#ue4-general

1 messages ยท Page 913 of 1

grim ore
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sequencer is sequencer

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keep in mind theres also control rig if you actuall want to rig animation directly in UE4 now.... lots of stuff all over the place lol

light thunder
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my head....i'm learning so many different systems I'm running out of basic information - i forgot what "dog" meant the other day after learning cell fracturing in blender

plush yew
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Do you guys know how how much does BP uses in performance cost?

grim ore
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0 to a billion percent

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maybe even more or less

frozen pond
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so i have question about new water system: is there way to add it to existing map without destroying landscape ?

light thunder
grim ore
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because that is editing an animation, you can't do what you want to do

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that editor is editing a single animation, thats what it is for

light thunder
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I swear I've watched the livestreams

grim ore
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you can't make a new animation and splice together animation sequences

light thunder
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I was told that was a sequence

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that's what the docs say when I look up sequence editor

grim ore
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well soo.. epic is epic

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that is an animation sequence

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sequencer is a seperate tool

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lol

light thunder
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As long as my contempt is justified for Epic's design

grim ore
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your not wrong on being confused heh

light thunder
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But they have soooooo much money

grim ore
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which means they use their own tools and get to add in what they want without much concern sometimes

light thunder
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Well, if you are trying to build the next Microsoft, you make sure windows is easy to use a possible

grim ore
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which is why it took them a billion versions ๐Ÿ˜‰

light thunder
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In the future, (10-20yrs) when everyone is plugged into VR, what do you think will drive those world, and the content creators

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I'd make minigames for learning the engine

grim ore
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they are working on stream lining stuff

light thunder
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integrated INTO it, almost like the tutorial but functional

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I'm not impressed lol

grim ore
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and thats what fortnite creative is working towards

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and they tried to do that but that stuff is hard

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billions of people, hundreds of ways to learn ๐Ÿ˜ฆ

light thunder
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Click here, then here, then here

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bread crumb scaffolding

grim ore
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technically that is in the engine now with the tutorial system

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its just very basic

light thunder
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much more engaging than watching videos

grim ore
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and i agree, i tried to do something similar and its great until it breaks because software is software

light thunder
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you're one man - this would take an actual prioritized approach and the core engine team to expose every element to a non-invasive linking, which I get, is a tall order

grim ore
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in theory most of that is already in there beleive it or not

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the built in tutorial system is quite robust but it's very finicky and with epic changing systems version to version it got left behind

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I do know they want to and are trying to do what you are suggesting, quite a few of the people at epic want more robust learning in engine

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but yep without more support it's just free day friday stuff

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and you need to pledge long term support which is the big one

light thunder
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I'm confused as to how if this shares the same skeleton and I've put both into the exact same transform, why the difference ? \

light thunder
grim ore
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could just be the mesh attached to the skeleton has different weighting

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im not an artist, I guess at 90% of the art stuff based on experience lol

light thunder
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Or could be my dumbass needs to pay attention to animation names

plush yew
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looks like he's being manhandled

grim ore
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well that could be the issue as well lol

light thunder
static sparrow
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Okay, I have tried and tried to find it but I can't... Where are my log files?

Like, I'll launch the editor from the IDE, do PIE, there will be some messages that I'll want to reference while I edit my code in the IDE (after I close the editor)

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But I cannot find them anywhere

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I looked in Saved/

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There isn't even a Logs/ directory in there

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I thought, maybe it means somewhere in the Engine's subdirectory (/Users/Shared/Epic Games/UE_4.2whatever/etc...)

grim ore
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things like the output log?

visual belfry
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haven't found it in keybinds yet :\

grim ore
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i dont beleive you can change it, its part of the new lighting system

visual belfry
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huh. you're right, it doesn't work in an empty level, what component specifically enables it?

visual belfry
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๐Ÿ˜ฌ however it works in a default level that I deleted all actors from

grim ore
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I think its part of the engine now for any lighting

visual belfry
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thanks for the link ๐Ÿ‘ it was the Atmosphere Sun Light checkbox on the directional light (and I had to build the level) that enables the debug

kindred viper
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@visual belfry that sets the sun angle in the sun demo

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oh I needed to scroll ๐Ÿ˜„

visual belfry
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I was wondering how/where it came from since I might want to do something like this for my own projects ๐Ÿ‘€ got a good place to start looking now though

gaunt tide
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So how come when I create a child directly from a MasterObjectBP I can open it in blueprint but if I do something a simple as rename it, there is no BP to open?

kindred viper
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perhaps it removes the original master reference? It shouldn't but who knows

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is there any error at all?

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sounds about right

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I did hear you could limit it in the ini so its probably that

gaunt tide
kindred viper
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yeah because it's a child I guess. It will update the master blueprint with the child name that you selected. It's the child

gaunt tide
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Ahh them I must have done this incorrectly from the beginning

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I probably misunderstood how the children and master bp thing works.

kindred viper
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well consider the master BP holds the name of the child class too, changing that will change it in all instances of the master bp

lime girder
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Does anyone know gneerally when 4.26.1 may come out?

kindred viper
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hopefully never. Then we know it works

gaunt tide
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Ahh so how would I give each item its own stats than? In the Child BP or the Master BP?

kindred viper
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depends on your setup

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usually it's the child that holds the variance. But it's not always the case. For simplicity it is done that way though

fluid dragon
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Hii y'all I wanted to ask someone to go over my pc build choices for ue4 where can I ask?

fierce tulip
kindred viper
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tomshardware forum ๐Ÿ˜„

fierce tulip
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or that

grim ore
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just buy the fastest thing you can afford and it's "good nuff"

kindred viper
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i like toms hardware. Im all over it when I buy parts

plush yew
gaunt tide
# kindred viper usually it's the child that holds the variance. But it's not always the case. F...

Im just trying to find a way to have my objects made with the required meshes and stats from the data table I have setup. I am trying to get that object that is selected attached to my mouse to be placed within the scene. Basically its similar to every other game. Minecraft style hotbar that puts the item on your mouse when it is selected and Im trying to get that item spawned in the scene. The problem is that the object is spawned but it isnt visible because the mesh associated with it isnt loaded along with any of the stats for it but a print string indicated that the BP for said specific item was placed in the scene.

fluid dragon
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Can I list my specs here that I have selected? No yeah am just starting out to learn unreal engine!

plush yew
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Go in lounge

fluid dragon
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Okies thanks โค๏ธ

rotund jacinth
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We are integrating rtx and DLS2.0 into Wrench. Our steam launch options will now specify dx12 by default. Does anyone know what unreal does on older hardware that doesn't support DX12? Does it fall back to DX11 or crash? I just want to make sure we don't push an update that breaks our game for users on older hardware.

kindred viper
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it won't crash but it will need compiled shaders to support the DX11 I guess. Being that it's a flag you can use in the shortcut, it should be switchable

rotund jacinth
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Yeah, we already have 3 launch options though. Desktop, SteamVR, and Oculus VR

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I don't want to make DX11 and DX12 flavors totaling 6

kindred viper
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just allow the user to set the dx11 flag if they need to then. Probably worth making it known it supports it at least. Then make it clear how to change it. Unless you put a menu option that restarts the client with the flag.

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it's gonna be welcome though because some people, like myself, still get random crashes with dx12

rotund jacinth
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good to know. thanks

gaunt tide
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So the masterbp I have isnโ€™t assigning anything to any of the children bps even if the item names match and now it looks like the children bps are back to being uneditable for some reason

pseudo river
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Hellow!

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I have some crash problem and I can't figure it out can anyone help me?

gaunt tide
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What are you doing when the crash occurs.

kindred viper
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shouting at the engine for crashing probably ๐Ÿ˜„

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could use an error log tho

pseudo river
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Yes I'm waiting for it to crash

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I was just interacting with the editor ui

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And before closing it, the crash report said something about EXCEPTION_ACCESS_VIOLATION nvwgf2umx and D3D12

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I didn't do any graphics driver update lately everythin's been the same but it started happening now.

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The only thing I did today that I didn't do before was to open 2 projects at the same time

indigo anvil
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Hey! Is there a simple way of generating a rendered line, by using line tracing? Like a "Laser beam"

kindred viper
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@indigo anvil multiple ways. Do you need it for debugging or in game?

frozen pond
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optimization question: i got only landscape and when i look at it (landscape is big) i got like 60 fps (drom 120), is there any way to optimize it in ealry stage?

light thunder
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I'm trying to have a particle parameter for a single axis, (actual a single float) but I can't figure out how to get there - I want to drive this -Z (which basically lets the rain there fall to a given height (the -200 is basically where the ground is)

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so I put it to partical parameter but I'm confused about how to isolate that one axis, (particularly the Z)

solid glade
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Question about lighting.

If I use an HDRI source under Cubemap for the SkyLight component - how can I preview the cubemap in the viewport? Otherwise, it is a little tricky to set the rotation, then bake the lighting, then peviewing the result and then starting over...

runic fern
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Is anyone using with Advanced Steam Session Plugin ??

indigo anvil
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I need it to be rendered in the game

static sparrow
indigo anvil
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@indigo anvil multiple ways. Do you need it for debugging or in game?
@kindred viper ingame

kindred viper
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you can take a cylinder and stretch it between two vectors and create a line. I did that when I needed to replace the debug line draw.

static sparrow
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Supposedly they get saved to the MyProject/Saved/Logs/ directory by default, but that directory doesn't even exist for me; it just stops at MyProject/Saved/

grim ore
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it should be there, I checked and it was for me. What else is in that saved folder?

plush yew
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How much do you think would take to make a multiplayer fps prototype(nearly all the mechanics witouth art/animations) for a solo dev?

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Starting from 0๐Ÿ˜“?

grim ore
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what is 0? like blank template, fps template, shooter game template, rpg action template, marketplace assets? no knowledge? lots of knowledge? you worked on gears of war? etc..

lime girder
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ok everyone

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I've got a hell of a problem, funny I just watched your views on this too @grim ore

I want a heavy cannon ball. I have a collision sphere, a static mesh, and a projectilemovement in my BP

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i have a few enemies, lets say birds in the air, and i want to hit a bunch in a row

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ProjectileMovement with bouncing means the BP bounces off, richochetting

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i just want it to go straight through, as if it were a heavy cannon ball or something like that

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Anyone have any ideas ๐Ÿค” ?

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i can easily maintain velocity with bounciness to 1, but the hit causes a new vector for the projectile to go in.
I can turn off Should Bounce, but then the projectile stops moving on first impact

kindred viper
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it should be a mass equation

lime girder
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Hmm. Is that the only way? I can fiddle with mass if thats what it is

grim ore
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if you dont want bounciness then dont use it?

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or you want bounciness but not on the birds

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I would personally say it sounds like you just want the birds to be overlap items not collision items and handle them that way

lime girder
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Well, Bounciness off works until the first hit, then the projectile stops in its tracts
I wnat it to keep going, like a heavy cannonball plowing through a bunch of birds.

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Oh that's not a bad idea. Overlap rather than Hit/Block

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I can't "Hit" if I'm not Blocking them right?

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I can only overlap I think...

grim ore
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sounds right. you would check for overlaps not hits on the birds then handle the "hit" and let the rest of the environment react normally

lime girder
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I dont know why I chose tamale but, thank you! this is a good idea, ill give it a go

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yup!

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That does it ๐Ÿ˜„

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thanks agian man

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I swear I just watched your video on projecitlemovement before this going damn how do I do this without heavy physics..

grim ore
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๐Ÿ™‚

potent bridge
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Is there a way in UE 4.26 to change the tabs back to the old version? I don't like where they put Landscape.

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(Modes Panel)

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thanks

chilly olive
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Oi

plush yew
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it's actually not working

chilly olive
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So I'm willing to buy the legion 5I with the rtx 2060 and I just wanted to ask if is it able to use ue4

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16 go ram btw

plush yew
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so i made a MainMenu and when i click on play nothing happends

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how do i fix it?

chilly olive
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Huh

plush yew
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what

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MainMenu Widget

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ok ok

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so

grim ore
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@chilly olive yes that will run UE4 without much issue (higher end scenes/RTX will not be smooth)

plush yew
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this is the play button blueprint

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i mean it's MainMenu Widget blueprint

chilly olive
grim ore
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it will be better yes, but there is no firm release date on it and it will cost more

chilly olive
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Well then I'm screwed

chilly olive
grim ore
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it won't be because the 2060 models will be reduced as they are replaced

plush yew
grim ore
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@plush yew what actually happens when you click the button. The level loads? the level doesnt load? "nothing" ? are you sure the button is hooked up and running.

chilly olive
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The 2060 models will drop and the 3060 models will take over the current price of it now which is 1200$

plush yew
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nothing is happening

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if you want i will screenshare

chilly olive
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Wait you are using blueprints

plush yew
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yes

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of course

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i hate coding

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it's the hardest thing ever

chilly olive
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Lmao

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Me too

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Well you should learn it cuz

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It s important

plush yew
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ik

chilly olive
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But harder

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:/

grim ore
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show us the map you are trying to load in your content browser

plush yew
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ok

grim ore
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show us what the "show loading screen" function does

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show us the output log after your button is pressed

plush yew
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umm

chilly olive
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Nice prp Mathew I like it

grim ore
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show us the debug of your button being pressed and it either pausing or you printing out something

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these are all things you should be doing

plush yew
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wait can i screenshare?

grim ore
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you can but I dont know who is going to want to watch

plush yew
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not in the server

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you

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in dm

chilly olive
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Yea

grim ore
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I dont do DM's

chilly olive
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That's clever

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Huh

plush yew
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ok then let's do it here

chilly olive
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You can't

grim ore
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any relevant problems in here are teaching moments for someone else who might have the same issue

plush yew
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like when i click on the play button

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the screen is refreshing

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idk how to explain

grim ore
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what is the name of the map you are trying to load?

plush yew
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FNAF1

grim ore
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what is the name of the map your main menu is in?

plush yew
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that's my map

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umm

chilly olive
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What's a decent fps for rtx "on"

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??

grim ore
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and that would be the issue

chilly olive
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60??

grim ore
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depends on which RTX/DXR features you are using. 24fps is cinematic so if targetting a film output that is good enough

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gaming? depends on the project and game type and if you use DLSS or not

chilly olive
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Who is even going to use rtx in a horror game

grim ore
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control uses DXR

chilly olive
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Oh

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The difference of rtx and dxr

grim ore
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RTX is the name brand for nvidia, DXR is the microsoft implementation of ray tracing in windows

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most people use them to mean the same thing since AMD doesnt really have anything

chilly olive
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Thank god that they created dlss

plush yew
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i think @plush yew put his main menu widget in the same level hes trying to open

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yeah

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probably

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wait

static sparrow
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Interesting...
Apparently, rotation around the X- or Y-axis follows the right-hand-rule (when axis pointing straight at you: - is clockwise, + is counter-clockwise), but rotation around the Z-axis does the opposite (when axis pointing straight at you: + is clockwise, - is counter-clockwise)...

Is that standard practice? It took my by surprise...
If it's not, why did they do that?

plush yew
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@static sparrow i have no idea, it was confusing at first when i started

static sparrow
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very confusing

plush yew
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i mean slowly it will start to make more sense and youll understand it a little more well in like 2 days to be honest depends but yes it is very confusing

thorn plank
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can I ask general questions about unreal c++ programming? if not, can you direct me to it? I didn't find main function in the project files, then read from the forums that ue4 c++ programming works a bit differently. that the code runs through unreal itself rather than the main function. can someone explain to me how that works? the tutorials seem to just write classes and functions and then run it.

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I was afraid to go there because it seemed like ppl would expect directly coding related practical issues, rather than general discussion.

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but if they'll answer me I'll just direct my question there.

stiff sail
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is there a way to get a actors rotation on the z relative to a second actors location? so like if actor2 is right in front of actor1 it 0ยฐ or if its on the left its 270ยฐ. like that?

obsidian wasp
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Has the Spline Mesh Component been changed to use instanced static meshes? The discussion I found from 2016 says they were not back then.

honest mango
crude tulip
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One message removed from a suspended account.

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One message removed from a suspended account.

restive zinc
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i need some help

worn granite
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no, it definitely should not be@crude tulip

restive zinc
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im working with a team and its puzzling us

worn granite
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go to #blueprint and check the pins, but in short your Random int along with the get will happen 3 times.

crude tulip
worn granite
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Because of how impure nodes work

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I literally explain it in a video in those pinned messages

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it's not the best video, but the information is there

wanton lotus
worn granite
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yup

wanton lotus
crude tulip
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

hollow sentinel
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hey guys, ive beem playing around with cel shading through post process, and material with only emission. thing is, id still like to affect colour and brightness of the whole character by the lighting e.g. at night to be more blue etc, any solution? or at least where should i start looking, what kind of approach id take?

honest mango
fringe pivot
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What property should I duplicate on the wall so it gets aligned with the foundation? It's not the rotation because it's always zero doesn't matter where I spawn the object

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does it have to do with the mesh forward vector?

plush yew
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k

plush yew
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Thats just what I got from what you said

pure hollow
# thorn plank can I ask general questions about unreal c++ programming? if not, can you direct...

What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player co...

โ–ถ Play video
fringe pivot
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I'm trying to do this at runtime, if I rotate the mesh in the fbx I will have the same problem, now with the other faces of the cube/foundation

plush yew
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guys

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You mean when you drag and drop the object into the scene right?

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i created a new level, i added lighting and when i click on play the light is falling

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i mean

fringe pivot
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@plush yew no no I spawn the objects at runtime

plush yew
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ok

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Ohhh, well I think you can fix that in blueprints by changing the objects rotation

fringe pivot
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As I said, the object is not rotated, rotation is always 0,0,0

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Regardless where I spawn it

plush yew
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it's a rect lighting

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oh

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so i need a point light

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right?

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wait what

waxen raven
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You probably just want to manually add the difference and then make it a parameter.

plush yew
waxen raven
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I'm assuming you want an outer edge alignment

plush yew
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umm

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how can i make it static mesh @plush yew

rotund scroll
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didn't you leave the server?

plush yew
waxen raven
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I'd probably spawn it from the mesh and just give it the local coordinates from there.

plush yew
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oh

fringe pivot
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@waxen raven are you answering to me?

plush yew
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idk if it is

waxen raven
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Yeah

plush yew
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ok imma change to point lighting

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done

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it's still falling

waxen raven
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Pass an event or something and just have it spawn off is my thought. Then a bit easier to delete if foundation is remove too.

plush yew
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so now i need to make it static mesh

fringe pivot
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Alright, location is not an issue because I use sockets, I just need to match the direction the foundation is looking at

waxen raven
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Ah got you, yeah you were probably on the right path then.

plush yew
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how can i make it static mesh?

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the point light

fringe pivot
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if I just rotate the wall by 0,90,0 it aligns, but then the problems is with the other 2 faces of the foundation, so I need to figure this at runtime and I can't simply add a fixed rotation

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But the foundation rotation is always 0

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So I'm getting this wrong

plush yew
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oh

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i fixed it

waxen raven
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You could just cheat and add arrows and use them to steal a direction. Did that with some proc Gen stuff. Then odd numbers go one way and evens the other, or something to that effect. Then always have them placed in a certain direction.

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Kind of like an mt.

grim ore
waxen raven
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That would work too if it's grid based.

grim ore
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so you could get the normal direction of the face of the mesh and rotate that texture appropriately for example

waxen raven
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Lol damn yeah that's way easier.

fringe pivot
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@grim ore will check thanks

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The problem with a grid for me at least is that I have no way to know where to snap the object, on this case over which foundation side to snap the wall

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I think what I can do is to check the socket name and rotate the wall only if it's one of the two sides that don't align, but probably wouldn't work once I start adding other building parts.

hearty prawn
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Are there any news on UE5? Only that video they did show 8 months ago?

fierce tulip
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@plush yew too much text, try pasting it on pastebin.com and pasting the url in cpp

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it should, but perhaps the code stuff or whatever messes it up?
iunno.

median hound
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to open ue4 files do i gotta build ue4 from source

fierce tulip
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@hearty prawn no new info.

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@median hound depends on the files.

median hound
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just to normally create a game its a ue4 file i used on epic

fierce tulip
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(generally no)

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just install the .exe binary

median hound
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so should i just cancel my build rn

fierce tulip
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you might wanna give more detailed info. (also, im off to bed, so someone else might have to take over)

median hound
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so i been using ue4 on epic games launcher and i just felt like having chaos so i followed a tut enabled chaos ran the setup.bat and generateprojectfiles.bat

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and im just trying to open ue4

fierce forge
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i deleted it because i find out

median hound
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used to use visual studios now im dumb, pretty sure this is compiling from source thanks

fringe pivot
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You just need to download the Epic's launcher, then you can install the UE4 binaries from there

open wadi
#

Hey guys, got a general question - We've been building in Unreal and we love it. However, for this specific project, what we're building isn't exactly a "game" per-se: it's an OS-level application with functionality akin to Facebook, some training videos, so forth.

I've been looking at various engines - are there engines that aren't web-based, but more like Unreal that allow for OS-level apps (and mobile) deployment, but might be more suited to this task?

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For example, for this specific task, we're using none of Unreal's 3D functionality, it's nearly entirely comprised of UMG widgets, and I don't know that that's the best use of Unreal's power.

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Anyone have experience with such?

devout swift
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is there a way to paint in a straight line with the landscape painting tool?
To avoid wobbly lines like these:

minor fiber
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Just a quick question, I reimported the base mesh and now there's basically two of the meshes stuck together and it's really awkward

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Is there a way to fix that?

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Yeah figured that would be the case, I don't have an issue with the mesh unless I reimport it, I was following along with a tutorial and the dude seems to have the same problem but doesnt realize it

exotic thicket
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I've had this problem as well.. it imports correctly the first time, and if you reimport it, it gets fucky

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Unfortunately don't know of a solution

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you could try using one of the export plugins if you're using blender, they can spit out individual objects as separate FBX files

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Yeah sounds about right, kinda weird bug since it works on first import :P

minor fiber
#

The asset is from megascans actually

#

Completely fine import (albeit normals and topology is wack)

#

just hitting the reimport button messes it up

#

Now I know for the future though

#

so thanks for letting me know

#

Yeah

#

Its not too much work to fix I just need to vertex paint again

exotic thicket
#

maybe they'll acknowledge it now that their own tools replicate it lol

minor fiber
#

Yeah my normal map didnt import doing that

#

had to manually import

#

I hate the plugin updates

#

Okay hate might be a strong word

#

dislike

#

my preferences and file options reset

plush yew
#

how to randomize a paramater in the material shader ?

strong vortex
plush yew
#

is see, thank you ๐Ÿ™‚

celest vapor
#

In a function library if I make a function that uses an interface call with a return value, will that work as a pure function as long as I dont set any values?

dim arch
#

you can get a random value using the custom node

frank pike
#

can anyone tell me why my brand new level with nothing in it is locked at 10 fps?

dim arch
#

maybe your machine is building shaders?

frank pike
#

no its not, is there a way to change locking fps or something?

#

its an even 10.00 fps

frank pike
#

i restarted and its great but as soon as a do a vr preview it locks back at 10 and doesnt change

honest mango
#

a. Distribution to end users - You may Distribute the Licensed Technology incorporated in object code format only as an inseparable part of a Product to end users who are subject to an end user license agreement which explicitly disclaims any representations, warranties, conditions, and liabilities related to the Licensed Technology. The Product may not contain any Paid Content Distributed in uncooked source format or any Engine Tools.

plush yew
#

hi

honest mango
#

Does this mean that they doesnt allow a custom ingame editor ?

#

I am making an ingame level editor, is that allowed for public distribution ?

kindred viper
#

you can make a level editor but you can't use any of the Editor tools. If that makes sense. Like, you can make a class/blueprint that acts as an editor in game, or a UMG that controls values, etc. But you can't use anything that isn't packaged with the Shipped config. Nothing that is part of the Editor itself. You can't export anything from the editor code to re-use either.

late verge
#

hello!

bit of a weird question, but does anyone know where i can find some nice dirt mask textures that are ready to be imported straight into UE4? specifically for my cinematic cameras.

idle crystal
#

Would you honestly reccomend Unity or UE4/UE5 in the terms of Royalties + Fees/licenses?

kindred viper
#

depends how successful you presume your game will be. I was told the more you sell, the more it swings towards Unity. But if you are a low level scrub like me, Unreal all the way.

honest mango
idle crystal
#

ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

kindred viper
#

Not everything @honest mango but I'm trying. Currently stepping outside of my box and learning new things ๐Ÿ™‚

honest mango
kindred viper
#

gn

open wadi
#

By some act of God, has anyone here ever rebuilt chromium for UE4 to a later version than the default 59?

light thunder
#

Is 4.26 more or less stable? Trying to anticipate programs with upgrading, and in the past, I usually don't realize it until much later

kindred viper
#

its not had a patch for a month. I'd say it's stable

sleek solar
#

I've being using 4.26 since it first popped on github, it is stable

#

performance is better compared to 4.24

gloomy gull
#
bUseChaos = true;
bCompileChaos = true;
bCompilePhysX = false;
bCompileAPEX = false;
bCompileNvCloth = false;

Adding this to the HeadlessChaos.Target.cs file should fix the engine chaos issue in 4.26 source build, courtesy of @pallid flint

maiden socket
#

How can I export textures/materials from blender to UE4?

teal schooner
gloomy gull
#

Thatโ€™s the only issue Iโ€™m seeing in 4.26 thus far

open wadi
#

lol @teal schooner Yes, I've literally been discussing that all night. Rebuilding the entire client so that it's not using Unreal, but instead using Electron + BabylonJS.

#

But in the interim, wondering if anyone has performed this task - rebuilding the default Chromium instance that ships with UE4 so that it becomes WebRTC compliant and thus supports h.264.

#

Apparently it is possible, but hard to discern where to start.

paper cobalt
lapis plover
#

Dumb question, How do I make the Modes tab re-appear?

strong vortex
#

Editor Modes? Window -> Editor Modes

lapis plover
#

I can't find those buttons. I found another place that mentions this fix but I can't find the button.

grim ore
#

If using .25 or later it's a button now and you can bring it back in th settings under enable legacy panel

lapis plover
grim ore
#

The button and panel do the second thing it's just less space

lapis plover
#

I'm just trying to find the old one that a tutorial was using.

grim ore
#

You can use the modes button on the toolbar now to access the second stuff or like I mentioned go into the editor preferences and search for legacy

lapis plover
grim ore
#

Where it says search at the top type legacy like I said

lapis plover
#

Found it, restarting now.

#

What's the non legacy way to find it?

grim ore
#

There is a modes button on the toolbar

#

It has those tabs in one button

lapis plover
#

I see how the two relate but the drop down place one doesn't give the same options. I couldn't find all the same stuff, or even any of the stuff that is plainly on display on the menu to the left.

grim ore
#

What stuff?

lapis plover
#

The big list of items on the left. Empty pawn, sphere, ect. I could not find any of it through the other menue.

grim ore
#

If you mean the general place actors window you had it closed before

#

It was under window -> place actors

lapis plover
#

It is empty.

grim ore
#

You could have also gone to window -> load layout -> default layout to reset it all

lapis plover
grim ore
#

Your in legacy mode now

#

But hey it should be good for now

lapis plover
#

I'm learning to hate Ue4 for the same reason I hate Gimp2. If you close a window or something it is gone forever until you go on a quest to find it and re open it.

#

"Oh, you uninstalled and reinstalled? Yeah, but you closed that window. It's gone forever even through complete wipes. If you want that window open again you have to earn it."
Literally the opposite of good design.

grim ore
#

Canโ€™t say personally I ever had that issue with ue4

maiden socket
#

How do I assign an image to base colour? I imported the image but don't know what node to use

plush yew
#

You need to use UV coordinates

native tulip
#

hello, i need help with my projects BP , where can i get help

modest trench
#

if you have a specific question you could try #blueprint

proud narwhal
#

Is there a chanel for talking about meshes / modeling ?

wary wave
lusty carbon
#

My current level (H) is referencing a lot of other levels, which I don't understand why it happens, and it increases build size unnecessarily . Any suggestion how I can dig deeper in those reference links?

#

They used to share same sub-lvls but they've all been deleted

hot beacon
#

anyone know how to make a grey and white post process

#

stuff it
ill just mess with post process
ive been trying for far to long

earnest pawn
#

Hey, does anyone know why my character is jittering up and down when I start a client and listen-server, the jittering stops when I move my client slightly. It only happens at the start before I focus on the client window

#

Happens with default third person project, open project and play in editor with 2 players (1 listen server and 1 client)

dire coral
#

i need a waterfall of some sort of right in between these rocks any good sugestions on how to make or a premade asset

#

and can it be done with the new water system

vast pawn
#

I couldn't get my xbox series x controller to work with UE4.

#

I also have a wooting one keyboard that acts as both an analog and digital keyboard that uses the xbox 360 driver for analog purposes.

fierce tulip
#

@dire coral if you want a challenge:
https://www.youtube.com/watch?v=TH6ZT8Wz4sg
though i think this is part one of an upcoming series.

Today we start our breakdown of the fx from the collaboration with Ben Cloward (youtube.com/user/bcloward) - starting with initial setup and making meshes.

If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
Or you can find more tutorials on my website: http://www.tharlevfx.com
or check out m...

โ–ถ Play video
vast pawn
#

While I can use the keyboard to test play UE4's mannequin as well as hover around the environment I couldn't with the Xbox Series X controller.

#

Can someone plz help me out?

fierce tulip
#

its a quiet morning, so it might take a while before people reply.

wary wave
#

if you have two input devices using XInput they're probably conflicting

#

wouldn't be surprised that if the keyboard is working, then the controller has been assigned to 'player 2' in Windows or something similar

proud narwhal
#

can I record a macro in UE? I want to repeat Ctrl+E then Shift+M with a single button press

#

Actually that wont work as I would have to select the faces between each ๐Ÿ˜ฆ nevermind

tame marsh
#

or a way to create LODs in your 3D suite and import it as one packaged fbx

thorny warren
#

anyone know how to turn off Shadows LODS for procedural foliage? This is only happening when using a Procedural Foliage Spawner...

tame marsh
#

I don't remember bt does that work with Foliage Type objects?

#

Or StaticMeshFoliage as it is now called apparently

thorny warren
#

i would hope so...i would hate to think it's just baked in like that

gray kindle
#

how would i go about making a trace coming out of only 1 side of an object? basically im trying to make solar panels always face the sun, and while they "almost" do that right now, when the sun is near the horizon the object im using to start trace shots lines with his walls, so its not really accurate

tame marsh
#

@thorny warren If it uses FoliageType/StaticMeshFoliage, then I think you should try flipping the Affect Distance Field Lighting flag

#

I'm working off memory from an old 4.17 project so ymmv

thorny warren
#

Where would that be?

#

got this lovely stuff happening now, mirror ball polka dots just appeared out of nowhere

tame marsh
#

What's your exact foliage setup?

thorny warren
#

i'm just trying to use the Proc Spawner for trees, super siimple

tame marsh
#

The flag I said would be in the FoliageType object that you set to spawn

thorny warren
#

yep, found it, it's turned on

tame marsh
#

And no changes?

#

Can't remember what we exactly used

thorny warren
#

yea no change, i'm just using hand placed ones now because i can't figure it out

tame marsh
#

On the mirror balls, try rebuilding reflection captures?

thorny warren
#

ah ok

#

in the second image, there is a hard line in the culling, the first image is just me rotating the camera

#

and that foliage was just painted on

#

wtf

tame marsh
#

uhmmm

#

Revert to a good commit and restart? ๐Ÿ˜›

plush yew
thorny warren
#

hahah, yep, exactly what i did

#

@plush yew nope

#

there is literally nothing there, no decals etc

plush yew
#

Displacement on the ground? Idk

thorny warren
#

nope, nothing weird, i have no clue

#

previous file

#

works fine

#

so weird

plush yew
#

how do i fix this

proper oar
#

can someone help me out

thorny warren
#

hit Stop

proper oar
#

thanks... it's my first game

thorny warren
#

sure thing, and congrats!

modest ivy
#

beginner question

#

sorry...

#

why when i attach a point light to my character does it slowly fill the level when i begin play?

#

then when i move to different areas the lighting decreases until i stop for a few seconds

thorny warren
#

add a Post Process Volume, Turn on Exposure to 1 and 1. It's just the auto-exposure that is causing that issue for you

#

Full UE4 Quick Tip Playlist: https://www.youtube.com/playlist?list=PL_c7yiTIRI8rPQfsNytgjgJh-bssWUczX

Learn how to quickly disable auto exposure, also known as eye adaptation from your scene. This is especially important to do when you are working on creating your environment and not on lighting, as exposure is too distracting in the scene by d...

โ–ถ Play video
modest ivy
#

ah, thank you

thorny warren
#

welcome

modest ivy
#

if my character is teh light source, is it safe to attach that to my character?

thorny warren
#

yea sure

wary wave
#

this is immensely irritating;
trying to read code whilst the editor is loading, so I move this window out of the way, but it just pops straight back up in the middle again when it starts loading symbols for the next dll

#

like WHY Visual Studio? I obviously moved it for a reason, why move it back?

modest ivy
#

oh you can make the volume unbound

#

thats helpful

#

thanks again

#

oooh you can completely disable exposure in the project settings, even better

thorny warren
#

no problem!

fringe pivot
#

@stark ledge
Having solved the snapping this next issue appeared.
In the image being green the mesh and red the collision, I do the collision smaller so it's possible to snap 2 walls in a 90ยบ angle (A).
But then when I snap them like B I get those holes.
Can I ask you how do you handle this in your building system?

stark ledge
#

It's quite fiddly to get right and I'm not sure if I'm going to keep it, but it works ok for now.

plush yew
#

how can i add Text in the viewport?

proper oar
#

Can I add blender assets to my games?

stark ledge
cinder minnow
#

Hey! That might seems like a weird request, but could someone that is NOT on Windows (ie Linux or Mac) take a screenshot of an highlighted text in the editor like that? Thank you very much!

#

(I want to know if this color is specified by the engine or OS specific)

wary wave
#

I don't think it's OS specific

#

if it were, it'd be consistent across all Windows applications that don't change it

#

I think you'll find the values are somewhere in Slate

cinder minnow
#

I don't think so either, but I spent a few time searching where this color comes from and couldn't find it... I just wanted to be sure

#

(Yeah, Core or Editor slate, but couldn't find it there ๐Ÿ˜•)

potent bridge
wary wave
#

applying torque to a sphere when a key is held, or something

#

I'm not sure how we're supposed to guess what's wrong with it?

potent bridge
#

nvm, I think I've worked it out

midnight gate
#

why am i getting error that get player controller isnt valid

#

my game mode setup is fine

maiden socket
#

@midnight gate not sure but maybe the index is wrong

wary wave
#

index cannot be wrong

#

it's more likely it's happening before the controller exists

maiden socket
wary wave
#

because the player controller's array is filled in the order they are created

#

PlayerController at index 0 is therefore guaranteed to be the local one

maiden socket
#

Oh ok

#

I thought player index was chosen in axis mappings or somewhere there

wary wave
#

nope

#

so yeah, you either have a player controller at index 0, it hasn't been created yet, or something went horribly, horribly wrong in your game mode code ๐Ÿ˜„

maiden socket
#

Do you know what is event construct @wary wave ?

midnight gate
#

but the player is always in the game

#

its never destroyed or anything

#

how can it not exist?

wary wave
#

it's a widget, so it's the constructor for that widget

maiden socket
#

Ohh

midnight gate
#

its a simple single player game

#

@wary wave so adding a delay will fix it you say?

wary wave
#

if you create the menu object before the player controller object exists, then you'll probably get an accessed none error, yes

maiden socket
#

@wary wave that would happen only in a level with just UI right?

wary wave
#

a slight delay is a bit hacky, but will probably work

maiden socket
#

Or do I have the wrong definition of Player Controller?

wary wave
#

it'll always happen if you try to access the player controller before it has been spawned

#

it's an order of execution problem

midnight gate
#

but the player always exists

#

the player pawn is always there

#

its a third person bp template

#

tho very modified lol

#

looks like a full game now

#

@wary wave what even spawns the player controller?

wary wave
#

something very early on, never looked into it in detail

timid frost
#

how can i fix tiling issue materials

#

i had that issue on landscapes

robust marten
#

I booted up my project this morning and now all of a sudden my character falls through the map when I press play? rebooting the project doesnt work. I get no errors. I try to move the Player Controller around but no luck, please, does anyone know what could be causing this???

#

Player capsule is set to BlockAll for collision btw

still schooner
#

cant we filter the assets by like recently downloaded or smth in launcher?

#

there is a orange dot in the library tab and i couldnt find it :D

patent grove
#

i have a question about quixel where can i ask about that?

robust marten
#

Video of my character bugged

#

I died at the end for some reason too...

wanton lotus
robust marten
#

lol hes just there to test animations

#

Im so lost on how to fix this

#

nvm

#

wow

#

the fifth reboot fixed it

light thunder
#

Area map with sublevels - It would be super convenient if I could trigger main events from the sublevels, to manage systems on the Area level -

Can I use Event dispatchers for this? I've been able to use an actor to do so but is there another way?

rotund scroll
#

yes event dispatchers can be bound manually for stuff like this

light thunder
rotund scroll
#

I've never tried but I'm sure there would be a hook in, considering you can load in levels through blueprint

light thunder
#

but you can't have a direct reference to a level's blueprint anywhere - just the level name

#

so

#

receiving the dispatch from the other level, how would you reference it?

#

On one level I have this dispatcher event being bound but I have to pass a reference to it, in this case, it's a widget and works fine

wary wave
#

level blueprints are an anachronism that exist mostly for legacy purposes - they are best avoided

light thunder
#

I generally do, but there is some times it's handy, like if I have sublevels that I want to trigger some stuff on, but yeah, I'm just making An empty actor on the main levels to serve as it's Brain basically

light thunder
patent grove
#

any reason my megascan is just a blurry mess? i havent touched it all i did is import it from bridge

light thunder
#

If it looks different, it's your lighting interacting with it

patent grove
plush yew
#

Hi guys. Cannot find what's wrong there. There are two ways it goes to but I want the laser goes straight down.

light thunder
# patent grove

check your import settings, something got jacked up it seems, AFAIK, the static mesh preview is supposed to be as basic as possible meaning if it is a problem there, it's nothing that Unreal is doing to it (beyond what happened during import process)

light thunder
winter gale
patent grove
#

where would one find said import settings? im new to unreal so please forgive the stupid questions

light thunder
#

Or you can just delete it (make sure you remove references or just save it as a different file name, and try to import it again) basically import it again and the settings will come up

fallen flower
#

What is with SunSky completely blowing out unlit mode? Directional light's default 75000 lux causes this.

patent grove
#

okay ive found it, what am i looking for in the import details?

tame marsh
#

@fallen flower It's physically accurate to represent the strength of the sun

#

Oh, unlit mode?

#

Yeah I don't know why it affects unlit mode, it's really annoying

patent grove
#

i do get this every time i export from bridge

gray jetty
#

Can I get some help with an issue

austere scroll
#

like a well-known name , used in tutorials and such

rotund scroll
#

fresnel

austere scroll
#

thanks

simple meadow
#

Hey Everyone! I have a quick question, I think I have a handle on it now but wanted to run it past the brains (Dynamic material instance BP)

#

I have a scene where I'm just swapping out the colors on some pipes as I hit number keys, originally I had it set up so that each static mesh component has a dynamic mesh instance that changes the material instance for every key I input

#

it worked in PIE but when I built the project the materials stopped functioning as expected, random colors and stuff

#

What I should be doing instead is once the dynamic mesh instance is created is going and 'Set Material' on the static mesh components instead of creating new dynamic instances every time I hit a key?

#

Its for the pipes changing colors depending on the flow conditions, if anyone thinks I can do it in a better way I'd take all the feedback! Thanks!

simple meadow
vast pawn
#

I am testing a scene with my Xbox series X controller; however, I could not get the mannequin to move at all. I have already set my MoveForward and MoveRight axis to Gamepad Left Thumbstick Y-axis & X-axis.

#

In addition I have a wooting one keyboard that uses both digital and analog input and just like the Xbox series X controller both use Xinput for analog input.

#

how do I get my Xbox series X controller to work w/o having to uninstall and install drivers.

rotund scroll
finite hamlet
#

Can you use both blueprints and C++ in the same project?

#

I know blueprints are just c++ classes in visual format but you get the idea

rotund scroll
#

yes

#

cpp will output to BP in most cases anyway

vast pawn
#

anyone?

grim ore
#

@vast pawn if the controller is showing up in windows it should work fine in UE4. is it showing up in windows under game controllers?

#

if it is, it should work out of the box when using the third person template if you want to test it

vast pawn
#

@grim ore I'll check

grim ore
#

yep double click on it and open it up and run the testing stuff it should show it moving and such

#

if it is and you can verify its working in windows then make a new project with the third person template and it should work out of the box

#

you can also hit the windows key and type game controllers and the setup for the controllers pops up like this

vast pawn
grim ore
#

its possibly you have ue4 trying to use input from other controllers is the issue since I see 3 of them there

#

its weird it is not showing xbox game controller in there if its on and working

vast pawn
#

I have a wooting one keyboard that uses the xbox driver for analog input

grim ore
#

it might be detecting that as the primary controller then

vast pawn
#

which brings to the other question; how do I switch the Xbox controller as the primary controller?

#

last thing I want to do is uninstall and reinstall drivers

grim ore
#

thats actually a question Im trying to figure out. basically your controller/player 1 is probably the keyboard which means you need to get the input from the other controller/player for the gamepad

#

or figure out how to reassign which is the part I am stuck on

gray kindle
#

lads how would i force SetRelativeLocation to not go under 0

#

for Z axis

vast pawn
#

okay I'll leave it at that then... probably need to contact the UE4 devs about it.

BTW thanx for giving out the definitions of every Blueprint nodes in your youtube channel @grim ore

grim ore
#

@vast pawn yeah look at multilpayer and game

#

gamepad

vast pawn
#

in UE4?

grim ore
#

yeah you need to figure out how to assign the second gamepad to player 1

vast pawn
#

would I find them under Project Settings?

grim ore
#

no its a runtime thing,

#

like you need to get player controller 1 (since 0 is the default) and use that

gray kindle
#

Basically whenever i aim too close to the character the impact point(coordinates on the left) gets below ground, while the green crosshair stays on it.

#

And when its negative (you can see i aim above the ground but its still under 0) the bullets goes super close - the red line is where it went

vast pawn
#

@grim ore would you consider blueprints a runtime thingy

plush yew
#

Hey, guys, how could I create a reference to an actor in my gamemode blueprint ?

#

I'm trying to get a reference to my Level Sequence Actor

pastel sapphire
#

Hi i got this problem when i update the UE 4.25.4 > 4.26
when i try to build the lights (Swarm Failed to kick off)

worthy flame
#

my brain went freeze mode, what you call the node that takes 1 node and can give away X amount of nodes out

crude jasper
#

sequence ?

worthy flame
#

OMG YES thank you

crude jasper
#

ahaha you're welcome

pastel sapphire
#

what about my problem i do spend days but idk

crude jasper
#

well, hi everyone.. im having a problem with the camera shake BP, is there a chat room more indicated to talk about this ?

#

Im sorry Pacho i dont have any idea how to fix that

pastel sapphire
#

np

digital anchor
#

@pastel sapphire try compiling lightmass on visual studio

long tinsel
#

Hey there, anyone know how I can collapse multiple errors on the console? (as opposed to having a wall of errors and manually checking which are being repeated)

crude jasper
#

woah never thought about that that could be really useful

pastel sapphire
#

i'm using blueprints so i can't build the lightmass from the visual studio

#

i can't use the UE4.sln file cuz i download the unreal engine from epic games

plush yew
#

Why can't I add struct to array of it?

#

Code is like usually, but when I play, it simply doesn't add it.

#

This struct array is then part of another struct which is also array. Could this have something to do with it?

#

Game Instance - Visited Systems (Struct, Array), > SystemData (Struct) (Contains, Discoveries array which I'm trying to add to)

#

Same problem is when I try to set that struct array. Basicly nothing can be changed at that struct array.

rotund scroll
#

is this in BP or cpp

light thunder
#

I'm trying to measure how tall my static mesh is - If I'm reading this right, it's 3.47 meters correct?

runic needle
#

I need to ask something... I have a project and its have a landscape and some foliages. When I try to open my project its take so time (because of shader compiling.) but... If i package this and run my game, is it will take so long time like in the editor? Because if it will, my game is unplayable, because rdr2 have 10x more detailed map than my game but its opens more more fast. Whats the wrong? am I thinking wrong and packaged project will run more fast than in the editor? Or if this true, why it takes so long time to load? Is unreal engine is a slow engine ๐Ÿ˜‘

plush yew
#

@rotund scroll BP.

light thunder
#

so if I scaled this up (this wall) by 1.5, it's as simple as multiplying by the same?

rotund scroll
plush yew
#

Yeah it started to look like a bug for me.

#

Well thats bad.

frozen pond
#

hi, my navmesh stopped doing anything and ended like this:
idk why it didn't build anything from some level?

crude jasper
#

i dont remember a solution but im pretty sure ive seen it around the forums

#

if you search it on google i bet you can find it

nova portal
#

https://www.youtube.com/watch?v=YP6u2PrXz90&t

I followed this tutorial to get a "True" First Person View. But I am having a problem with headbobbing, does anyone have any tips on what I could to do reduce headbobbing or eliminating it completely?

True first person camera is a cool method of controlling a character. It has been used in games like Mirrorโ€™s Edge and Dishonored to give a good feel of body awareness and emersion to the player. Iโ€™ve mixed my own methods with a blog post from Froyok to achieve similar results with easy implementation into Unreal Engine 4. This tutorial gives a ...

โ–ถ Play video
buoyant graniteBOT
#

:triangular_flag_on_post: Mazell#0001 received strike 2. As a result, they were muted for 1 hour.

dawn gull
#

How do I add 2 arrays together?

grim ore
#

loop thru one and add it to the other?

frozen pond
#

append ?

nova portal
#

Perhaps append array could help you? You could create a third array and append all of them to it

#

But I am an unreal noob so don't listen to me

warm vector
uneven fractal
#

does the opacity mask material output round up or round down?

cosmic matrix
#

Do animation retargeting need both skeleton have the same hierarchy?

grim ore
#

they should have as close as possible yes

#

missing bones in between others, say a hand with knuckles and one without, can remap ok but completely missing important bones will have issues

zinc shore
#

how would i make glassmorphisum UMG elements in Unreal

cosmic matrix
#

@grim ore ok thanks in my case i haven t pelvis, all spine and clavicle bones it only start at upper arm is it for this reason every thing is broken

#

?

#

Do you think i can renam bones and try to merge skeleton to have missing bones

grim ore
#

Use the retargetting skeleton and try and match but if your missing a main bone like pelvis itโ€™s gonna fail you might need to go add one in your dcc program.

cosmic matrix
#

@grim ore ok and do spines and clavicle are important bones?

rotund scroll
#

hmm when setting a component to another component of the same type, that should update all variables inside said component, yes?

potent bridge
#

Is there a way to get text on top of the shield icon? I can't seem to add anything that ignores the vertical box

#

overlay, just figured it out I think.

grim ore
#

The vertical box stacks stuff vertical in it. You want to stack stuff on something else. Wrap the image that is inside the box with something like an overlay or another widget that allows it

rotund scroll
#

hmm seems like it does update, but still prints default values for some reason

cosmic matrix
#

@grim ore Do spines and clavicle are important bones?

dense knoll
#

When is in engine real world terrain gen comming to ue

next badger
#

@cosmic matrix it only matters if you want to preserve animation on those bones

#

retargeting may be forgiving sometimes, like skipping few bones of spine is fine

cosmic matrix
#

@next badger ok thanks but i haven t pelvis bone and clavivle

#

it s a fps armature that i'm trying to make it work with ue mannequin

#

but result for now is not super good

robust marten
#

What is AttachToComponent now called? They changed it in a recent update I guess

cosmic matrix
#

@next badger

light thunder
#

I can't just enable Chaos in 4.25 right? I would have to compile a source build of the engine?

rotund scroll
#

does anyone know if for material layers, it would make sense to have something like wave functions as individual layers? the examples I've seen of material layering have been more classical examples where things are texture based for instance. could it be approximated to use something like vertex displacement etc., especially in animated materials?

frozen valley
#

Hey looking to start making games.

#

Any good starter channels or anything like that

fierce tulip
#

the pinned message in this channel is kinda like a getting started care pack of links to check out

frozen valley
#

Thxs

honest mango
honest mango
#

thanks you !

next badger
#

@cosmic matrix you have to understand, that if you have no similar bones - you have nothing to transfer data to, means animation data lost, thus makes animation look odd, or even broken

stiff sail
#

my friend says my game opens steam vr even tho its not baked for vr. why would this happen

#

so just disable and bake again

thick herald
#

Yup. For some reason known only to Epic, they enable the VR plugins by default

cosmic matrix
#

ok i understand.
What i have is an armature for a fps but there are only root bone and after upper arm and the standard hierarchy.
What i want is to transfer upperarm and children animations to the ue skeleton

#

but the result is upper arms are at bad position but the animation play on
@next badger

plush yew
#

there it is, a week of my life summarized

#

debugging the movement

elder plinth
#

what am i looking at

plush yew
#

an array spawner in the form of a sphere with offsets

#

it draws debugs for 5k actors

rancid lynx
#

if i want NPCs with physics like GTAV, when you bump into them, they get physics applied to them, what do i start learning about ? I.K animations? or what ?

plush yew
#

but i should check if i have rtx on

rancid lynx
#

im new to characters

plush yew
#

do they have physics or they just fall down

rancid lynx
#

well

plush yew
#

I only remember npcs falling down

rancid lynx
#

if your car slowly pushes them

#

they lean and curve slowly around the car

#

im not worried about deep AI simulation lol

#

i just want to know how to apply physics to skeletons or something simple.

dark briar
#

in the new ue4 landmass tutorial, does any1 know where to get that sand material? looks amazing

barren flume
#

Having this really strange thing happening in UE 4.26 where it seems to stutter in this pattern at I think the same timings

#

Only seems to not do that if I look up

gloomy gull
#

@barren flume Then itโ€™s an issue with ur collision

#

I remember I had a jitter issue like that

honest mango
barren flume
#

Not sure what to do then it's just whatever settings the fps default project has

gleaming lotus
#

I need a little nudge in the right direction - I'm trying to make a build system where items can be attached to a base item and each other. I need to figure out a way that if an item in the chain is removed, if it is not touching the base item, or in a chain of items that touch the base item, it'll fall down.
What I'm struggling with here is figuring out the best way to implement a way of saving which items are attached to what. My only solution so far has created a really big looping loop which as you can imagine was pretty bad and caused stack overflows

coarse turtle
#

Sometimes when you try to save your project after running it in standalone mode, it complains as if your project is still running. Is there any workaround to that?

barren flume
#

Oh nevermind guess restarting fixed it somehow

#

Nevermind again it's back

#

It was fine for the first minute or 2 then it started doing that again

hallow compass
#

How would I spawn AI with a random material? Same AI and mesh I just want different colours ๐Ÿ˜„

rancid lynx
#

holy shit people.. after literally a decade, the epic marketplace scrolls up and down with the mouse wheel without feeling like a laggy whale.... .... its actually as smooth as the browser version now... whats next ? actual search keywords for Library vault assets that we paid for ? lol no.

wanton lotus
#

What it needs is a category for pending updates, so I don't have to search through all of them to see which asset updated.

barren flume
#

Still can't seem to get this to stop showing up

rancid lynx
#

technically it has a search bar. if you literally type the name of the asset, it doesnt filter correctly,

still moat
#

They really have to update the launcher overall its just bad.

wanton lotus
honest mango
plush yew
#

Any idea for my first game?

surreal viper
#

Pong

plush yew
#

no

latent dust
#

Brainstorm

plush yew
latent dust
#

Genius

#

Should be easy to boot

barren flume
#

Even after clicking on the button to install visual studio when it finishes and I restart the editor I still get that message

teal schooner
#

Just started implementing multiplayer in a prototype single player game. I vastly underestimated the work to replicate everything. RIP lol

rotund scroll
#

multiplayer just about squares the amount of work you have to do for a game

teal schooner
#

its a lot of work, but i love it

plush yew
#

__

#

Hi

dark briar
#

in the new ue4 tutorial for landmass, what is this sand material. i need it O_O

plush yew
tall pilot
#

nรณ

woven whale
#

no, im pretty sure it is-- infact i know it is

tall pilot
#

ล†วซ

austere hinge
plush yew
austere hinge
tranquil falcon
#

What has Light Propagation Volume been replaced with?

wintry silo
#

How do I switch to different Cameras for each dialog speaker?

teal schooner
quasi lynx
#

Hey all,

I've got a character with multiple PostProcessingComponents attached for different 'visions' (like normal, heat, nightvision etc)

When the player pushes a specific key, it changes the visions and subsequently uses a different post processing component, disabling the others

Is this the 'correct' way of doing this? Is there a more efficient method?

wintry silo
#

I've got the dialog set up with the datatable, i just need to know how to switch the cameras to show each speaker when running the dialog.

grim ore
#

@wintry silo the set view target with blend node is used to change the current player camera to another one.

wintry silo
#

don't want the cameras to blend, just want simple switch. i guess i just leave blend at 0 for that.

#

hmm for some reason when I got discord up, unreal editor is now stuck in task bar and won't open the window.

#

how do I get unreal editor to open up from the task bar, I can see it pop up in the little preview window so the editor is still running but when I click on it, it won't open.

plush yew
#

Hey guys, i had a new question....
I made a bluepring that make a procedural building.... creating the instantance of that blueprint, can i actually save some performance?

wintry silo
#

oki had to to go cancle and then quit the window then it opens. Weird bug.

austere hinge
plush yew
#

@grim ore are you also a YouTuber ?

wintry silo
#

how do we set up the set view target with blend using the data table

#

it has to read the camera ID to switch it.

#

What's the set up for switching cameras using a data table to do the switching?

grim ore
#

@plush yew yes I have a channel

#

@wintry silo you have to feed in an actor with a camera so you need to somehow map your camera ID from your data table to the actor in the world

wintry silo
#

i'm not sure of the set up because the data table needs to switch to each party members camera so the camera always pointing back at the speaker.

grim ore
#

not much we can help without knowing your project. the node changes from the current camera assigned to the player camera manager to a new one that you tell it to switch to. you might be able to do a mapping in your project for the ID -> actor that has the camera and feed that in

wintry silo
#

and i just popped in a camera ID number in the data table for Rex
but do I have to tag rex's camera with that Number.

tranquil falcon
#

Why?????????? These surfaces are co-planar with the same material and yet the shadowing is all weird. Any idea why this is happening?

grim ore
#

@wintry silo you need to somehow while the project is running, or at design time if these cameras/actors are already in the world, map that ID to the actual actor/camera that is in the world

#

@tranquil falcon look up the way UE4 lightmapping works on sites such as 80.lvl and this issue. basically the lightmapper is multi threaded so different meshes will end up with edges like that

wintry silo
#

each camera will be attached as a component to the party members in the world.

#

or in other words each party member camera is added into their owncharacter BP's. And just need to get it to swich to their camera when their dialog shows up.

tranquil falcon
#

@grim ore it sounds like because the lightmapper is multi-threaded each surface gets "calculated" separately and hence the different shadowing? Maybe its more complicated. I'm on 80.lv now - never heard of this site before - thanks for the reference.

grim ore
#

@tranquil falcon thats pretty much it yep

tranquil falcon
#

@grim ore so the solution is to make those surfaces one mesh?

grim ore
#

if using different meshes and static lighting yep or try and hide it as best as you can with doodads

wintry silo
#

can he just disable baking lights ?

median hound
#

anyone know what you can do abt light leaks, is it suppose to happen with ue4 props? like the cube

wintry silo
#

i remember getting this when creating a new landscape it leaves black lines all over it, dont know if it works for also buildings meshes, but try setting lighting to dynamic to see if that removes the lines.

tranquil falcon
#

You can see the other side still has the issue.

wintry silo
#

i can't reference the camera directly in the world as you can only use the ref in level blueprint. but the dialog struct is in the dialog actor master bp blueprint. not the level bp.

tranquil falcon
#

Increased lightmap resolution instead seems to address this better which makes sense.

uneven fractal
#

TIL material lerps can go negative and above 1

tranquil falcon
#

whats a LERP?

uneven fractal
#

linear interpolate

lucid grove
#

heya guys, i have a simple problem but probably get my brain frozen

#

my character sit on bench

#

when i hit E again - it plays sit animation

#

i mean stand up animation*

#

but since my character was looking at bench

wintry silo
#

i need to know how to reference the player cameras with the data table'.

lucid grove
#

Basicly this is how it looks

#

i tried to rotate character at the end of animation - but it looks weird

thin tendon
#

In widget using blueprint, is there a way I can say button = hovered. And set it instead of asking what its state is?

plush yew
thin tendon
#

just a default engine button. An ordinary button not user created. Then use the blueprint to tell the engine that even though the mouse isn't over the button, the engine should trigger the hovered code.

plush yew
#

That... Thatโ€™s impossible

#

The mouse must click the button.

#

Then it executes the code.

thin tendon
#

well that makes no sense at all. Why would they make it impossible? Surely I could just say trigger event. In other engines I can do things like saying button is = to pressed etc and this is way simpler.

warm stirrup
#

playing a video question - trying to start the level (not the game, as in adding video to the game settings window) with a video clip before the player can start the level. Would I accomplish this best using the Media Framework tools? The example the documentation has is more for playing video as a texture( like trying to create a TV screen or the like).

I did find an old forum post that might solve the issue, but I'd like someone to confirm it? They don't go into detail but they say using a 'Begin Play' in the level blueprint.

https://forums.unrealengine.com/unreal-engine/unreal-studio/1642984-how-to-start-the-play-mode-from-a-cinematic-sequence

I also saw someone mention the matinee tool, though I'm not looking to use a trigger in the level to activate this.

teal schooner
thin tendon
#

wow unreal is soo touchy these days. All I did was try to copy and paste a button and it crashed lmao

winter gale
full fulcrum
#

i just downloaded unreal engine so can someone pls send me a tutorial video

plush yew
gleaming wing
#

Hey everyone, I wonder if someone can clarify this for me

#

Is it okay for me to sell something on the unreal marketplace if I'm using a free 3rd party plugin just to make it better?

full fulcrum
#

Idk

gleaming wing
#

It wouldn't break the character if not, it's just a simulated physics plugin, and its also free

full fulcrum
#

I just downloaded unreal engine u donโ€™t know anything

full fulcrum
thin tendon
#

@gleaming wing Unreal have thier own review process for store assets. But seeing as you are using someone elses work (plugin) even if you think you are good. The polite thing would be to ask them directly. This will also cover your ass if anyone tries to sue you.

gleaming wing
#

Thanks man

plush yew
#

Is there any free horror game assets with a volume and a character?

lethal bison
#

Guys I am having an issue with a CC3 model. When I switch to WebGL preview the model dissappears.

I get this error :

LogSkinnedMeshComp: Warning: SkeletalMesh nurse_anim_new2, is not supported for current feature level (ES2) and will not be rendered. NumBones 66 (supported 75), HasExtraBoneInfluences: true

modest trench
wary wave
#

you cannot

modest trench
#

That's fair, it would probably get weird fast

wary wave
lethal bison
#

thats odd cuz cc3 supports UE4 export and there are multiple skeletal meshes exported which do render

wary wave
#

the problem is not UE4, the problem is OpenGL ES2

#

a mesh with more than 66 bones will not render

lethal bison
#

my bone count is 66 only and it says max is 75

lean bobcat
#

Hi sorry any can help me with UE4 ? I have a problem about hardware

lethal bison
lean bobcat
#

I have 2 pc one laptop i7 7th with geforce 940mx 8 gb ram , and other pc desktop i5 6th with geforce 1050 ti

buoyant graniteBOT
#

:triangular_flag_on_post: EnricoS#2567 received strike 1. As a result, they were muted for 10 minutes.

proud narwhal
lethal bison
#

its just overlapping renderer gets confused which surface is on top if they are too close to each other I think. This is the viewport graph right?

fierce tulip
#

if the floor is on same height as grid for some reason it flickers.

#

this wasnt really a thing a few versions ago, but its just visual noise.

proud narwhal
#

nope, only 1 surface there, it is doing it even if I open it in the object

lethal bison
#

just cosmetic should not cause any problems. When I mean surface I count the grid as one too

proud narwhal
#

is there any way to stop it? its driving me mad

fierce tulip
#

same, im glad I dont get seizures

proud narwhal
#

ah ok you can hide the grid from the show menu then it stops

lean bobcat
#

I have 2 pc one laptop i7 7th with geforce 940mx 8 gb ram , and other pc desktop i5 6th with geforce 1050 ti what is better for compiling shader?

#

my pc desktop , so slow , for compiling

stark ledge
#

there's no silver bullet, to work with unreal you want to get the fastest CPU you can afford with as many cores as possible! Shader compilation is 100% CPU based and distributes across all cores very well.

#

16GB Ram+ is recommended too

wintry silo
#

how do we switch cameras using a data table ?

lean bobcat
#

ok thanks ๐Ÿ™‚

#

@stark ledge

vapid spoke
#

Hi all,
How can I use widget blueprint to control the object in map?
Because the widget blueprint can not drag in the map

plush yew
#

Guys DM me if your game has a bug. I can fix it.

wintry silo
#

do you know how to switch cameras in dialog with the data table/

fierce tulip
#

@wintry silo could you please read the #old-rules thank you.

thin tendon
#

Unreal engine just automatically removed "unused widgets". I changed a scroll box to a vert box and restarted. This is what caused it. Can I tell Unreal not to delete stuff automatically?

lean bobcat
#

so need to buy a new ram 16 gb for laptop is better ? this is my CPU , or I need to buy a new cpu

wintry silo
#

don't be too obsessed with classes, it divides people.

proud narwhal
#

So I cannot find a tutorial on how to ofset a material, I can find plenty that explain how to scale, but not ofset...

thin tendon
proud narwhal
#

@thin tendon thanks I found that, but I am also scaling the texture so was unsure how to do both

fierce tulip
#

offsetting is adding/subtracting

#

multiplying is scaling

proud narwhal
#

how do I do both?

thin tendon
#

Do your add for your offset and then multiply for your scale. Or maybe the other way around. Either should work.

fierce tulip
#

i'd multiply first, then add

proud narwhal
#

so I connect the multiply out into a subtract A, and then into the UVs?

thin tendon
#

If you are using a subtract for offset drag out from your multiply into your subtract

#

Then from that to your UV pin

proud narwhal
#

like that?

thin tendon
#

which Direction are you offsetting?

proud narwhal
#

both

thin tendon
#

That picture in the texture sample node should be showing you the result

plush yew
#

Hello everyone, I'm trying to load textures at runtime, all is setup and working except the normal map - it loads incorrectly

proud narwhal
tranquil isle
#

Anyone knows what EXCEPTION_ACCESS_VIOLATION reading address 0x00000038 is?

#

I can't open any file

fierce tulip
#

@proud narwhal use a vector 2 to offset left/right and up/down

tranquil isle
#

only textures

thin tendon
#

@proud narwhal What @fierce tulip is saying is spot on. Use a vector 2 like this. Then just adjust the values to move in each direction. You can use anything from 0 to 1 or 0 to -1 to control direction simply.

proud narwhal
#

ok let me give that a go thanks

#

whats the shortcut to create the 2 vector node?

thin tendon
#

I just right clicked and typed vector 2

fierce tulip
#

hold down "2" and left mouse click

proud narwhal
#

ok I think I got it now thank you

lethal bison
midnight gate
#

instead of 3,1s

#

why cant i change it

midnight gate
#

can i not get what key is player pressing when game is paused

frozen hinge
#

how do people handle huge large assests in ue4 on ssd

#

i want to put the project on the ssd

#

but the assets are taking up so much space it's ridicolous

modest trench
#

click on the event node and set that in the details panel

midnight gate
#

@frozen hinge they buy terabytes of data

#

@modest trench nah the problem was that i had it set to ui only

#

so my gamemode could not register wich button is being pressed

modest trench
#

ooh, good to know

wintry silo
#

ouch

midnight gate
#

yup

modest trench
#

you could probably use symbolic links to the larger disk drive with all the assets

cosmic matrix
#

@lucid grove this can happen if you character rotate auto at the camera controller i think

modest trench
#

also maybe move the vault cache in case that's also on the ssd

plush yew
#

in texture settings, what means "power of 2 mode"?

#

my texture is a virtual texture udim of several power of 2 resolution images

#

can anyone help me, so i added a 3D text for main menu and i added a glowing material and when i go to main menu camera it's not glowing anymore

#

@grim ore great channel with very helpful videos, i am one of your subscribes! Great work

#

and this is main menu camera

#

how can i fix it

next badger
winged crypt
#

Has anyone here localized a game for China?