void
#

Hi,I have download 2 SDK squad and sandstorm
iam trying to copy some of Sandstorm objects from the SDK to squad SDK just to use on some animations. is there is away to do so?
i did try to just copy from the content file of the sdk to the other but when i open squad sdk the folder is empty
and if i just export the object as .obj it lose it textures and adding them back take sometime
So anyone know how can i just copy from one adk to the other?

plush yew
#

oh

#

i want to make automatic slide door

#

and i found a tutorial on youtube but i need MatineeActor

#

oh

nocturne slate
plush yew
#

yeah i'm, in the sequencer rn

#

what do i do

frozen pond
#

@plush yew why would you make automatic slide door on martine ?

plush yew
#

then how can i make

#

i just want to make a automatic slide door

#

idk how to make one

broken heath
#

Move component to , can do it

#

Set the new location and time in move component to

plush yew
#

what

#

just give me a tutorial or something

broken heath
#

Oh , not sure of tutorial but i guess theres many bout doors

plush yew
#

when i press a button

rotund scroll
#

hot damn, a door!

plush yew
#

i don't want like this

rotund scroll
#

pressing a button and opening a door are two separate things

#

also

plush yew
#

i want when i press a button

#

yeah

#

that's what i want

#

@plush yew your gonna need to learn about collisions sorry to be blunt but tutorials dont really teach you only copy from them i mean you can learn from them but if your just doing it to make something and you have no idea what your doing and only doing what the dud is saying then you wont learn anything

rotund scroll
#

ideally you create an interaction system so that you can use the same system for doors, windows, ducts, items, characters etc.

plush yew
#

oh collisions

#

yes

#

i have already learned

#

about collisions

broken heath
#

U mastered collisions

rotund scroll
#

well then you should be all set

#

good luck!

plush yew
#

what

#

wait

#

can anyone help me

indigo viper
#

can any one help me.....

plush yew
#

what

broken heath
#

Whats the problem

plush yew
broken heath
#

I know but what step is the problem i cant type all steps

#

Where are u stuck

plush yew
broken heath
#

If you didn’t start u need to watch few tutorials

fierce tulip
#

use aforementioned video, find tutorial on how to make a button. combine. bam. done.

plush yew
#

yeah

#

not automatic

#

that's automatic door

#

from the tutorial

#

what

fierce tulip
plush yew
#

i don't want automatic

fierce tulip
#

then again, follow that tutorial, find a tutorial on how to activate stuff with buttons, combine, bam

plush yew
#

ok

#

i'll try

indigo viper
#

i need help with udim in ue4 and substance painter

fierce tulip
indigo viper
#

the second pic is then i import into SP but when i send it to ue it acts like if it is just 1 uv map and not 2

nocturne slate
#

Okay complex question incoming.
I have a rather large project I've been working on for a long time, but recently I've noticed an issue. When I'm working on the main level (It's an open world game), the memory usage that starts at 8gb used, and slowly rises over about 40 minutes to be 18gb. While this isn't a huge issue for me as I have 24gb of ram, it is an issue for my other developers, one of whom has only 16gb ram. For him the project quickly becomes too much for his PC to handle, even after a cold boot.

Pretty sure this started back when I implemented a Virtual texture for the landscape, so logically I tried to remove the VT to see if that fixed it but it doesn't.

UE4 doesn't seem to cap at your max ram, so I assume there's a memory leak somewhere. I can post my memreport if someone wants to look through it

fierce tulip
#

that might be better suited on the forums @nocturne slate so someone who knows can answer, since the question might not be answered before more people post questions/comments

#

and it might take a while before someone who has encountered such an issue is around

nocturne slate
#

Right, well I've tried the forums before, 0 comments every time.

fierce tulip
#

if you do wanna post the report, put it on pastebin and link that :)

nocturne slate
#

Ehh, it's too big for pastebin...

fierce tulip
#

then its def too big to be posted here hehe

nocturne slate
#

Could try googledrive?

fierce tulip
#

google docs

nocturne slate
#

That might work yea

merry gazelle
#

do hit events only trigger when the (other actor) moves? I'm spawning a projectile BP using line trace to spawn on hit. If I don't destroy the projectile it just sits there on an enemy and only prints hit when it moves so I'm confused lol/

plush yew
#

I am working on my game for a game jam and i wanna make it change map after a certain amount of time, how would i implement this

merry gazelle
#

just make a timer in gamemode or instance and * open level

hidden knoll
#

Does anyone know how to change the default pose of a Skeletal Mesh?

nocturne slate
merry gazelle
nocturne slate
#

Might work better, that or a line trance downward.

plush yew
#

Hello ! I have this warning after having rebuild : « InstancedFoliage0 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. »

#

I checked google and I found an interesting thread where someone explains the issue :

#

I understood it's something about having meshes in movable + stationary light at the same time when these meshes are too many or too larges but except this, I don't understand anything...

#

I'd like to notice that I'm not very at ease with english but, well, if someone could explain me another way what the error message means, I'd appreciate it 🙂

rotund scroll
plush yew
#

I have low FPS in editor and I think the reason is mainly related to this issue but I don't understand what it is exactly

full leaf
# plush yew This :

Dynamic shadows are computationally intensive. So the more actors getting dynamic shadows in your scene, the more time will your CPU take to calculate those results. Depends on how important you think the shadows are in your application, you may want to consider other ways to handle them.

plush yew
#

i am making a credits tab in my game but when i write it just goes out of the canvas, how can i fix this? i dont want the text to be small

still moat
#

Random Question: Does anyone here actually use the UE4 Community wiki or rather just google the issue and take the first result?

plush yew
#

nvm fixed it

#

I also tried with static light instead of movable light but I had another message error which said to reduce the component lightmap resolution. But I choose to try with movable instead because I read sometimes that dynamic is better if you have moving foliage and trees because static shadows on moving foliage and trees is rather ugly

half bay
#

any ideas what the folder Saved>StagedBuilds is all about in an UE4 project? it seems it's the packaged game

clever vault
#

how can i delete a c++ component

#

is there a faster way?

#

it can't be that hard to delete a class

tiny bridge
#

hello

clever vault
#

hey

tiny bridge
plush yew
tiny bridge
#

i already update gpu driver

plush yew
#

how do i fix it then

#

i just want the health to increase by 10 if the player has max stamina and click E

#

is there another way to do it?

plush yew
tiny bridge
#

okay

plush yew
#

do u know how i can do it properly?

#

yeah i do

#

every tick i increase the stamina by 0.6

#

100

#

i fixed it

tiny bridge
plush yew
#

idk how to do that

#

i have little time, im in a game jam lol

#

24 hours

#

ig

#

if health > 100 set health 100

#

did that to stamina too

#

lol

#

one more question

#

how do I fade in the music

#

@plush yew

rotund scroll
#

@grim ore just in case you were interested: figured out the issue(s): A, the control rotation was not to blame. it was in fact, perfect. however, I had not adjusted the teleportation for slopes, so the collision would do a slight offset. B, a separate issue for the glitching was motion blur, turning that off removed the issue wholly. appreciate your assistance!

plush yew
#

ik i'm asking a lot, but how do i put my levels in order so when i download my game it knows what level to start with? like the build editor thing in unity

#

@plush yew that should be in maps and modes in the project settings im not to sure if theres something to make it automatic like switch levels in the editor you might have to make that yourself like by adding a delay or something in the levels bp and opening a new level

#

i dont use unity so im not to sure what your talking about but there might be someone else who can, thats just what i got from what your saying

#

it kinda worked i think

#

ok, if you have a ui for the level like a main menu for example you could just change the level from when you hit play or something

lament star
#

mfw UE does not save most project preferences

#

mfw it's been a know issue for years and Epic just doesn't care

tiny bridge
#

and how to solve it?

grim ore
#

@rotund scroll glad to see the problem solved 🙂

tiny bridge
#

i just want to open the ue4editor onl

#

y

grim ore
#

if its a crash like that its something on your machine

#

your gpu is bad, your drivers are bad, windows is bad, the hard drive is bad. something like that is causing an issue

#

did you ever try underclocking your GPU like suggested?

tiny bridge
#

how i underclocking

grim ore
#

then you need to find something that is compatible. Which GPU do you have

tiny bridge
#

intel hd 2500

grim ore
#

yeah that wont even run UE4

tiny bridge
#

but someone record with same spec with me

#

but they can

grim ore
#

maybe an older version of the engine

tiny bridge
#

but its same ue4

#

man

grim ore
#

no its not the same

#

that video is 2 years old

tiny bridge
#

ik

#

but in my second device

#

i can run

#

with

#

very low-end pc

#

amd radeon r6 graphic

tranquil falcon
#

Hi @grim ore just want to say thanks for the great videos!

grim ore
#

is that an HD 2500 ?

tiny bridge
grim ore
#

if thats not an HD 2500 then why are you comparing

tiny bridge
#

amd radeon 6

grim ore
#

my car can do 0-60 in 5 seconds, why cant your car its not the same....

burnt ether
#

Hey everyone... someone got some time ? :o
So I have a begin play event which calls a costum event which runs on server and blablabla... problem is for some reason said event is getting called twice

grim ore
#

if you want to run UE4 on your machine with that video card and you can see someone else doing it you need to get EXACTLY what he used and how he used it to match it. That is an unsupported device so asking for help to get UE4 running on it right now is wasted effort for most people

tiny bridge
#

okay

plush yew
#

i made a widget for the main menu, but how would i add that to a main menu level?

#

ik its 4:20 am for my fellow norwegians, but i really need help

#

@plush yew in the level bp on begin play create widget then add to viewport

#

im really sorry, but im new to unreal, whats a level blueprint?

#

lol

#

it should be at the top of the editor

grim ore
#

there are tutorials on this on the learn.unrealengine site

tiny bridge
#

is 30 fps in unreal is good?

plush yew
#

ahh i found it

warped tangle
#

@tiny bridge not really

tiny bridge
#

will my gpu broke?

plush yew
#

@plush yew by the way after you do the create widget and add to viewport, to make the mouse stay there get player controller drag out and type show mouse cursor then after that set input mode ui only

#

i think is input ui only, its been a while so

warped tangle
#

No, but as MathewW said, your specs are outside of the recommended/minimum specs for running UE4.

tiny bridge
#

it can run

warped tangle
#

there are editor scaling settings as well you may want to adjust

tiny bridge
#

where?

warped tangle
plush yew
tiny bridge
#

i got 60 fps

#

thx

plush yew
#

@plush yew

tiny bridge
#

for your invo

#

@warped tangle

plush yew
#

Okay so here is how I have envisioned a melee combat system in my head, please provide your thoughts on it:

1)My character has a cylinder(Placeholder for a weapon) attached to it.
2)The cylinder has a box collision attached to it.
3)I setup an animation montage to play according to my inputs.
4) Every time the box collision overlaps the enemy it applies damage.(Not sure if this is how the Apply Damage Node works.)
5)I spend a week trying to figure out why this doesn't work.
6)Profit???
So any tips, or insights?

#

i got a little problem...

tiny bridge
#

yes at least i can run my unreal thx for your time al guys

plush yew
#

i just removed credits

#

@plush yew sorry i didnt message sooner i was helping someone with actors can i get more info?

#

as in when you click the button

#

i just deleted the credits tab

#

or button

#

u see, im in a game jam i dont have a lot of time

#

yes i know, soooo for credits its best just make another widget and make is so when that button is pressed you create that widget and add to viewport

#

also the background is white so change the text to a different color but also make sure when the button is pressed you remove from parent so the main menu disapears

#

epik

#

nice art by the way

#

not me🙂

#

my friend does the art

#

thats awesome, better then me i cant draw anything

#

same lol

#

she draws a bit slow tho

#

and that can be a problem when we entered a 24 hour game jam

#

yeah art takes time but it gets the job done

#

thats all she made in 3 hours

#

lol

#

dang

#

calling her slow is underestimating her

#

she's very slow

#

probably would take me a day to even get the first bits done

#

yeah, i told her to make the art simple because she has a lot to do, but she won't listen to me

#

i'm worried we might not make it

honest dagger
#

@grim ore I saw your tutorial about pixel streaming, do you have any idea how to automatically run diferrent instance of your game whenever other user run your game in pixel streaming?

I managed to use the matchmaking server and signalling server, but I have to manually run the exe with one by one each with different matchmakingPort on each exe

But how do I do that automatically? Any idea you can point me out?

plush yew
#

you will, all she need to really do is speed art if that makes sense

#

Can u maybe help me with the core mechanic for the game? i have no idea how to make it

#

um sure ill try anyway

#

ill talk to u in dm's

#

no promises

tranquil falcon
#

Is real time GPU lighting project wide or is it actor specific? What I mean by that is can I have real time lighting calculated for my environment (atmosphere skylight directional light) but have static lighting for other lighting actors (e.g. point lights elsewhere in the scene)?

light thunder
#

So I finally learned some stuff in Blender and I wanted to make sure this doesn't kill my performance in Unreal - if I bring this in as an animation, but it's baked, what does that do for drawcalls? it's still a single object, albeit a complex one right? (single material with I think 2, maybe 3 channels) - also I am probably not even using the animation, just the position at the end, so is there anything I need to do other than just bring it in unreal as single FBX object? (it can be static, I'm just learning how to make my own assets when needed)

#

btw, cell fracture is sorcery in Blender, i figured out how to do that in a few hours if that

sick meteor
#

hey there, can i get some help fixing this issue with the water system in 4.26

#

Just creates a straight line, not terrain or nothing

#

all i did was add the landscape & then dragged in the ocean

fathom monolith
#

One question, easy to add modding support, or an SDK of some kind, like the ark editor or the Unreal Tournament Editor, I want to release an SDK for my game.

jagged gazelle
#

hello,guys.I meet a trouble
After I downloaded the MAX file, expanded all the MAX files into UV, and converted the MAX file into UDatasmith format with datasmith plugin, I found a very bad bug.It is the original MAX file that is badly compressed by the plugin. For example, my previous MAX file was 2.2 G using the datasmith plugin and all came out with 2.26MB.
Then I start the UE4, using the plugin will be compressed udatasmith file guide to come in, the scene of the contents (such as leaves, wallpaper, mural) although there is a map, a material of attachment, but the whole scene looks very ugly, I have to take a very long time to go back to map guide came in, he has done more to write material inside the UE4.This process is very troublesome for me, but I have to do it.On top of that, some models are distorted when guided in with the datasmith plug-in.
This confused me because instead of using the DatisMath plugin to convert MAX files into UDatasmith files, you could just import the UV FBX files and do the shading in them, so at least you wouldn't break the model
Horrible image of MAX converted to udatasmith file

#

My renderings in MAX

plush yew
#

anyones water working cause mine and a friends water just wont apply to the landscape even tho we both have edit layers on and a new layer called water

sage grail
#

Anyone else getting constant crashes in 4.26?

civic saddle
#

@sage grail Nah, try verifying it

#

Also see if it happens in more then one project

arctic horizon
#

It's the number of live objects (uobject class instances) throughout the entire editor, they aren't "physical" things in your level. You cannot get rid of them, they are what make up the editor itself along with your game.

civic saddle
#

"Behavior Trees can be as simplistic as the roach example given"

#

What roach example?

arctic horizon
#

If the value is true, it could execute a branch that causes a roach to flee. If it is false, if could execute a different branch where the roach maybe moves randomly around the environment.

civic saddle
#

Oh I see my bad

#

haha

arctic horizon
#

Most you could do is take a memory dump or maybe use some of the profiling tools... but why would you want to? Again, these are things that make up the editor itself (in addition to whatever your game and level are, but those would be in the minority if you're on an empty level).

plush yew
#

Blueprint Runtime Error: "Accessed None trying to read property CharREF". Blueprint: HUD Function: Get Minute Text 0 Graph: Get_Minute_Text_0 Node: Return Node, how can i fix this error?

plush yew
#

i feel stupid

urban iris
plush yew
#

I have a sprite for player and enemy, can someone animate them?

regal mulch
somber blade
#

anyone know how to stream a cam material to a webcam

#

like a virtual one

rich reef
#

Is there any extension for Unreal that gives you access to the place actor window as a dropdown menu directly in the viewport?

#

Im used to Blender and just generally find it so un necessary having the place actor window visible at all times, in Blender yo just right click and get a little menu directly on the screen instead - I find that way more convenient

#

(Please ping on reply ❤️ )

fierce tulip
#

not afaik

forest tree
#

You could always move it though @rich reef, so that it's just a tab until you activate it.

rich reef
#

Sure, thats how Im thinking of organising it

#

(if theres nothing like this)

#

I might as well ask if there are any Unreal Engine compact themes while Im well here

forest tree
#

With that, I can help

gleaming pelican
#

hi there! does anyone have the compile error sound (and the success one)? it's for a project

autumn elm
#

If I want to have a massive level in singleplayer using World Origin Rebasing, is it enough to check World Composition and then the World Origin Rebase checkboxes?
Do I need to do anything else?
I've seen a couple of functions in UGameplayStatics about setting the world origin and converting vectors to and from rebased world origin.

#

Couldn't find much documentation on this

plush yew
light thunder
plush yew
#

Yeah that, I myself use it as a placeholder sound for stuff sometimes, is a lot easier to hear 100 times in a row compared to other default assets(Like the fire, or the explosions)

light thunder
patent raptor
#

Hi All, When moving contents of a folder into a new folder etc, whether this be a subfolder or a higherfolder, BP's seem to break with lots missing.

I've used the traditional "Fix up redirectors" etc. but to no avail, is there a specific method or any tips you can advise me on for this please as I've tried a few things with no luck

light thunder
#

@patent raptor the folder that you click on" Fix up redirectors" is important, try it on the content browser main folder itself

forest tree
light thunder
#

It's pretty incredible - literally automatically redraws your blueprints to be pretty, even after the fact

#

all you have to do is open up the blueprint and watch it do it's work

#

and it will redraw it, I think, based on your current resolution too - or something to do with the screensize of the blueprint window (if it's too small it tells you to open up the window more)

patent raptor
#

@light thunder So if i select my folder to move and move them all to "MyNewFolder" - then when complete, right click on "MyNewFolder" and fixup? should be a normal process as im sure I've done this with errors i mention -- and in regards to BPAssist = Love it, i can't do without it these days 😉

light thunder
#

Almost, but right click on Content and fix up redirectors there, that is getting everything then

patent raptor
#

ah, ok let me give it a whirl ty

#

@light thunder Same errors for me, my BP's get badcastnodes and all hud vars are broken..

light thunder
#

also you should put on the filter "show redirectors too"

#

You'll see one appear when you do that

patent raptor
#

@light thunder Slowly getting there, nothing showing with a filter though for redirectors, moving stuff 1 by 1 and fixing issues seems to be my best bet,,, very strange as somethings move fine, yet others so not like it. Thanks for the things to think about though appreciated.

still moat
patent raptor
#

Haha, your not kidding 😉 its a good job I'm a backup freak 🙂

light thunder
wet berry
#

At what range should I start worrying about world position rebasing?

smoky sonnet
#

blender to ue4 btw

wet berry
light thunder
#

@smoky sonnet backface culling

#

Either "flip normals" or use solidify in blender

#

on the "Face menu" when you are in the mesh editing menu (or use the solidify modifier)

wet berry
#

You can use a 2 sided material in UE4 to hack it into view as well, but it's better to correct the mesh

light thunder
#

can also try "filling faces"

smoky sonnet
#

new to blender where is this option again ? 😅

light thunder
#

Like @wet berry if you are in a pinch, you can use two sided materials for a quick fix but yeah, consider it a band-aid not a real fix

#

tab to go to edit mode and check face menu - hit A to select your entire mesh and solidify "should" work

wet berry
#

2 sided materials are more expensive, can have lighting issues, and are a pain to texture accurately, but they do work 🙂

light thunder
#

not as clean this way, I've been told the solidify modifier is better but what works and works

smoky sonnet
wet berry
smoky sonnet
#

yea i also enabled two sided

#

i had this problem also some time ago but now two sided didnt fixed it but this option with solidify fixed it

#

thx

wet berry
#

If two sided didn't fix you have bigger issues with your model (missing/malformed triangles) and the renderer is just ignoring them

#

for future reference

smoky sonnet
#

it works for now dont know why my main material isnt exporting :/

#

why does some material gets exported and some not?

snow marlin
#

Hey guys, I'm a beginner in unreal, was just wondering if anyone can point me in the direction of making my character teleport to where an object lands. Like, for example the first person example, shoot the gun and where the ball hits the player teleports to

light thunder
#

@smoky sonnet blender does that, even with the pipeline tool - but if you don't mess with it, it should still reference the same material - also, check the OPEN VFX blender discord, it's where I learned most of my blender stuff - I had these same problems about a month ago, it's one of the more common questions so you usually get a response/walkthrough pretty quick

dawn gull
light thunder
# snow marlin Hey guys, I'm a beginner in unreal, was just wondering if anyone can point me in...

I recommend you do a FPS tutorial series, there's one on youtube that gets recommend a lot, I think Ryan Laley is his name - yes https://youtu.be/IgR-PtaMloI?list=PL4G2bSPE_8um-3MIHOTwFwjWZdWO24S9O

We will be going through together how to put together a shooter game that has different weapons and eventually getting to randomized loot, alternate fires, and many other staples of shooter games.

Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley

▶ Play video
rancid bramble
#

Hey there 🙂 Does anyone know how to handle finding an actor to reference at runtime and the obvious danger of it not being loaded before the actor that tries to find it?

snow marlin
#

Thanks @dawn gull 🙂 I'll give it a shot and see what I can do. 🙂 Hopefully I can get it down

dawn gull
#

How can I cast to an actor with a reference to the child version of it as the Object?

old sonnet
#

anyone know how to fix the "an unreal process has crashed: UE4- " error? I tried reinstalling unreal and restarting my laptop and its not working

wanton lotus
dawn gull
#

I drag off of it and I can't set variables that are inside of the actor

wanton lotus
#

How are you referencing it?

dawn gull
#

and I just use a "Get" of it

wanton lotus
#

Ah, child actor component, that is a bit different.

dawn gull
#

Yeah, I said "Child version of it"

#

sorry if I caused any confusion

wanton lotus
#

Component is the keyword you missed. hehe

dawn gull
#

Alright

#

Sorry

wanton lotus
#

No problem, now we got it narrowed down.

#

I don't use that component since I know there are tons of issues with it. Not bugs, but limitations.

#

@dawn gull Try also asking #blueprint if you haven't already. I know some people there have plenty of experience with that component.

dawn gull
#

Alright

wanton lotus
#

@dawn gull actually I found what you wanted. You need to get the "child actor" of the child actor component, then cast that to your class.

dawn gull
#

thats messed up

#

ok

wanton lotus
#

The reference you showed is to the "ChildActorComponent" while the "ChildActor" is the object itself. Component keyword, hehe.

#

The component itself has parameters as well, so that is why it also has a reference.

marsh sparrow
#

heya.. what determines where my hit trace is at vs center of screen.. see pic. the green stuff is the trace and the white dot is center

wanton lotus
#

@marsh sparrow can you show your line trace code? Need to see how you are determining the start and end locations.

#

If you want center of screen, start is usually based on camera location and then end is just camera location + distance.

dawn gull
#

@wanton lotus Ok, thanks for the help! Now I can set the priority and stick on my planet :)

wanton lotus
#

Nice, that is looking good.

marsh sparrow
#

@wanton lotus ```void AMain::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

TArray<AActor*> ActorsToIgnore;
FVector Start = GetActorLocation();

FVector ForwardVector = FirstPersonCamera->GetForwardVector();
FVector End = ((ForwardVector * 1000.f) + Start);
FCollisionQueryParams CollisionParams;

if(UKismetSystemLibrary::LineTraceMulti(this, Start, End, ETraceTypeQuery::TraceTypeQuery1, false, ActorsToIgnore, EDrawDebugTrace::ForDuration, OutHits, true, FColor::Green, FColor::Red))
{
    for (FHitResult OutHit : OutHits)
    {
    ```
#

so basically.. my FP camera is too low

wanton lotus
#

Yep there ya go.

#

So you got start is based on actor location instead of FirstPersonCamera.

marsh sparrow
#

oh...

#

that makes sense

#

let me see about swapping that

wanton lotus
#

FirstPersonCamera->GetLocation() or whatever, hehe

snow marlin
#

is it possible to create a looping world that is a plane not a sphere?

marsh sparrow
#

componentlocation right?

snow marlin
#

like big scale

marsh sparrow
#

vs local

wanton lotus
#

world location of the component.

marsh sparrow
#
    FORCEINLINE FVector GetComponentLocation() const
    {
        return GetComponentTransform().GetLocation();
    }
#

k cool

#

let me try that and see what breaks

wanton lotus
#

Haha

marsh sparrow
#

well.. im doing my fps camera sorta weird

#

since I wanted to look down and see my body

#

so its like inserted in the head

#

of the skeleton

wanton lotus
#

Gotcha, I've done the same for my projects.

marsh sparrow
#

and it works

#

thanx

#

now I can turn the line trace off LOL

#

needed a quick reticle

plush yew
#

i made a automatic door

#

how do i make to open when it's pressed

hardy nacelle
#

What's the difference between this edit layer and target layers, and how are they connected?

plush yew
#

when i press a button

wanton lotus
marsh sparrow
plush yew
#

yeah

#

when i left click

#

to open the door

#

you know

wanton lotus
#

@plush yew Your door currently opens automatically, so based on overlap events?

plush yew
#

yeah it opens automatically

snow marlin
#

@wanton lotus I would make the world a sphere but making the directional gravity seems a bit out of my depth yet

plush yew
#

i can show you the blueprint if you want

wanton lotus
mild merlin
#

please someone tell that

#

how to add a basic car to project

plush yew
#

get a prop

mild merlin
#

means the one that unreal engine 4 gives u

snow marlin
#

@wanton lotus I did go get a plugin from a yt video for it, but no matter what I did I couldn't get it to load in my ue version. Are there any that work for the latest version do you know?

wanton lotus
#

Also the voxel plugin can make planets for you.

plush yew
#

@wanton lotus so how do i make

snow marlin
#

@wanton lotus Thanks so much I'll go have a look. I'm sure thats the vid i watched haha.

plush yew
#

can you help me

wanton lotus
#

@plush yew So if you are currently using overlap events. I assume you directly run your "open door" event in the overlap event. Instead, save a reference to that door inside your player blueprint. Clear this reference when overlap ends. Then when you hit your "interact" button, you test to see if this reference is a door and, if it is, you open or close the door depending on its current state.

snow marlin
#

Has anyone played Exanima

plush yew
#

yeah

snow marlin
#

man i love that game

plush yew
#

hold on imma show you the blueprint

#

because i watched yesterday a tutorial

#

is with timeline

wanton lotus
#

@plush yew can you show the screenshot and continue this discussion in #blueprint? I will move down there to help out.

#

Don't wanna spam this general channel too much, hehe.

plush yew
#

ops

#

ok

rich reef
#

@forest tree I did came across that earlier, but it doesnt actually let you make things more compact I think?

forest tree
#

The plugin makes Unreal a lot cleaner though

#

Less noise, so in that sense it's a bit more compact

#

But not in actual size

rich reef
#

Yeah I might still buy it 😉

forest tree
#

Only thing I know on that front is using the small icons setting in Unreal's preferences

#

Not sure if there's others

rich reef
#

Im using some other "theme" currently that does somethign very similar to the look, I think its called MinimalUE or something

#

Small icons settings?

forest tree
rich reef
#

I tried finding something like that, where are those settings?

forest tree
#

Hold on

rich reef
#

Oh yes 😄

#

Thats great, thanks

wispy parcel
#

why do decals fade in when you play a level? is there a way to stop this? seems like a silly feature, especially as a default

hardy nacelle
#

Hi I have some problem with understanding Landscape Layers:
What's the difference between this edit layer and target layers, and how are they connected?

shadow orchid
#

Anyone know if there’s a bug where the built in subtitle system wont show over a widget

neat forge
plush yew
#

Okay so making a multiplayer game is like single player but hard mode

uneven hemlock
#

Whenever I delete something in my tank blueprint

#

my game crashes

#

unreal*

#

when I dleete those it crashes

#

Pls help

#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp] [Line: 204] Renaming an object (TankTrack /Engine/Transient.World_0:PersistentLevel.Tank_BP_C_0.Left Track) on top of an existing object (TankTrack /Engine/Transient.World_0:PersistentLevel.Tank_BP_C_0.Left Track_REMOVED_379E868B413D1DC932B7E9B20A21E3E6) is not allowed

#

thats the error thing

#

it also happens when I rename it

#

they are based of UStaticMesh component C++ classes

neon grove
#

is it just me or the default character movement is bad?

neat forge
#

the default movement isnt meant to be game ready

uneven hemlock
#

basically Renamingor deleting Components in blueprint editor crashes unreal

#

pls help

neon grove
#

like if the default character movement stands on a ragdoll or even small physics objects it will jitter and be sent flying

#

not to mention it cant be moved by physics objects

uneven hemlock
#

Theres no location or rotation in the transform pannek

#

wtf

#

ARGH I have these bugged compoenents that are missing many options in the detail tab and are very glitchy, but when I try to delete them IT CRashes unreal so I cant delete them

zinc shore
#

why cant i have a collision box that simulates physics while having a child mesh with no collision

forest tree
#

Can't seem to figure out through the actor lifecyle document if actor components have their beginplay run before or after the owner 🤔
Anyone know?

EDIT: Tested, seems to be actor component first.

winter gale
uneven hemlock
#

the heck does this mean

exotic thicket
#

click on the set throttle or input setup

#

it says R and L are None

uneven hemlock
#

thats weird they switched to none

#

now they switched back?

zinc shore
#

how could i have my packaged project auto set the quality settings based on the system specs like the editor can do

grim ore
#

look at the game user settings system

meager frigate
#

yo, im not conscious of whats going on when I create blueprints for hours. I completely zone into it but after hours of that I start getting a cough like im not breathing normally or something, anyone else have something like that happen? If i create for days at a time my cough just gets worse and I have to stop but im not exercising or doing anything different during those breaks from creating so why does it get better? maybe its in my head but I'm not thinking about it when start coughing, I try to forget about.. anyways just curious if anyones heard of anything like that, its pretty annoying.

#

like it only happens if i zone into something im creating for long periods of time. if i don't do that i never have any problems

#

maybe because im barely breathing co2 builds faster or something

forest tree
#

See a doctor yo

meager frigate
#

lol yeah i guess

grim ore
#

@meager frigate that would be why things like newer smart watches have hour long break timers. when you are sitting for an hour it asks you to get up and move/drink. try and set a count down timer on your pc so you can do that or start to put in logical breaks when you finish a task

meager frigate
#

ahh, its weird i can play a video game for 9 hours straight sitting in the same chair but if I'm sitting here creating blueprints for 9 hours straight i start getting this cough. I'll try taking pit stops though :p thanks for the suggestion!

forest tree
#

9 hours is a ton of time to be sitting in one stretch

digital anchor
meager frigate
#

man sometimes i go like the entire day when im really excited

#

lol

forest tree
#

I have the same tendency

#

But it's not healthy, your body isn't designed to sit that long

#

Needs stretchy time

teal schooner
#

gotta pace yourself bro

grim ore
#

9 hours is bad, you will hurt yourself. even a couple hours is not smart

#

get a dog, learn to take it out for a short walk every so often

meager frigate
#

thanks for the feedback guys

rich reef
#

Customised editor (took the fonts from Blender, used MinimalUE theme and changed the layout to my liking and changed some color settings in the editor pref window) 🙂

plush yew
#

Hey, I'd like to use Distance Field Shadows but I can not check it. Why ?

teal schooner
plush yew
#

@teal schooner Nope. Thanks. It works now :]

teal schooner
plush yew
#

did unreal engine ever add a custom theme? like besides it being gray can i change the color?

glacial pecan
marsh sparrow
#

hi again. Is there a gamemode for a main menu? Do you typically just use one and use your default hud for it, just swapping widgets out?

plush yew
#

@glacial pecan ok thank you

#

@glacial pecan where would i go about finding it? i looked and couldnt seem to find it im not sure what its called

plush yew
#

ok

autumn flame
#

It's 8 bucks or so, worth it

gray kindle
grim ore
#

@marsh sparrow using a separate game mode for a main menu level is a good way to do it, yes

marsh sparrow
#

@grim ore thanks

#

What do you set for WorldSettings then

#

is worldsettings based on level?

grim ore
#

world settings is based on the master level/map yes

#

you would set the individual game mode in that maps world settings so its used for just that level

marsh sparrow
#

okay so map 1 world settings != map 2 world settings?

#

they are individual

grim ore
#

yep

marsh sparrow
#

perfect

#

thanks

plush yew
#

Hey anyone know when the megascans if ever are going to become compatible with 4.26? I cannot download them from the epic games launcher otherwise and will have to get them all from bridge.

grim ore
#

have you tried adding them to your .26 project anyways?

plush yew
#

yes if you try to add the project does not show up, and if you read on the little i it says not compatible with 4.26. I know they are because they are just meshes and textures, I just do not think they got around to updated it.

gray kindle
#

not sure what u mean, im working with them right now

grim ore
plush yew
#

Yes I think it is working, I just had to switch it on the bottom from 4.26 to 4.25. Then I was able to download for my 4.26 project. Hopefully it downloads and adds it to my project perfect. Thanks for the help MathewW

grim ore
#

yep if its just meshes and such it should come in fine. even if its not it normally comes in fine. its the opposite way thats an issue (adding .26 content to .24 for example)

plush yew
#

yea that messes up a lot because I have tried, and a lot of code I guess gets switched even a little bit between versions.

sharp pebble
#

Anyone else experience Unreal Editor not responding when trying to load a static mesh into static mesh foliage? I'm trying to follow the Procedural Foliage Tool Quick Start tutorial.

dawn gull
#

So I'm using a plugin for making planets orbit and I'm also using a custom game mode for gravity, and when combined I still get attracted but the planet moves from under the character because it has low gravity. How can I make it stick to the planet?

plush yew
#

Hello, noob question but I have this scene : a landscape with a village in the middle and a cave below :

#

So when I (or my main character) is in the village, does UE computes all what there is in the landscape and in the cave or just what I (or my main character) see ?

#

I have a character and a gun sprite for my 2dsidescroller game, how do i attach the gun to the character and make the gun be able to shoot? I need help quick

slender umbra
#

At the least there's basic frustum culling - i.e. if an object isn't within the bounds of the camera's view, it's definitely not "computed"

#

I answered a question, hopefully this means karma will get a question I have answered 🤣 , though I imagine that's not how that works. That said, does anyone know what artifact I'm seeing when I rotate the camera while walking in the third person template? There's some rotational jitter on the character that I just can't pin down. I disabled "orient movement to camera" and wrote my own smoothing, and it still occurs at some speeds. I think there's maybe some weird post processing or something that's just causing a visual artifact, rather an an actual jitter of rotational data, but I'm struggling to determine the root cause..... Here's a webm for reference...

#

If you look at the feet for example, there's this weird smearing - or in the shoulders you can see maybe a frame or two of either over rotation, or maybe a set/unset happening or something....

#

Happy to just hear suggestions for debugging something like this. I'd love to be able to capture frame data or something so I can play through frame by frame after running something realtime

celest vapor
#

If i create an actor that generates a tileset on construction and then place it in the world. will it re-generate every time that level is loaded?

slender umbra
#

I believe so

#

Could just throw a print in there and test that the construction script is called. I wouldn't imagine that'd be cached. If you want to leverage some code to generate something and store it, I'd try a different path. Maybe you can persist changes during play, or generate the tileset and create a static mesh from it inside the outliner

grim beacon
#

I want my enemies to float in the air as the player attacks them. Should I make it animation based?

rare void
#

Hi,I have download 2 SDK squad and sandstorm
iam trying to copy some of Sandstorm objects from the SDK to squad SDK just to use on some animations. is there is away to do so?
i did try to just copy from the content file of the sdk to the other but when i open squad sdk the folder is empty
and if i just export the object as .obj it lose it textures and adding them back take sometime
So anyone know how can i just copy from one adk to the other?

slender umbra
celest vapor
#

@slender umbra So should I have the generator save the generation and then use something else to load and unload the generation?

slender umbra
#

@celest vapor what's the generator generating exactly? Like what is the tileset? Are they meshes, data, etc

celest vapor
#

Well at the moment Its generating static mesh components. But I was thinking about having it generating actors for the tile sets because I want each tile to have functionality that i can just tweak after generation

#

I'm scared that that would be too performance heavy in the end. None of them have timers or ticks that I setup, they all just have information stored on them

steel shell
#

can i import 2 tiled landscapes in the same level?

grim beacon
#

@slender umbra My player has a revolver which will damage everything in its path

#

I want to be able to lock on to one character

karmic basalt
#

Anyone know how to properly stream UE4 on Twitch or Discord? I keep running into issues that I don't see how to fix. (Such as black screens, tool tips taking over, etc.)

slender umbra
#

@celest vapor yeah, I'd attach them to an actor, then pull that actor out of the outliner into content (that should work at runtime), so that you can modify it later

#

@grim beacon Yeah, not sure, I feel like I'd probably try to work out some sort of translation offset / curve - I likely wouldn't animate the offset since it sounds like you want everything to actually be offset (and I'm guessing you're not using root motion)

#

(also, am noob, blind leading the blind here)

plush yew
# slender umbra I believe there's some default occlusion culling

Indeed, it's exactly the question I was going to ask. The doc in the link explains how to change the distance culling. I've just tried it and it works. No pb. But the doc doesn't explain how to edit the culling with others methods. For example, how edit the occlusion culling ? Is it just a default and uneditable culling ?

dawn gull
#

How do I make my material with a vector 3 in the emissive color brighter/ have more god rays

median hound
#

upping the value?

dawn gull
#

Ok, thank you!

golden wadi
#

Hello all! I'm trying to simulate my caracter's hair with the cloth system, but it doesn't collide with the physics, collide all is enabled, idk what to do T.T

proper quiver
#

TIL you can copy and paste entire rows of data table into structs of other objects, such as Data Assets