#ue4-general

1 messages · Page 911 of 1

plush yew
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its like a mesh with bones and such and animations matching actor aninmations most likely

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the placement part is what was bothering me x-x

chilly gale
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@fierce tulip Thank you

plush yew
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but i guess that might work maybe

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well if you use blender i think the character and cloths are parented and the stuff you wand to animate arnt

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i was going to most likely use maverlous design for clothing

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if its physics dont break when belts are added on top of whatever outfit is setup

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look at how fluent this isssss https://www.youtube.com/watch?v=xSn8d613eN4

Character Creator Free Trial: https://www.reallusion.com/character-creator/download.html

Character Creator and Marvelous Designer are a wonderful combination to fulfill Digital Human demands. Character Creator can generate custom character looks across age, gender and ethnicity. Marvelous Designer allows users to create realistic 3D cloth from ...

▶ Play video
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; O;

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but i wanna addd belt straps and pouches onto stuff like that without breaking the physics lol

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i mean theres a alot of ways you could do it theres no wrong answer just trial and error and youll get it to work at some point

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i think when adding physics in a different engine then exporting to unreal that might not work unreal like makes you do the physics yourself if that makes sense like the physics when exporting dont come with the object

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if there is a way ive never seen it sooo

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o.o

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oh so i might be stupid

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Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

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well this has been an interesting conversation i have an idea of where i should look around to get to that step x3

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alrighty

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it would be cool tho if unreal could do that like keep the physics of the object from another engine

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yesssssssssssssss

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C:

fierce forge
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hello, is there a way to get how many cells of a destructible mesh are still not destroyed ?

plush yew
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have fun on your journey @plush yew

spare kernel
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anyone here ever done third person shooting

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kinda trying to see different ways people have done it

gray kindle
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im currently trying to fix 3rd person to top-down

plush yew
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@spare kernel i have, i like FPS tho, third person you need more animations and its slitly more work but if you want to do it theres no wrong answer go for it

gray kindle
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i cant figure out how to make the character look at cursor, no youtube or google answer works

spare kernel
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no i was on about the shooting

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not how to do thirdperson

plush yew
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ohhh well i think its all the same fps and tps

spare kernel
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ie tracing from camera, from pawn forward, from muzzle, from muzzle to cam, from pawn forward to cam, etc

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there are lots of different params you need to also take into consideration

gray kindle
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i had from camera towards the point on the screen

plush yew
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yeah, i never really got into it to be honest

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haha aiming down sights was a pain for me i didnt know an efficient way of doing it

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@gray kindle i think you need to use the mouses location and the rotation of the character mesh or something like that

gray kindle
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tried it all, nothing works sadly

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the character rotates but not fully

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feels like its something with animation

plush yew
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i dont think it could be animation your just rotation the character to follow the mouse right?

gray kindle
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yes, but its like body twists correctly, up to a point in where the character should rotate with it

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its hard to explain with words

plush yew
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haha i get it

gray kindle
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basically he rotates like he should in a small cone, and then he doesnt

plush yew
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yeah i understand, iif you are using animations for it have you tried using root motion?

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there could be two things happening at once really

gray kindle
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no, i havent been checking animations yet, thats my fresh guess 😄

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i will try few more things and i go dig there

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ive been working on it for like the last 10 hours

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getting from 3rd person to top down

spare kernel
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oh

plush yew
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ok, well i hope it works out for you,

spare kernel
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we rotate to camera

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in out top down game

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something like this?

gray kindle
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yes, thats it

spare kernel
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yeah we did that in RedSolstice 2with some traces

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and a bit of math

gray kindle
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so no generic answer from the internet? 😄

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its harder than it should be

spare kernel
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no :/ but we also have TIP animations but we always rotate the player but counter rotate the root bone so you can aim the gun upto 89 degrees either way before rotating

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bp or c++?

gray kindle
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bp

fading kelp
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As much as Unreal advertises how it is a great tool in a live production environment, I am finding it difficult to find the answer to a very simple question......how do you get live video output from Unreal, preferably with transparency?

gray kindle
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the worst part is i was very close to the answer but it was not fluid enough so i scrapped it

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and now i dont remember what i did

spare kernel
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@gray kindle well simplest way is find your target

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(location under cursor)

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and use FindLookAtRotation with start being your player location, and target being your location under mouse

plush yew
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@fading kelp from within the engine or using a camera you have at your desk? like from the camera you have and make it go on an object from that live feed or using a camera in the engine if that makes sense

gray kindle
fading kelp
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no no not webcam feed into Unreal, thank you though, I figured that out before..........I mean if I have a scene with motion graphics elements, how do I access the live feed from a camera for use in say, OBS, preferably with transparency so as to not need to color key the scene from unreal @plush yew

spare kernel
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Normalize it, then on tick, you need to rotate towards

weary basalt
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@spare kernel How did you guys handle the fading of geometry between the Camera and Character?

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Is there a technical term for that i can look up?

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I want to learn it for my personal project 🙂

plush yew
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@fading kelp that might be tricky

weary basalt
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Im guessing its some material magic

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lol

spare kernel
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what part?

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need context lol

fading kelp
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@plush yew isn't that a basic requirement for virtual sets?

spare kernel
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oh i see what you are on about

weary basalt
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This

spare kernel
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yeah its material magic, @hollow fog knows more than me about it 😄 lol

plush yew
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im not to sure in doing that cause welp i havent but there is a video about it i think unreal posted and some other videos @fading kelp

weary basalt
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Im guessing you must do some trace to the character from the camera and tell any geo to modify a material param while its intersecting?

fading kelp
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I have been searching =/. All I find are showcases of Unreal being used in live environments such as NFL and newscasts, nothing on..............how to get the video from Unreal to broadcast

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that is why this is so frustrating..........Unreal can apparently do what I am looking for lol

plush yew
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yeah, ive never done it before but i feel like it shouldnt be to hard

fading kelp
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i get that feeling too 😄

plush yew
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i mean theres probably something about it like in the forums or something, someone had to have asked that question

gray kindle
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how long did it take u to make RS2?

spare kernel
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we have the camera trace which is always tracing

gray kindle
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and how many people were working on it

spare kernel
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there is 11 of us and ive been with them 2 and half years, and they started it about 3-4months before i joined

gray kindle
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nice, the game looks great!

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im trying your fix for my problem but unreal crashed so i have to restart...

gaunt tide
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I feel that lol

fading kelp
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does RTSP support transparency?

lime girder
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Does anyoe know if its ok practice to use a Delay node in a BTT? I guess I could use a Wait in Blackboard, but trying to find a way to pass a value generated from BTT to BT key for waiting

spare kernel
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BTTasks do not end

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till you call EndTask

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so you can use delays sure

lime girder
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Neato!

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Thanks 😄

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stupid question (as im learning BTTs)

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Can I set an item key? wait i jsut answered that myself, I could set the key in the BTT and use a Wait later

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the "right" way, but i guess delay works jsut as fine

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God do you guys ever run into that? there are a million ways to do somethign and you sit there thinking about which way you should do it?!

waxen raven
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That's heavy as understanding grows. Which way is optimal, and why did I start with the dumbest way possible.

plush yew
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haha i just do everything and see which way works better

spare kernel
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KISS!

plush yew
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or what i feel comfortable with

spare kernel
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Keep it simple stupid, honestly, its the best way. Make things work. Tweak and clean up later

lime girder
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man I struggle with it.

waxen raven
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Keep it stumping stupid XD

lime girder
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I've 10 years as a professional artist in movies, so coding is newish for me, but the minutia, i just noodle too much

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haha nice @waxen raven

waxen raven
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Agreed though, just saying we can overcomplicate what it stands for too.

spare kernel
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if you have not iterated over a system at least twice, you have not done it properly 😄

waxen raven
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A lot of the math will become the same heart I'd assume. Going from programming to art it's helped a lot.

lime girder
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I started in March during the downturn, and honestly i spent September rewriting everything I wrote in May... cause I learned so much

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so i guess I got one more to go @spare kernel :p

gray kindle
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man my character rotates but in some weird way

woven sphinx
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man that's some nice blueprint

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it should be legally required for blueprints to be that tidy

lime girder
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hahai can't stand messy blueprints, let me show you some garbage i did ... one second

woven sphinx
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i outlawed blueprints for most usage on my projects, but if i'd only ever seen blueprints like that it may have been different 😄

hollow fog
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somebody mentioned me

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probably about the pillars right, its just camera distance dither @weary basalt

lime girder
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haha

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i rmeoved embed to save everyone

woven sphinx
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nevermind i remember all the reasons blueprints were outlawed

lime girder
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But yeah, a BTT will return successful, unless I purposely return it not successful right 🤔

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?

gray kindle
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@spare kernel thats how he rotates right now, green point is where the cursor is pointed at 😄

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basically it works but in wrong direction

spare kernel
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cant really tell from a screenshot

gray kindle
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i think i know whats going on

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the part im rotating towards the cursor is rotated towards his right arm

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thats how it looks like

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i mean left arm

spare kernel
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is that what you are after?

gray kindle
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yes

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but theres also the thing that im using wsad for movement, not mouse

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i will show u how it works right now, let me find a way to record a quick clip

spare kernel
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like this?

gray kindle
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yes like this

spare kernel
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ill zip this project up

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and send you

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so you can take a look

gray kindle
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thanks, i hope it works because right now i have no idea whats wrong

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like, u can see that hes facing bottom while the cursor is to his right

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sadly i cant record with anything

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the green thing is cursor, dot is just overlay on screen

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it feels like the angle is wrong

spare kernel
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see if that is what you was after

gray kindle
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thanks a lot, i will check it out right now

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from what you showed me this is what im after, i just hope it will work after using the code in my project, otherwise it means something somewhere is broken

spare kernel
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well i made some changes

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in the character movement component, i turned off Orient to Movement, and made it Use control rotation

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this here

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very crude, but it took me what 5mins 😄

gray kindle
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thats also what i did, but it feels like the character doesnt know where "front" is, and thinks that hes facing the cursor with his left shoulder

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im going to check your file out now

spare kernel
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did you rotate your mesh by 270 in the character?

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so its facing forward?

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or -90

gray kindle
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yes

light thunder
plush yew
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Does UE4 not support HOTAS'?

light thunder
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I'm getting that I have to handle the material masked somehow for this to not go away, but is there way

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even if it looked like crap, I could work around it

gray kindle
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bad news

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sadly it doesnt work in my project 😄

spare kernel
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but mine works like it should right?

gray kindle
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yup

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my character rotates in mine but hes doing the helicopter spin all the time

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well at least i know now that its something else thats causing it

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thanks for the help!

cloud pilot
light thunder
cloud pilot
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Show your decal material

light thunder
gray kindle
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i know why it works like that... its somehow related to angle of my boom that has the camera

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the angle was at -90 when looking from top towards the character

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and somehow the offset of the rotation was also -90

light thunder
cloud pilot
# light thunder It's the Quixel megascans decal one

Welcome to this episode where I introduce decals and their uses in Unreal Engine 4. Decals are super useful actors that add so much detail to the environment. Watch and learn what they are, how they are used, and how they are made. Learn how to make opaque decals for blood splatters and signage.

Support me on Patreon and get access to videos ea...

▶ Play video
late verge
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hello! would anyone happen to know if there's a way to launch UE4 without the EGS launcher opening as well? i tried my uproject file but it still booted up the launcher.

weary lion
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hi, i'm in unreal and i'm trying to import animations, but i cant see the pop-up box to import because its half off my screen and cant pull it back into view, also when i right click on a animation file in my contents i only get a small menu, it opens towards the top of the screen and i cant access the "Create" or re-target animation option towards the top of the menu, any ideas what i could change to fix this?

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i use a 4k LG tv as a monitor

light thunder
plush yew
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why does swarm need networking?

light thunder
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not fucking with you, because you can do a network swarm

plush yew
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what

light thunder
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you can network a bunch of computers together and install swarm on them and they can help you build lighting

plush yew
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so thats what its doing?

light thunder
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no but it has to ask and check if there are other agents

plush yew
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oh ok

lime girder
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Ok guys I am in a real pickle...

snow olive
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no

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no pickles here

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i dont see any

lime girder
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lol (typin)

snow olive
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and its not a real pickle

light thunder
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@cloud pilot I watched the video but are you sure that's what I needed? I learned some things but he didn't talk about how to make a transparanet material show a decal

lime girder
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my AI character walks up to the target, but MoveTo never completes finished because I have the distance set so low
Naturally I can just turn up End Distance higher to complete. However that means my "attack" animation is just a bit too far away from the target (its a fish eating another one, and right now it looks like he eats from a distance).

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Any ideas on how to work with that? I was thinking of doing a timeline right at the end to complete it (maybe itll jump too much?) or maybe just animate the character coming off root in the attack. Any thoughts welcome

snow olive
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i would not be able to help you with that

crude osprey
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How do I re-download the project files from Materials Master Learning course (https://learn.unrealengine.com/course/2842589?r=False&ts=637452887589566015) ? I had redeemed the code months ago so it won't let me redeem again. I don't know where to download the project files. I've looked through my library under launcher. If it had sent an email, I can't find it (might have deleted it).

lime girder
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lol @snow olive its all good. MoveTo is kind of a funny topic for sure

snow olive
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im just new to unreal

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i know

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SLACKER

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but hey

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im new to it

light thunder
snow olive
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udemy is uh...

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well, im a programmer

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but not a unreal'er

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not yet

snow olive
snow olive
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so, yeah

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dunstin

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whats up

crude osprey
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@plush yew Thanks found it.

cloud pilot
light thunder
cloud pilot
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@light thunder trail and error

gray kindle
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@spare kernel I'm letting you know that i fixed the problem the easiest way possible 😂

cloud pilot
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@light thunder you may need to adjust its render pass details depending on the glass shader

light thunder
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these might seem obvious but feel free to insult my intelligence and assume I wasn't intuitive

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not sure why particle count is 10001

solar tartan
rain relic
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Does someone know how to get rid of those "Lips" wich u get by activating the waves... or am i doing something wrong?

clever vault
fierce tulip
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keywords: ue4 change pivot location of mesh

clever vault
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is changing the pivot the way to go?

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it will still add to the other part

light thunder
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The workaround suggested does work, we use it all the time. The mesh needs a duplicate and it needs to have an oqaque material. It needs to be set to hidden in main pass. How do I do this, set the material to be hidden in main pass?"

clever vault
fierce tulip
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no, that would be the most optimal way

light thunder
rotund scroll
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or put it inside an empty actor blueprint and move it within said actor

fierce tulip
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blakes suggestion wasnt there before I went on hiatus me thinks hehe

clever vault
light thunder
fierce tulip
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ikr

light thunder
plush yew
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so my character speeds up when holding shift, but my sprint animation isn't working..

light thunder
clever vault
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i am using sharex but i forgot to configure recording

light thunder
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it's usually just CTRL+SHIFT to set it to record I think -

clever vault
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not that part the one that uploads

light thunder
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Btw, there's a reason most developers use assets built in other programs and "PLACE" them in unreal, versus build them

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oh, I just drag the file over manually

clever vault
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its 18mb

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i don't have nitro

light thunder
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oh

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yeah discord business devs knew exactly what they were doing

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@fierce tulip I spent a bunch of time trying to get this to render correctly - tried flipping their normals, scaling down thicking of mesh applied to this- even deleted the inside faces but I can't get this to render both glasses as layers through one another, so you see this big whole there kinda

clever vault
light thunder
light thunder
clever vault
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need to lower the rez and the fps

fierce tulip
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@light thunder that robo recall demo thingy game has some neat glass that uses masked dithering. that might be a decent solution. I do remember about half a year ago they made proper sorting translucency but no clue if that made it in/how to set it up.

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@clever vault generally we make 3d objects in programs like blender, 3dmax, maya, etc. not in ue4 itself.

light thunder
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I found this workaround i'm trying The workaround suggested does work, we use it all the time. The mesh needs a duplicate and it needs to have an oqaque material. It needs to be set to hidden in main pass.

clever vault
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i am following a tut and the challenge is to make the room using geometry

fierce tulip
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yuck hehe

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@light thunder never tried that

light thunder
clever vault
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well i am half way there and i don't like leaving stuff this way and i learned a lot from him

light thunder
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You have no idea the power of the ||dark side||errr. the Unreal Livestreams

clever vault
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oh god no please no

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very lengthy and not scripted

light thunder
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Udemy is what I would recommend initially if you are just starting out - that or Ryan Lahey

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Mat Wadstein's "WTF" videos are perfect for concept videos or when you have a question about something like, "WTF is lightmass importance volume"

clever vault
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how can i make the snapping smaller

rare pulsar
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Can you recommend some Videos / Tutorials that are based on Level Design? Because there are so much every video is littel bit different is there video you can recommend?

plush yew
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Guys I need help

light thunder
# rare pulsar Can you recommend some Videos / Tutorials that are based on Level Design? Becaus...

Not done much but you should think about the conceptual things to google for - for example, general worldbuild isn't the same as landscape material editing, or worldbuild workflow isn't the same as landscape splines - so the process is to do a general dive and figure out what you want to do next - but don't skimp on workflow videos, those are reallllly awesome when you learn some time saving things

clever vault
plush yew
rare pulsar
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Thanks you Blakestr

plush yew
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Is Unreal Engine okay? When I open my game(.EXE), it doesn’t open the program/game

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I added levels in the settings

fierce tulip
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question is rather vague, we dont know what might be wrong from that info.

plush yew
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Oh

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I added a level before on build

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Then my PC died for 4hours on 58% charge

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@plush yew FNAF gamer??

clever vault
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the your game is corupted

plush yew
clever vault
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rebuild it

plush yew
clever vault
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rebuild the exe

plush yew
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No

clever vault
plush yew
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Am working on another game

light thunder
clever vault
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where i find the snap to scale

light thunder
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all those icons, hover over them it should tlel you

zinc shore
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is there anyway to set the editor windows size without using the window border to resize it because my editor window is stuck where i cant move it or resize it so is there another way to set the window size

solar tartan
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it's not the texture is grass

plush yew
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ok weird question but

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actually better yet nvm im going to look into this first xD

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ok

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so

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dont need a real tutorial just a simple if concept possible lol

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im going for anime weeb trash skin color material/texture for my game models

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can i setup a generic anime like skin color and just have change color from human tones to even blue for example

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if i already set a default skin texture on said model in blender prior*

sharp flax
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is it normal to have streaming pool Mem at 100% in a brand new project? (I'm starting to learn about profiling)

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I'm having a hard time to understand what's being flushed, what's not, am I going to have the same problem in a build etc..

light thunder
plush yew
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bad times

light thunder
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When you change a project render mode setting in your master project

pulsar bison
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Hey got a question - I'm currently trying to build an FPS with a camera attached to a full model (the default UE pawn for now). I'm trying to do a 'true' FPS where the player can see their body rather than arms. I have the camera attached to a socket I added to the mesh's head.

The issue I'm running into is as far as I can tell, I have no way to hide just the head for the owner. Is there a way for me to selectively hide/show parts of a model's mesh? Or do I need to basically make two versions - a headless and non-headless?

plush yew
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Anyone know of a good tutorial for how to make a transform tool? 🤔

pulsar bison
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Oh I figured out how to hide it but it's all or nothing, so other player see a headless pawn lol. Guess I'll just have to make a copy of the model without a head and then just load one for player and one for everyone else

hot beacon
light thunder
hot beacon
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holy

marble orchid
thorny slate
floral mesa
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hey party people

hot beacon
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hi

floral mesa
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is there any way to merge two skeletons? i want to use ALS V4 with an ARPG inventory system i have. Or should i just make similar sockets on the skeleton i want to drive the player & attach equipment to?

floral mesa
kindred viper
molten grove
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Hey! So I have a wheeledvehicle that i'm trying to setup but when I display the collisions, the black cylinders are rotated wrong so the car can't move. does anyone know how to fix that? I found someone that said to set the physics types to kinematic, which i did but nothing changed, and my animblueprint is set to wheeledvehicle..

floral mesa
plush yew
kindred viper
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I wouldn't be able to give much advice mate. I did this in January I think and I've had a 9 month sabbatical. So I need to refresh myself. @floral mesa

floral mesa
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thanks for letting me know it can be done without merging skeletons though

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i think my issue is a slot location thing

kindred viper
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yeah that was my first worry with the climbing stuff

floral mesa
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because i know how to make ue4 compatible rigs, im proud of that haha

plush yew
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i have a simple question

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just a yes ish or no\

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if you set up a default sort of texture and or material

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for the character model

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like the skin texture for example

floral mesa
plush yew
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can you change its color

kindred viper
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yes with material instances

plush yew
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or like make an option in game where you can mess with the color real to color it your own custom character skin tone

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or shirt and or pants

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yes

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oh ok

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so if i preset a skin texture and tone for my models i can change it in the built character creation later xD

kindred viper
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Add a parameter constant as the colour node in your material. Then apply the instance instead of the material, then you can change the parameter from the blueprint or in code/blueprint nodes

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Yes

plush yew
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O.O

kindred viper
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check out material parameters and instances

plush yew
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sasving thios

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this

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thanksies

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oh okie

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so i can use my already setup nodes in master material

kindred viper
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should be able to swap something out easily enough. A parameter is the same as a regular node but accessible

plush yew
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to change its color i dont need to set this up in blender?

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ok

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so setup blender basic skin for each race made than use material in unreal engine, like in material tutorials to change the nodes

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thanksies ❤️ gonna reference this for later

molten grove
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Does aanyone know what could be causing my problem? 🥲

plush yew
sly glacier
#

Hello, if anyone heard of .kom files, how do you turn .kom files to png files? Most of the .png converter doesn't support .kom files.

floral mesa
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isnt the purpose of an encrypted file to keep unauthorized people from using it?

plush yew
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?

floral mesa
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whoever that is , I have blocked too hahaha

proper perch
#

Anyone able to help me out with attaching a gun to to your character? Followed this tutorial https://www.youtube.com/watch?v=6WCM9bZiPcQ and it is a little outdated but the best one I could find.

Unreal Engine 4 How to Add Weapon To Character

I will show you how to add a weapon to your character in the video i used.

-Character from Hero Character Pack
-Free Animation Starter Pack
-Military Weapons Silver Pack
-Bullet VFX Pack

▶ Play video
honest mango
#

Someone already tryed to do a multiplayer screensharing like Portal2 did ?

lilac steeple
#

I have a question about loading and gamemodes. Is this the right place to ask?

celest spire
#

This is a noob question, but I'm working in substance designer, and I see that I can preview materials with "Parallax Occlusion". I'm wondering if Unreal's PBR is set up for parallax occlusion out of the box or not, so I know how best to visualize my materials in substance designer

dim arch
#

POM is in UE4 there is a node in the material editor to get it running, but its an expensive process

icy egret
#

hello
I made system of changing graphic setting preset, but it always cause crash(Fatal error) when I change any presets.
Why? How to fix?

woven heart
#

I'm not gonna lie, unreal is kinda overwhelming when you are a greenhorn

icy egret
#

it's not my PC spec problem because framerate is good

#

please help me

woven heart
#

does the pc crash or the app?

icy egret
#

app crash

woven heart
#

hmm

#

I'm new to unreal, but if it is just an app crash, maybe check your code or files to see if they cause any errors with the app files

icy egret
#

when in the editor, it is ok
when it comes to shipping, it will crash

woven heart
#

that's all I can recommend

#

shipping?

#

like play testing?

icy egret
#

shipping version of game

woven heart
#

so basically the final copy?

icy egret
#

yes

woven heart
#

so it crashes when loading the final copy?

#

hmm

#

again, all I can recommend is checking your code or files again

icy egret
#

when change graphics setting in final copy, it will crash

woven heart
#

I'm gonna go on a limb and say that is an unintended result and it is what I would do

icy egret
#

All code is ok because it wont crash when it is in the editor

woven heart
#

hmm

#

maybe it is a problem with the final copy of your file.

#

have you gone through your files to make sure everything is squared away?

#

I'm not too much help with anything other than base level troubleshooting

plush yew
#

@icy egret have you packaged your project correctly?

icy egret
#

I packaged win-64 and it works fine other than graphic setting

#

only when I change graphics setting, it will crash

plush yew
#

could you explain a little more such as how you made the graphic setting etc

icy egret
#

just simple, I use this node

#

and in the editor, it works fine

#

but in the final copy, it will crash

plush yew
#

it could also either be your drivers or you might have to reinstall unreal and also look at the system requirements such as what drivers etc but there also may be an error when fully packaged

#

or file corruption

icy egret
#

it's not only for me but other people
even if using higher spec PC, it will cause

woven heart
#

file corruption sounds possible

plush yew
#

you should try to use GameUseSettings for making graphics and more settings

#

Mathew Wadstein has a good video on GameUserSettings and how it works

icy egret
#

Thanks, I'll try it

lime girder
#

This video is my life at the moment. Went back to 425 😮

#

(not mine btw)

plush yew
#

@icy egret Your welcome

molten grove
#

does anybody know why the black collisions are this way? (its the physics asset's collisions i think?) but i can't figure out how to fix that and its driving me crazy

grim ore
molten grove
#

I'm going to try that tomorrow thanks!

plush yew
median hound
plush yew
#

But it has no object

median hound
plush yew
median hound
plush yew
#

I'm trying to create a pause menu

grim ore
#

set input mode ui only does not need a widget to focus, dont plug that in unless you know what you are doing

#

and you dont know what you are doing

plush yew
median hound
# plush yew A level.

hold click the object and uh see if theres anythingu can plug with it pluggy plug 🙂

subtle hatch
median hound
plush yew
grim ore
#

just dont plug anything into that spot... you should not be plugging anything in to focus

unreal sonnet
#

I don't know what it is, but this weekend I've just been in a super gamedev mood and I've spent almost all day just implementing basic RTS features. I think what kept it interesting to me this time was that I tried to use the Dependency Inversion pattern as much as possible so that the framework classes are effectively empty.

One thing I felt good about today was that I re-implemented the "Get Selected Actors in Box" method in Blueprints by following the C++ code, except for any two vectors in world space, instead of for only Viewport coordinates via the HUD: https://blueprintue.com/blueprint/397gf9w6/
(here's the engine code for reference: https://github.com/EpicGames/UnrealEngine/blob/2bf1a5b83a7076a0fd275887b373f8ec9e99d431/Engine/Source/Runtime/Engine/Private/HUD.cpp#L1036)

median hound
plush yew
#

Is there any tutorial on how to activate the trigger resistance for the ps5 controller in ue4 using blueprints ?

fringe glade
#

So I'm learning the basics of unreal and I have come across an issue, I am generating grass using the landscape grass node, however as the landscape automatically tessellates it's shape changes and the grass does not adapt, leading to this "floating grass effect", does anyone have any ideas as to how to solve this?

hushed stag
#

hey guys could you please help me

#

i want to start a ui as soon as the player enters the level but for some reason it it not working

#

this is my current level BP

mild merlin
#

can u tell me

#

how to create a animation

#

for a cutscene

hushed stag
#

you usually create animations in other software like blender or maya, or just get them off the internet

hearty bloom
true falcon
#

Hey, does anyone know if there's a shortcut material node for combining three grayscale textures into a rgb channelpacked texture2d one? It's probably embarrassingly simple :/

wary wave
#

you can append, but it doesn't magically turn it into one texture, you still have three

true falcon
#

hmm, so how do I turn it back into a Texture2d?

wary wave
#

you don't

#

'Texture2d' means 'read from this texture asset'

true falcon
#

Basically I need to feed a Texture2d into a material function that expects a channelpacked texture when I have them separated... I should rework it but for now I just need a quick way to use the grayscale ones

wary wave
#

you either change the material function or the input texture

true falcon
#

Surely there must be some way to combine texture objects? 🙂

wary wave
#

not in a shader]

true falcon
#

ugh, ok, well, makes sense I guess performancewise

strong vortex
#

Why can't you pack them in an external program and import it as the channel packed texture?

wary wave
#

^

#

it's not even 'performance wise', 'Texture2d' is 'reading from a file'

true falcon
#

It's just substance designer not outputting channel packed, and I dont want to convert each time. But i need to figure out how to set it up in Substance Designer

strong vortex
#

Then you're gonna have to change the material function's input to not take in a texture2d

#

Should be a quick change

true falcon
#

I see if I can just make the material output channel packed

#

probably easier

#

would've been nice if the plugin had some support for it, but oh well 🙂

restive mirage
#

Hello, I've been trying to create assets within a project I cloned from GitHub and I can't. I'm on version 4.26.0 and whenever I try to create a blueprint class in the content browser I get the following error:

#

I've also tried creating a new project and I am still unable to create it getting the following error. Already tried running Unreal as admin and check the file writing perms of my user in windows explorer but none have worked

#

It's the first time I install the engine in this PC, does anyone have an idea on what could it be?

#

I've been considering re installing, but I doubt that would fix the issue in case it has to do with permissions of what can Unreal do

true falcon
#

looks like you're trying to save the blueprint to an engine folder rather than to your project

#

are you saving to the cntent folder?

restive mirage
#

Yeah, the first image is in a project I cloned from GitHub, the second one comes up when trying to create a blank project

#

🤔

#

I can create files in the folder itself directly through windows, so I do have the required perms to write files. Its just that Unreal is unable to do so, but I don't really have any idea why.

frozen pond
#

first download OBS

#

or anyother recording software

fierce tulip
#

and dont post 100 images would be appreciated.

frozen pond
#

really please download OBS and record it from PC not from smartphone

lusty carbon
#

Hi! I bake lighting and when I change level and go back to it, all baked lighting data is gone!

#

What is this?

blissful trail
#

is there any way to make a widget always ontop of other widgets ?

fierce tulip
#

@austere pond ive never seen that kind of "error"
i do suggest to download obs on your pc and record that way, would help with figuring out whats going on.
and it might be better to post that on the forums because i doubt there are many people that know whats going on, so you'd be better of posting somewhere where the problem doesnt get flooded by other messages.

#

@lusty carbon only thing I can think of is that some files might be said to read only. else no clue.

dapper walrus
#

@mention

#

@mentions

kindred viper
#

@blissful trail set the z-order of the widget to 999999 or something high

dusky dawn
#

My engine stucks in %96 what should i do

kindred viper
#

wait for ages

fierce tulip
#

wait it out

dusky dawn
#

İ Just upload 7gb assets why it stucks like 30 minutes

fierce tulip
#

depending on computer/kind of files, that stuff takes time.

dusky dawn
#

İ have 10.th gen i7 processor

#

8 core 16 threads

#

İ bought this laptop 1800 dollars not for waiting hours

blissful trail
#

@kindred viper didn't work :/

dusky dawn
#

I love ue4 🙃

plush yew
#

why did this man link a ikea catalog and why did noone talk about it in the comments?

fierce tulip
#

lol

kindred viper
#

@blissful trail does for me. How are you loading your widgets? editor time or runtime?

blissful trail
#

runtime

kindred viper
#

then you need to invalidate the widget so it refreshes I guess

lusty carbon
#

I need help! Built light data isn't saved when re-open the map

fierce tulip
#

<_< would be great if you read my message

lusty carbon
#

It's frusturating

#

I read it.. not very helpful man

fierce tulip
#

not replying to continue trouble-shooting and just mentioning the same problem without any proper details wont get you anywhere either.
then also read the rules, because re-asking same question is a no-no.

lusty carbon
#

It is specifically the sublevel lighting data that won't save btw

frail mist
#

Does anyone now why I cannot modify the transforms of "control spaces" in the control rig?
I've seen a Youtube video where they right click to get a gizmo for the control space transform. This was probably from a 4.26 preview or even 4.25, however I can't find how to do that in 4.26
I can't even change the transform of these spaces in the details panel

kindred viper
#

yeah you used to right click and set it

#

not sure if its changed in 4.26

#

you first setup the location, then right click, set, and it updates. If you don't set it, it will reset when you change something

frail mist
#

yeah they just right clicked in the video - I can't, the 'interaction' doesn't show up in the menu

kindred viper
#

I'd have to check in editor but my current open project doesnt have a control rig setup sorry

frail mist
#

I didn't change anything - even if I type a value in the details panel, it gets immediately set back to 0

buoyant graniteBOT
#

:no_entry_sign: Vineet#0915 was banned.

restive orchid
#

hello, i'm trying to attach a mesh to my Character class

#

i want to make it so that the user cannot see the mesh but other players can

restive orchid
#

right now this is what im trying:

//ctor
    static ConstructorHelpers::FObjectFinder<UStaticMesh> TetrahedronMesh(TEXT("/Game/Assets/tetrahedron"));

// beginplay
FActorSpawnParameters SpawnInfo;

    SpawnInfo.Owner = this;

    GetWorld()->SpawnActor(TetrahedronMesh, this->GetActorLocation(), this->GetActorRotation(), SpawnInfo);
#

it gives me an error saying error C2664: 'AActor *UWorld::SpawnActor(UClass *,const FVector *,const FRotator *,const FActorSpawnParameters &)': cannot convert argument 1 from 'UStaticMesh *' to 'UClass *'

kindred viper
#

perhaps the constructor helper didn't get the class ref. I mean, there is no check on that

restive orchid
#

as I understand it, blueprints can have a mesh attached to them but cpp classes cant?

hardy nacelle
#

Hello I have question about Landscape layers:
What's the difference between thoose separate layer tabs (Edit Layers and Target Layers) ?

plush yew
#

when trying to import a huge mesh, i get
Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Serialization/MemoryWriter.h] [Line: 42] FMemoryWriter does not support data larger than 2GB. Archive name: None.

#

do i need to recompile unreal engine to make this work?

#

or why is there a memory limitation?

wary wave
#

you probably need to try breaking up what you're importing

#

2GB is enormous

plush yew
#

its an enormous mesh 🙂

#

why is there such a limitation?

fierce tulip
#

just accept it and import in pieces.

plush yew
#

and if i try to compile unreal engine with a bigger limit, are there foreseeable problems?

#

i dont want to publish the game, its only for a fixed hardware setup

wary wave
#

I'd be wary of changing it - the limit probably exists for a reason other than being arbitrary and changing it could have unintended consequences that aren't immediately obvious

glacial pecan
#

has anyone made a realistic preset for the 4.26 ocean systems that you can download yet? I saw that lighthouse map thing, but didn't think it was very realistic and there was no download

plush yew
#

will unreal engine 5 have a 64 bit coordinate system?

solar tartan
#

I have this problem. The Blue lines show the texture tiling and the red lines shows the grass tiling can someone thell me how to fix the grass?

proud narwhal
#

Currently to develop for the Quest2 you have to compile the engine from source, is there any way to know which engine update will include it? 4.27? 4.28?

#

for quest2 you have to

solar tartan
#

The problem is that I don't know how to go around this. for textures you can use the lerp node to easy brake the tiles but with this how do or go around this to break the tiling?

proud narwhal
#

so for step 9
Open Advanced APKPackaging and click the + next to Package for Oculus Mobile Devices. From the drop-down select Oculus Quest and Oculus Quest 2.

I can just set it to Quest and it will work?

leaden gyro
#

I exported sound from a game, but it is less than a kilobyte regardless of how long it is in game

#

why is this ?

proud narwhal
#

if thats true it will save me a massive headache I will give it a go thanks

plush yew
#

Guys how do I create a respawn system when my Player dies?

leaden gyro
#

is mentioning umodel allowed here?

plush yew
#

Oh ok then you should check if the health value is less or equal 0 and if it’s true disable input add a widget with something idk, add a delay and choose where to respawn

#

Something like that should work

leaden gyro
#

im using ue viewer to view sound files, but they are all less than 1 kilobyte? why is this

fierce tulip
#

we dont really appreciate talk about tools that can rip content.
as for the sound files, it might pick up the uasset that uses the actual sound files, not the sound files themselves.

weak cypress
#

can you run ue4 with a dx10 gpu?

clear shard
#

I don't know what to do with glass over the translucent materials, it just get rendered black
I had to turn off visibility for window glass as sea water is rendered black, but now some of the glasses are also rendered black that are over the sea area
I think I'll just go with non raytraced refractions but this is so annoying

blazing lily
#

hello

#

i'm student and i need to do about presentation about UE

#

so was looking for a documentation

#

any other source about UE, about tech features?

barren flume
#

Really sorry if this is the wrong channel but I was wondering how I take images of a certain actor or skeletal mesh in unreal engine with a transparent background and how to capture an image at a set resolution?

plush yew
#

How can I get my camera fade to continue when my game is paused?

wary wave
#

look into the post process, every camera has post process settings you can use

short aspen
#

hey, from videos i've seen, the first & third person examples had replication by default so multiplayer at least showed the player moving around

#

is that no longer the case?

#

in most of what i saw just enabling multiplayer with two people already synchronized some stuff, but not for me

unkempt meadow
#

Hey everyone, I don't know if this is the right place to ask, but my project is stuck at initializing 39%

#

Never opened it before, this is it creating the project

wary wave
#

it's compiling shaders

unkempt meadow
#

ah okay, so is it just a matter of waiting it out?

#

It's been stick on 39% specifically for about an hour now

plush yew
#

Hello guys, I’ve created a simple weapon system but I have a question: how do I create a BP where it checks what weapon I have so that it changes the animations? Thx

gray kindle
#

you will also get stuck at 95% so no worries

plush yew
unkempt meadow
#

thanks lads it's gone off it now

#

up and working

#

took an hour and a half but it made it hahah

proud narwhal
#

Is there an easy way for me to change the "Collision Complexity" on a few hundred models from "Project Default" to "Use Complex Collision As Simple" ?

fierce tulip
#

no, and i'd also suggest against it as that turns all those meshes in per-polygon collision and might/will/can ruin your performance

proud narwhal
#

bah ok

#

what about adding simple box colissions to them?

fierce tulip
#

they added that option to the bulk edit matrix?

#

remembers having to do that manually because it wasnt there. I feel old now :p

proud narwhal
#

I think about 90% of them could be simple boxes as they are just straight walls, and the remaining 10% have door cutouts to walk though so they would need the complex collision

fierce tulip
#

unless you did something weird, generally meshes are imported with simple box collision already

proud narwhal
#

its a datasmith import

fierce tulip
#

sorry no clue on that

proud narwhal
#

I will see if there is a way to enable box collisions on import. I was just messing around with the VR mode which changes the editor to a legacy version? how do I restore it back to default?

ruby robin
#

Does anybody know, why localization editor does not start, with error of zero entries?

austere scroll
#

is there a node similar to the branch node but for integers ?

wary wave
#

switch

short aspen
#

now it all works.

tame marsh
#

@fierce tulip Well I'm today years old and I just found out about the Bulk Property Matrix right now

fierce tulip
#

hehe, its great. there is a tool on mp that greatly extends the functionality of it though. (though in a separate way)

light thunder
#

Is there anyway to trigger events on a level blueprint from a widget? I'm trying to bind to the event and could use a nudge here

#

probably event dispatcher but i haven't messed with those in forever

silver crown
#

@fierce tulip How so?

#

sounds very useful

fierce tulip
#

@silver crown

silver crown
#

Looks very useful thanks!

hidden sparrow
#

Hey guys, do you know any tutorials on how to create a computer kinda like in WTTG1/2 ? I couldnt find any.

light thunder
#

Can I safely revert this since there doesn't appear to be any changes?

#

Revert unchanged doesn't do anything, so SOMETHING changed, but I'm not sure how to be sure that it isn't just unreal saving crap that you opened in the content browser

iron kelp
#

can anyone let me know how to show navmesh during runtime, ive tried Show Navigation in the console but that doesnt seem to work, V4.26

#

never mind I got it to work

plush yew
#

i thought she had a custom engine, she uses unreal engine kappa

winter gale
dapper hatch
#

Hi. Anyone ever manually have increased pagefile size?

#

I have wierd problem

sour wadi
#

Anyone annoyed by the Import button being merged with the Add button in the content browser? Driving me crazy, hoping there's some hidden ini setting to revert it somewhere... Why epic thought it would be a good idea to turn a nice one click action into a two click context menu is beyond me..

#

much rather would have had them remove the add button entirely,. the right click menu's more convenient anyway

fierce tulip
#

^ agreed

civic moth
#

Hello guys!

tulip fable
#

Hi! I'm having a bit of a rough day getting UE4 to work. Installed it for the first time last night, and it was working perfectly - up until I started applying materials to an imported tile. This crashed it, and I haven't been able to start it back up since. After a day of troubleshooting, and countless fresh installs (which include a hard wipe of a NVME disk), I'm currently fatally crashing at around 18 % of the initialisation, with the following error message:

Assertion failed: ShaderEntries.Num() == ShaderHashes.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/ShaderResource.cpp] [Line: 243]

Looks relatively straight forward - however, the problem is that the filepath in question doesn't exist. At all. And the current install of UE4 I'm trying to start is located on a different drive entirely. Line 243 in ShaderResource.cpp is simply a check, which obviously it fails. I'm starting to think it is because it's looking in the wrong bloody drive.

Any ideas on how to point it in the right direction? Fresh installs and disk wipes won't work, unfortunately. I've got the crash dump ready to go, if needed. Thanks in advance!

PS: if this is the wrong chat, let me know!

grim ore
#

@tulip fable well the first thing to get past is that path is the build machine when it was compiled. It's not the path on your machine so you can safely ignore the path.

#

When you did the fresh install (the drive wipe) was it the windows drive as well or just the drive ue4 is on?

tulip fable
#

the latter, but a third one - C: is OS, D: was first build, E: is now where it's residing

#

only wiped E: so far

grim ore
#

temporary files are held on your OS drive is why I ask

tulip fable
#

I see. I'll try moving it all over to the fresh drive and give it a shot

grim ore
#

you might want to nuke all of that on yours and see what happens

tulip fable
#

ta

grim ore
#

also is it crashing on just launching the editor from the launcher or opening a project?

tulip fable
#

the former, as there aren't any projects in the fresh install of it - I have, however, downloaded SabreDart's OWS to test both functionalities, and it crashes the editor on starting the .uproject from there as well

grim ore
#

yeah the startup of the editor does compilation of the editor shaders so starting with nuking those temp files might be a good start

vocal flume
#

I'm designing a main menu for my game.. i rendered a cool background in maya at 1080x1920.. but it seems a bit short for some device sizes (set the device to galaxy note 9 and there is empty space on top and bottom). What is a good resolution to suit all device sizes without stretching? Im using a canvas panel --> scale box --> image for the background

tulip fable
#

@grim ore that fixed it! thanks a million - patience was wearing thin for a second there

grim ore
#

yay

#

for now!

tulip fable
#

so working theory is something in the cached files was still pointing at D:/ then, given how it's saving instances of the different UE4 versions - or something to that effect

grim ore
#

@vocal flume there isnt, 16:9 which is what you have is a good one and you just scale it up or down as needed. You could go the high dpi route and aim for the largest iphone and then have it cut/scale down from there but then on low dpi devices its going to be fuzzy

#

@tulip fable my guess would be something broke in the cache, bad compile or failure during compilation, and when the engine tried to check it on load it crashed

vocal flume
#

Alos, can anyone explain this? There are absolutely no tutorials and official documentation is vague. I'm selecting the screen size as Phones --> Galaxy Note 9 and I see this at the bottom left. I checked Note 9 resolution and its somewhere in the 2k range. What is this number?

grim ore
#

which #?

vocal flume
#

624x1280

grim ore
#

the 18.5:9 is probably what you are getting from your note9 for the aspect ratio. the resolution is what android considers high dpi

tulip fable
#

@grim ore yeah, been getting a lot of ctd's and bsod's on download and subsequent install of the engine itself today. thanks for the help!

vocal flume
#

I checked. 18.5:9 is indeed note 9's aspect ratio but I'm not sure where 624x1280 is coming from

grim ore
#

mobile is a PAIN in the butt to support everything properly. I would recommend finding the common ground and design for that, then try and adjust out. resolution scaling (dpi scaling) should handle most lower or higher devices if you aim for the middle. Resolution stuff you need to just hide or adjust down

civic moth
#

Where do I go to find artists? I'm specifically looking for environment artists/studios for paid opportunities

#

Thanking you kindly

vocal flume
#

I did some trial and error thingy and decided to do this. I rendered at 2560x2560 and set it up like this. Outside the canvas.. This seems to work for most devices but straight up breaks for smallest ios devices.. is there any downside to this approach?

grim ore
#

you could try adjusting the scaling so it doesnt break but scaling up is safer than scaling down or you just exclude those devices

#

and there is no real downside. If you check out some of the longer devices you will notice UI is generally centered with extra on the sides. it's going to be more art if they made the default art for longer devices, or its going to be something like a gradient or plain color that fills in the "missing" parts of the art

#

just design center outwards in your main direction and make sure you are either anchoring to the edges and coming inwards or your entire ui can fit in the center for sure and the edges are just extra

#

the nice thing with UMG is you can do just that. put your center art in the center (background, key elements) anchored to the middle then your edge items are anchored to the corner or sides so they push out or push in based on the length of your main side

civic moth
#

Job posted thank you for your help

vocal flume
#

One last question.. how to destroy the umg widget when i'm done with that screen? I dont want these huge background images hogging the memory when they are only used at the beginning and dont show up anywhere after that.. remove from parent seems to hide it but the widget reference remains in memory

grim ore
#

you need to make sure you have no references to it, so if you just create widget -> show on screen -> remove from parent you are fine once the garbage collection kicks in

#

if you promoted it to a variable to use later, null out the variable reference as well

#

if you are checking this in the editor you have to wait ~60 seconds for the garbage collection to kick in and then it should be gone

vocal flume
#

Helpful as always! Thank you @grim ore I'll credit you when I finish this thing. This whole project is fueled by your WTF and HTF content.. Thanks a lot!

grim ore
#

🙂 Always glad to help it's fun

#

mobile ui is always a giant pain in the rear... like... so much pain

vocal flume
#

wish i can read the aspect ratio and screen resolution and swap out images when constructing the widget instead of having one image and do this trial and error..

grim ore
#

im sure you can if you break out the CPP, and i bet there are addons that expose it

#

and I mean you can get the viewport resolution

civic moth
#

Guys just wanted to add, the job I posted is not one to miss. I'm on an NDA so can't talk about it so you're just going to have to trust me. but If you work w/ environments/cityscapes - don't sleep on it.

#

Trust random Discord user ; )

grim ore
#

I want to say the proper way nowadays tho is to have different actual .obb or .apk files based on the dpi so they don't have to download unwanted resources

umbral pike
#

real quick question, in theory would i be able to implement quick time events into a 2d game the same way i would with a 3d game? Blueprint wise i mean

fierce forge
#

hello, why in standalone i can't see a destructible mesh until i fracture it ?

plush yew
#

anyway to optimize the spline mesh component ?

merry gazelle
still moat
merry gazelle
#

I have that unselected

#

but it's still visible, same with show floor

still moat
#

lmao what

#

gg guess its broken?

merry gazelle
#

yeah because even if I try to turn on floor it doesnt show either.

still moat
#

The floor shows up for me but the grid won't go away either

summer zealot
fringe glade
zinc shore
#

all my materials have these weirs spots all over them

brisk bridge
#

Hi everyone. Is there some other possibility (not AI) to simulate input in blueprints? I need to move an unpossesed pawn. For example, i want that my pawn run forward, and if i press the button, he turns right or stop or whatever.. The movement change schoud be based on events. For now i call events by pressing the button. I tried to use a TargetPoint as a Location, but if i use the node "Move to Location/Actor" he dosent move at all. If i use "Add Movement Input" it also doesnt work. I dont know how to make, that my button will be percieved as pressed for some time. Can somebody help me? Or do you have any idea what i should try?

vocal flume
#

1080x2560 background seems to scale nicely for most mobile devices

civic otter
#

I can't see to get my transformation widgets to go from relative to absolute, what do I click on?? XP

brittle gulch
#

Hi guys, is it possible to create my own vault content? I have several things in different projects that I use quite often in other projects, and it's boring to open them every time and do a migration. It would be very much simpler to use the vault and simply add them to the project that needs the content. How can I do so?

hollow sentinel
#

can i edit skeletal mesh geometry, or nah?

civic otter
#

@hollow sentinel Edit the geometry in a modeling software like blender or maya

hollow sentinel
#

yeah, i was just wondering if its possible within unreal as with static meshes it is

#

just got some overlapping geometry that need to delete

mighty oak
zinc shore
#

why dose enabling mesh distance fields make all my meshes have dark spots all over them

grim juniper
zinc shore
#

where would i turn off Distance Field Ambient Occlusion

candid grove
#

https://prnt.sc/wgaspi

I have create a blueprint that makes an opacity mask on the floor here. It draws the opacity where the "cup" object is allowing you to see down into the cup. This is working properly and I can position the hole anywhere I want on the ground.

The question I have. Is there some way to integrate the collision of the cup with the collision of floor? Maybe like a intersect?

Lightshot

Captured with Lightshot

#

I was also thinking maybe a volume above the cup that turns off collision with the floor? I was worried with this method it could cause some weird bounces

light thunder
#

Can you not use a delay in a level blueprint? I'm making things happen in the level via event dispatcher and it's just skipping over a 10 second delay (I'm not in a function either)

plush yew
#

how can i set my AI to move after amount of time

#

for example 2 minutes

empty wolf
#

anyone have any idea why this default project is rendering in the editor viewport like this? It's every material

#

I should add that it when it packages up, it renders fine, this is only in the viewport

fierce forge
#

hello, why in standalone i can't see a destructible mesh until i fracture it ?

grim ore
#

@plush yew dont tell it to move until 2 minutes have passed. dont call whatever function starts it moving until then

plush yew
#

oh

brisk kiln
#

Anyone know why i am getting this error

#

Its been 4 days I have no hair left

plush yew
#

@grim ore but how

hushed stag
#

hey guys, i am trying to launch a ui as soon as the player enters a level, but for some reason it is still not working

#

this is my level bp

grim ore
#

@plush yew how do you tell it to start moving?

plush yew
#

wait

#

let me show you my blueprint

brisk kiln
exotic cave
#

So Unreal Engine, I love you very much, but for the LOVE OF GOD PLEASE TURN OFF THE REALTIME UPDATING BY DEFAULT

#

I have ONE 2080RTX and I do not relish the thought of buying another one

plush yew
grim ore
#

@hushed stag have you tried making sure that code works correctly? set it up so something like the 2 key can call it once you are in the game and see if the code actually works

hushed stag
#

@grim ore what does that mean?

brisk kiln
#

Can someone plz plz help me to solve this build error

grim ore
#

@plush yew since you are using pawn sensing you can disable the components by default and then just enable it after a 2 minute delay.

exotic cave
#

If I forget to turn off realtime updating even for a second, on most of my UE projects, my GPU starts to sound like a wounded jet engine

brisk kiln
#

I am dying here

plush yew
#

oh

#

and how can i do that

exotic cave
#

This is fine because I understand that UE, more than anything else, allows me to use the full power of my GPU. But I'd like to not have it to it the majority of the time it's running.

#

Thank you all for hearing my rant today.

grim ore
#

@hushed stag do you know how to do inputs? like make a key do something

hushed stag
#

what is a key?

grim ore
#

1 2 j H ESC ENTER

hushed stag
#

ohhh

#

my bad

brisk kiln
#

Project settings inputs

plush yew
#

@grim ore how can i do that

brisk kiln
#

Is there anyone here that knows UE 4 advanced like build errors

#

I am gonna kill myself

plush yew
brisk kiln
#

Its just a joke sorry

hushed stag
#

@grim ore i set it but that didn't work either

grim ore
#

@plush yew on the pawn sensing component you have these nodes and options

plush yew
#

oh okay

grim ore
#

@hushed stag so you set it up that when you push a key the key fires but the event doesnt work? then your code is bad somewhere have you tried debugging it

plush yew
#

@brisk kiln any specific errors?

#

@grim ore ok i reseted them

#

now how do i set it to move after 2 minutes

grim ore
#

begin play -> delay 120 seconds -> set sending updates enabled ?

brisk kiln
#

Is there anyone here that can help me out

plush yew
#

i don't have begin play

#

wait

grim ore
#

then add it

plush yew
#

in blueprint?

#

that's my blueprint

tough pagoda
#

I have two characters (multiplayer), both characters inherit from the same parent, I have a damage system and a health bar. How can I damage to player? This all happens in multiplayer (server).

#

Anybody can help?

exotic cave
#

@brisk kiln : I took a look. What were you doing when it crashed?

grim ore
#

@tough pagoda have you done any research or reading on how multiplayer works?

brisk kiln
#

I integrated smart ai and started building and then error

#

I have survival game kit v2 and smart AI

plush yew
exotic cave
#

There's a lot of "Unable to find package" in there.

restive zinc
#

why doesn't this work it wont print the string on particle collide

exotic cave
#

For example, "Unable to find package for cooking /Game/Sounds/Footstep_Sounds_Pro/Wavs/Wood_footsteps/Wood_footstep_9_Cue"

brisk kiln
#

Yes i did remove a few studf

tough pagoda
exotic cave
#

Well, something is still trying to find whatever you took out.

grim ore
#

ok but... multiplayer research? learning....

plush yew
#

now what do i do @grim ore

exotic cave
#

It looks like a whole bunch of audio cues

brisk kiln
#

It was building before that with the yelow warnings

grim ore
#

@plush yew turn on the set sensing updates option using the node like I said

plush yew
#

ok

exotic cave
#

Are you familiar with the audio cues in question?

brisk kiln
#

Its just when i integrated smart AI

#

Yes

tough pagoda
#

For today.

brisk kiln
#

It is still in my project

plush yew
#

@grim ore

exotic cave
#

Try right-clicking your project folder and clicking "Clean Up Redirectors In Folder", first off.

plush yew
#

done

brisk kiln
#

In the engine?

exotic cave
#

In the Content Browser.

grim ore
#

multiplayer isnt easy, you need to learn how it works. You need to learn how server and client events work and the difference between a listen and dedicated setup. Follow the UE4 docs on it

plush yew
#

@grim ore is it good?

exotic cave
#

Also, tell me exactly what you changed regarding these audio cues and how you changed it.

grim ore
#

that wont turn it on, you dont have it enabled @plush yew

plush yew
#

ok

#

@grim ore

grim ore
#

well you can test and see if it works

plush yew
#

k

#

no

#

it's not working

tough pagoda
plush yew
#

can you help me @grim ore

tough pagoda
#

Has authority, you know about it.

grim ore
#

did you disable that option by default first? in the component

plush yew
#

umm

#

where?

grim ore
#

i screenshotted both things

plush yew
#

where is the component

#

oh ok

#

wait let me see

#

yes i did

#

wait

#

yes

#

can you help me?

grim ore
#

so turning off that option doesnt stop it from finding the player?

plush yew
#

yeah

#

i mean

#

when i click on play he instantly starts to chase me

#

can you help me

grim ore
#

so the enable sensing updates is unchecked on that AI?

plush yew
#

idk

#

@grim ore im not trying to be rude but a lot of people stopped helping him cause he basically wanted us to do the work for him, he hasn't learned anything fully like learning the engine first etc he rushed into making a game to early, we did try helping him but it was to hard, i would still help him but i feel like he completely rely's on other people and not doing any research about it before hand i mean he does but after he wants other people to tell him how its done if that makes sense

#

he is mean

restive zinc
#

you need to learn about behavior trees and such

grim ore
#

@plush yew I know, I've seen him here a bit. I'll still help until it gets worse lol

plush yew
#

yay

#

thanks

restive zinc
#

so that you dont need to ask for help for everything

plush yew
#

so can you help me

fierce tulip
naive kindle
#

@plush yew welcome back

plush yew
#

?

#

@grim ore can you help me

restive zinc
#

@plush yew you need to look into pawn sensing and behavior

plush yew
#

i did

grim ore
#

I did help, I asked a question and your answer was i dont know lol

naive kindle
#

Unreal Engine is loading at 39%. I rebooted and tried different engine versions. I checked logs and it says compiling shaders. Does it normally take long to compile shaders?

fierce tulip
#

it can take very long yes

grim ore
#

@naive kindle yes. wait.

naive kindle
#

alright thanks

grim ore
#

make sure your CPU use in task manager is near 100% tho or you have another issue

restive zinc
#

it depends if there is alot of materials it might take a while

restive zinc
#

since it needs to compile them

naive kindle
#

lol I have a cube house with lights

grim ore
#

39% is the engine compiling it's shaders

naive kindle
#

alright thanks for the help

radiant veldt
#

okay, mid life crisis, i need to start somewhere. Here i am

naive kindle
grim ore
#

yay! persistence!

alpine wigeon
#

I am so confused... got a bunch of warnings in my engine log

LogPhysics: Warning: COLLISION PROFILE [Visibility] is not found

Any idea wtf is going on?:D everything does work... I do have two custom Object Channels, no custom Trace Channels. This is a project with dedicated server if that makes any difference.

radiant veldt
#

where can the newbies go, so you don't have to be annoyed by my questions?

alpine wigeon
#

If you know the category of the question ask there 🙂 if you are following a yt tutorial most of the creators do have their discord with #help channel or similar 🙂

#

If you do not know the category...just ask here (like I did... 😄 )

fierce tulip
#

kinda ^ that

alpine wigeon
#

We do like to help 🙂 ...

fierce tulip
#

especially those who try to help themselves!

radiant veldt
#

I am not a expert at programing, i am only use to Idtech1, but I want to try unreal and make a blueprint for what I really want to make, which will require help

#

first thing I want to do is either import or recreate the Melee combat from an ancient game

alpine wigeon
#

Well to be clear.. nobody is going to create it for you :)... so if you are completely new watch some basic tutorials... or find a tutorial for something that is close enough and go from there

#

If there is nothing out there that is close you would have to build it from bits and pieces... you get most help if you ask only if you get stuck for a bit 🙂

radiant veldt
#

yah i dont expect help at least for free, I do learn best by seeing a template and modding and building from there. After that I can generally just make my own thing

plush yew
#

Where can i add code for a shader?

warm swallow
#

Does anyone know where i can find setup instructions for running a dedicated server on a raspberry pi?

alpine wigeon
dense knoll
#

Why does Niagara exist, I enabled it and it got the engine in a crash loop, And before anyone asks, The logs say nothing about Niagara, but when enabled it causes a crash loop, And then a lot of new features are coming to Niagara instead of Both, Niagara should be main, but Cascade should be a fulls supported Secondary, Also is there a way to convert Cascade to Niagara without re-doing the entire particle system, or do you have to do the entire thing again?

alpine wigeon
#

4.26 does have the converter

#

not sure how ready that is though 😄

fierce tulip
#

been playing with nia all day, no crashes for me.
and cascade (and this is coming from its biggest fanboy) has had its time.

#

the converter i'd consider beta-ish hehe

grim beacon
#

Does ue4 have the functionality that when the player keeps on jumping it reduces the jump force?

#

I thought it did but I cant find it

plush yew
#

i mean fortnite has it so

radiant veldt
#

i assume the creators and publishing has all the same stuff right?

grim beacon
#

I'm googling all kinds of weird stuff cant find it

#

I don't know if I'm making this up but I do remember myself fiddling with that function

lofty wave
#

Im getting crashes constantly with the crash report "unreal engine is exiting due to d3d device being lost"
As far as I know there isnt anything wrong with my GPU
I dont have any outdated drivers
I really dont know whats causing this
Any ideas?

alpine wigeon
#

your driver crashed

kindred viper
#

it can be several reasons. Usually it's a timeout issue. It can be from an unsupported feature too.

lofty wave
#

There arent really new or experimental features Im using...

kindred viper
#

what is your card and what are you doing when it crashes?

lofty wave
#

I have a GTX 1080 Ti and it crashes not completely randomly but rather when I do something like save or open a blueprint

#

But it doesnt always crash when I open something or save

#

For the most part everything is usable but after about 5 minutes a crash like this occurs

kindred viper
#

perform a driver cleanup and uninstall your current driver. Either upgrade it or revert it. Otherwise I can give you a registry modification you can use to change the timeout. However that is more of a quickfix than a proper fix. Something is wrong with functionality requesting an active device

lofty wave
#

Thats really weird
UE is the only program on my entire computer that crashes because of this
Everything else works fine....

kindred viper
#

it's happened to a lot of people with UE but it's not UE's fault, rather the way the windows timeout is setup as default vs the performance quality of the driver at the specific time, with the specific action occurring. A perfect storm really.

grim ore
#

I had everthing working fine on mine but cyberpunk would crash. I had my video card undervolted just 1 notch too much and I would have never known if not for CP

kindred viper
#

yeah I actually reconfigured my overclock for CP2077 just in case. I tend to do that if I can get away with it because you never know

lofty wave
#

Cyberpunk never crashed for me
What I noticed while playing it though is that neither my CPU nor GPU were ever above 60% usage

grim ore
#

yep so moral is just because it all works but 1 thing doesnt mean its not the card

fierce tulip
#

@lofty wave which ue4 version?

lofty wave
#

4.26

kindred viper
#

do you have raytracing enabled?

lofty wave
#

No

fierce tulip
#

might wanna post there

grim ore
#

fin the latest drivers, find msi afterburner, drop down the default clocks (basically under everyhing it) and see what happens

kindred viper
#

that hung my pc yesterday loading up a 64km map 😄

#

TdrLevel is the reg thing

lofty wave
#

Im not really into overclocking

#

Never did anything with afterburner but I have it installed

grim ore
#

not overclocking, dropping down the settings on your card so its not as stressed

kindred viper
#

my gpu was built for overclocking so it made sense. I bought it pre-overclocked though.I watercool my cpu tho and try push it because it's old now

lofty wave
#

What exactly do you mean with dropping the settings down?
Would it just work not as hard under light loads or would it completely drop the performace down?

grim ore
#

basically for testing drag the core clock and memory clock down like 100 on memory and clock for testing

#

your goal is just to make the card work less and see if it helps

#

the other one would be to lower the power limit so it draws less power

#

if it still fails with those all down then its probably not the card

#

in my case I did a custom curve so it would draw less power at the same speeds so it would run cooler. I had the power down too low tho so under extreme loads it would not have enough power and crash.

winged flame
#

Hello,
I'm wondering if I understand correctly the Attach To function from the World Outliner.
If I attach something to a Parent, then move this one ingame, the children don't move.
Is it normal?

grim beacon
#

It certainly doesnt sound normal

#

In coed if you attach it it should receive its parents transform changes

winged flame
#

Hm. After looking more into it, it seems that it doesn't work because I move a component from the BP, and not the Root of the BP

#

Please, disregard my question 🤦‍♂️

grim beacon
#

I want to get a fall impact effect where when a character falls down he slows down for a duration

#

Is a timeline a good method to do stuff like this?

placid shuttle
#

Hello guys I just had a question. So this asset was downloaded from the shop and then I tried to add it to my project. Everything worked out perfectly until it was adding to project. It was adding to project for a long time and kept on going

grim beacon
#

Sometimes happens

placid shuttle
#

Okay

edgy latch
#

hey, I have a major issue going on with my unreal engine and I would really appreciate if someone could please help me out

#

my unreal engine is continually crashing, I'm running it on a 2018 MacBook Pro and it will not let me start

edgy latch
#

but it's not

#

I have over 200gb of storage on my computer

#

and yes that is what it says. How do I fix that?

plush yew
#

How many projects do you have?

#

In your Unreal Engine

edgy latch
#

one

plush yew
#

Oh

#

Is there like many files?

#

Or many imported files?

edgy latch
#

it's 30GB

plush yew
#

30files?

edgy latch
#

I mean there is probably more, I have the one file and within that there is about five levels all of which are rather large and within those is a lot of different assets

hasty gorge
#

can someone help me parse through this code?

#
UCardsSingleton* UCardsLibrary::GetCardsData(bool& IsValid)
{
    IsValid = false;
    UCardsSingleton* DataInstance = Cast<UCardsSingleton>(GEngine->GameSingleton);

    if (!DataInstance) return NULL;
    if (!DataInstance->IsValidLowLevel()) return NULL;

    IsValid = true;
    return DataInstance;
}```
#

it's not mine

#

but I'm trying to figure out what's happening in a finished c++ ue4 project to help me better work out how the engine works

hasty gorge
#

that might be fine

#

cause it's not syntax that Im confused about

#

mostly the questions are:

#

1: What is Cast and what does it do?
2: What is a GameSingleton? The search engine says it's a UObject that is initialized when the game starts, but thats it

edgy latch
#

I don't know code or blueprints so I'm sorry, I would like to help but I can't

hasty gorge
#

when I searched for "Cast" on the UE4 website, all I got was a link to the "Cast To" blueprint