#ue4-general
1 messages ยท Page 914 of 1
@winged crypt what's the question?
are you using 3d render text ?
yes
@next badger In both Traditional and Simplified Chinese, I'm unable to get Colons to show correctly (instead they default to some static symbol)
because for 2D text i can't add glowing material
All other characters work correctly
I'm hoping I just missed a character range or something
oh ok thanks
@winged crypt does the font you've used have this symbol?
@next badger Yes
how can i do that
this is why in my game I added the color in the render text, then I added in a colored blue point light beside it to make it glow to enhance it more.
oh
I used the same font for Japanese and Korean and both show Colons correctly
I used a point light as I couldn't use a glow material.
yeah but it looks different
@winged crypt have you checked if the chinese one is the same symbol?
i don't know why you can't put a glow material on 3d render text.
oh wait I got it -- the missing character range was Halfwidth and Fullwidth Forms
๐ All good
@wintry silo Pretty sure you can put a glow material on text renders
What happens when you try?
you can choose glow material in a 3d widget render text?
yes I had a 3d text render widget above the player's head.
by adding the 3d render text component into an actor bp or player bp and then you just position where you want the text in the viewport.
I used it here.
@plush yew Are you using a texture, a 3d model or a piece of text to create this?
i made a glowing material
text component uses special material to render text, you can make a copy from it and modify to have emissive channel
What Alexey said mate just plug your base into your emissive
it's finally working
that's handy to know
Anyone else experiencing this weird crash in 4.26? If I set a collapsed widget to visible using blueprint the engine crashes.
The engine crashes when it wants, its unpredictable, sometimes can you just be pasting something very simple and it crash, or moving a node and it crash. Or in the middle of compiling shaders and it crashes.
is there a free to use plugin that allows for the generation of real world terrain?
thats for 4.25
@wintry silo that sounds like a corruption or a bad ram card or something
Unreal engine has memory leak
@dense knoll is it just for quick creation or are you wanting it different each time you play?
over time the emitters start slowing down speed when doing nothing in the engine and becomes jerky.... So for some reason speed slows down in the engine when leaving it idle.
its for the quick generation of maps
i dont have as much experince making realistic places
You could always just grab some free height maps from doing a quick google search. There are also videos on how to take height maps from real places and import them into the engine
Hightmaps arent really importing correctly
@wintry silo run the HWinfo, GPUZ/CPUZ...look for temperature graphs
i have 1 more problem
i added a light to main menu and when i click on play the light is falling
idk how to explain
disable physics on said light?
also might need some post processing chromatic aberration for the text to look how it does in that screenshot
how can i do that
click the object and disable simulate physics in the details panel
what kind of light is it? is it just a single light component in the world or a static mesh with a light attached to it?
rect
I'm assuming it's attached to a static mesh that has physics enabled
it's a rect lighting
but is said rect light parented to a static mesh or just a rectlight actor?
can you show a video of the issue?
wait... maybe the camera itself is falling and not the rect light?
if you can show us a video of the problem it may make it easier for us to solve it
and also give more details, did you change any settings on your light details panel?
quick screencap would be easier?
wat ?
just
upload itrt in
it says the file is too large
yt
or something like that
youtube
maybe
wait
upload it on youtube and send us the link
alright, well
again, show us a video
if your rectlight is just the regular light actor like this
it should not move without being told to
so I'm assuming it's something else
it's not falling anymore
yoo
it's falling again
i'm going to record
Im using modify bone to push the arms back, but how do I keep it relative to rotation? as you can see when he turns they offset badly
ok guys i'm gonna upload it to mediafire
is it good?
or youtube
@rocky radish
@modest trench
just upload it to youtube and send us the link
youtube would probably be easier, you can make it unlisted or something
bruh
what no thats not a problem
it needs to be at last 10 seconds in length, this was a couple of seconds ! that's way too short it was over in a blip.
yeah but you can still see the problem
have you tried making your light static/stationary so that it cant move?
what happens when you hit simulate instead of play?
Is it a spot light? What kind of light is it
can you click on the rect light and screencap the details panel? (windows+shift+S)
ok
now let's see the physic properties
not just the light, the actor hierarchy above that as well
what flash light ?
if the flashlight is a static mesh it might be running physics
umm
is that flash light an actor blueprint
no it's a spot light
Many of you have requested a way to leave me a tip so I've created a PayPal and a Patreon.
PayPal: https://paypal.me/reidschannel?locale.x=en_US Patreon: https://www.patreon.com/reidtreharne
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Hey! In this tutorial I'll be showing you how to create an awesome looking flashlight for your game that can be toggled ...
but is it inside an actor blueprint?
it's inside of firstperson character BP
so is that light from the flashlight?
idk
well spot lights should not fall down like that by themselves unless is physics is checked.
yeah
are you controlling that flashlight and thats why it looks like its falling?
or gravity is on
check if the light is coming from the flashlight, because if it is, its probably falling because you're moving it
oh
is that light a parent bp or child of a parent?
i added a spot light and the light is not falling anymore
but if it's falling again that means that is from the flashlight
does the flashlight have simulate physics enabled?
idk
i can't find simulate psyhics
ok but i have 1 more important problem
with flashlight
you guys know fnaf right?
just light by itself cant simulate physics unless its parent does.
I'm assuming the flashlight is a static mesh parent
here's where you find simulate physics if your flashlight is a mesh
Somethings wrong with my Commander, he looks weird, like a plastic Doll.
what problem
so i added a jumpscare and when the AI jumpscares me i can still move the flashlight
idk how can i disable it when he jumpscares me
the ai
you can just remove input from your player if you dont want it to be able to move the flashlight anymore
oh
and then re-enable it whenever the player should control it again
i want to disable it only when the ai jumpscares
then disable input when the jumpscare happens, and enable it back when it ends
yes, using the particle system
but then it would just be flat/ rotate towards the camera
is it possible to use it like a 3d mat
look at rotation node
ok
could call disable input on the actor+player controller. https://docs.unrealengine.com/en-US/BlueprintAPI/Input/DisableInput/index.html
Disable Input
heya guys
can anyone help? for some reason my interaction interface fire twice, first time when it should and second after a while
its simple AI move to target and then use object
it works great, but after a few ingame hours it fires second time
i have no clue what causing it
the most interesting - if i set flip flop after interaction and different print string on it - it shows only A flip even after second (buggy) interface fire
I assume two separate instances are getting called here
for that cause i set do once node
atm nothing resets it
so it should fire only once
it could be that you are resetting it twice and its causing it to be fired twice
i dont have Do Once reset atm
any server calls?
its Custom Event that lead nowhere
nothing like that, just an AI with simple task
no server calls
I should have said: is this multiplayer?
any idea how to make this work like an actual afterburner
its getting annoying using a mesh
thanks
any way to do it with a material and mesh
i have to use 34 difrent meshes for the afterburner as of now
How could scene capture 2d be turned to image that I can save as texture 2D?
render target
Okay, someone solve this six year mystery: What's the difference between "Cook Content For Windows" and "Package Win64"?
...one cooks the content packages, the other packages the product into a build
Will "Package" copy over from the content I cooked?
Anyone know what this is about? Google search didnt help
Comes up when i open the launcher. Apologies if wrong channel
it means you're missing that dll
though I'm not sure how, considering it's a core Windows library
Guys... there's gotta be a simple solution to this one...
How can i get an event beginplay for a loaded level instance ?
or just get it to fire an event when its loaded ._.
Should i just use a stream load level ? i think im gonna have a bunch of them and because of that it might not be a good diea...
Is there a way to find out with debugger what actor\character fires interface interaction?
idea*
personally i dont know, but you could try each one or just use a breakpoint
or a print string?
i have set breakpoint, but debugger didnt give me enough info
my method is to rudimentary xd
well if it didnt set off the breakpoint, that wasnt the actor or character and you have to try another one
but maybe someone has a better solution
Could it be because im on win7?
@lucid grove instead of setting the breakpoint on the event, put it on the Call event dispatcher
is that what you're using ?
Im using interface so that NPC can interact with other objects
Its firing again after a few ingame hours and im trying to find out why
hmmm....
sorry i dont know how to fix your problem then... im pretty new to unreal myself
but im pretty sure you can find it if you keep looking for it
you can try adding a Do Once
to see if its the same actor thats calling the interface
its kinda simple one, just play animmontage
but its firing again in few ingame hours but it doesnt have any calls
there has to be
yeah, that what im trying to do
you should delete every actor, leaving only one
Only one Event Use call with Do Once, still firing again
then testing to see if he is calling it twice
with exact amount of time - something like 3 hours
if u placed a do once on the actor and its calling it twice
its another actor
see which actor it can be
nothing else on scene
thats why i wanted to use debugger to find out what firing it
i dont know how.. sorry :/
this is my fire Use event with debugger, all as is should be
all is firing
and this is second (buggy) one
seems to Do Once working ok
but event Use still firing
from where? i dont have anywhere USE interface call
how can this be?
Right click and find all refernces
sorry, no idea..
it doesnt have any, only inself
You can check the top right class filter
to make sure it's really the same actor every time
You might be calling USE twice? I mean the function that calls the call USE
no, its firing only when NPC approach location and then Do Once this Use Event
NPC which starting event is not firing anything, at least debugger showing me that Do Once working ok
But its firing after 2 ingame hourse. I dont have USE interface referenced anywhere
Only at NPC call USE and USE event on actor
Basicly it should be only be firing once by any means, cause it have Do Once without reset
And no other calls
i dont know if i read it right
but its showing me that actor itself calling it
no, thats not like that
So back to original question: can i see what firing interface call?
maybe that give me some clue
Windows -> Developer Tools -> Blueprint debugger
That didnt give me info
I mean it showing me Value - Bed (which is my USE object)
That means that actor Bed firing it?
Cause that doesnt give any leads, its showing me only object that was used, but not WHO used it
i hav a q
please help me fast
I showed you in picture
That joystick and collision wires are not visible
Collision wires are not visible that's what I want
please help anyone fasst
it is urgent
@plush yew What's "Collision Wires"?
please help
Your question isn't clear.
What do you want to happen? @plush yew
How am I supposed to know what mesh is missing? What are you trying to do?
Don't give me that.
Ask a clear question.
tell that
<@&213101288538374145> we have a spammer
where?
probably i missed the point about params on Use event call
@plush yew Follow the #old-rules. Don't spam for users to help you. Ask your question and wait for a reply like everyone else.
Try to figure it out yourself in the meantime.
<@&213101288538374145> R u Developers ?
@lucid grove I just mean that you could pass 'self' through the interface then print it to see what made the call.
never did that with interfaces
@plush yew Don't ping moderators with questions like this. Please read the #old-rules
:triangular_flag_on_post: Ahalya#0179 received strike 1. As a result, they were muted for 10 minutes.
Press Alt+P, should get rid of the joystick icon and the collision wires for you. lol
Or just "G" for Game view?
yeah that ^
i made a umg button that changes materials at run time . for some reason if the material is too complicated , it doesnt load instead it puts the default gray grids
any idea why . or how to fix it ?
What material type is it, and does it come from an external program like Maya or Max? @austere scroll
its a translucent material , made in ue4 @left elk
Elaborate on "changes materials at Runtime"
i mean opaque*
@left elk i mean like while the game is running , you press on a button and the material changes , it worked with a normal material that isnt complex (just colors)
does anyone know the answer to my question?
@austere scroll Could it be that your complex material has certain maps that are failing to load or be found at runtime?
Alternatively, is it possible to "simplify" the material's set of nodes (if this is the complexity involved) to get at least a similar effect?
well , not really . its animated and i followed a tutorial to make it , not sure i can "simpify" it
@left elk
You're sure applying the material manually works?
i found the problem
im making the game for mobile and this material doesnt render in android graphics
i tried turning shader 5 on , and it worked
@left elk thanks for help
Ahhh, nice!
Im new to all this and trying to learn and im starting with hour of code but when I try and load the program is sais
Anybody know a way to set a variable of the player when they equip something? I'm having a hard time figuring it out... ๐ฆ I set up player variables to control it as a modular character, so all I need to to have the game be told to change certain variables depending on whats been equipped. (For example, if "Leather Helmet" has been equipped, it changes Variable "HeadMesh" to 3. If "Iron Armor" is equipped, change Variable "TorsoMesh" to 7, etc, etc)
Alright, I've got an odd one here:
- SteamVR's controllers lost their "Action Manifest" for the bindings, says that a certain file can't be found under SteamVRBindings.
- As a result, VR Editor Mode won't load controllers when you swap to it.
- Tried a number of things to re-instate the Config files, but in the end, changing the UE Project File name is what fixed the issue.
Anyone know why something as simple as a project name change could fix that?
@left elk, that's weird. I just had source control cause my packaging to fail.
What Source Control option do you run with? I've been trying Perforce and it's a bit of a headache
So - I'm working on a model in Blender.
I import the file and Unreal saves each mesh separatly.
When I update any existing mesh, I can save/export the Blender file and then reimport that mesh...
BUT...
When I ADD a new mesh to the Blender file, it confuses Unreal as the mesh ID's or locations in the list change, and I'm forced to delete and reimport the entire Blender model, rather than update it.
Are there any suggestions on a better workflow?
can any1 help with this?
@left elk, I was running git. It seemed to be an issue with asian characters.
Hi! I can't read the error on the message... what is this issue?
(Not that I can help, but I can't read it either way...)
does unreal have its own collaboration system, or should I use github
this file does not have an app associated with it for performing this action. please install an app or, if one is already installed, create an association in the defualt apps settings page.
What file are you trying to open/perform an action with?
im trying to use unreal engine hour of code
@plush yew shut down the launcher then relaunch it. if this is the first time it will probably let you know associations are messed up and ask to fix them
also make sure you have the correct engine version installed if needed
@grim ore thank you sm it worked!!!
@hollow ridge , Collab and source control are separate things, but yes you could do github or perforce. The engine has a couple of builtin tools to help collab "live" I've never used those.
How do y'all typically create cliffs in the landscape? Create a 3d mesh and smooth the landscape into it? Or create the cliff using the landscape and use a cliff material? I am having a hard time making any sort of drop off in UE4.
Glad I could help so much! (j/k - glad it's working)
so any way to improve performance?
lots of ways depending on your project and your target
In general (I've not used Unreal's terrain, but Unity and others, and they are very similar)... There is a limit to the angularity of the terrain mesh. The usual solution it so make the steepest mesh possible and then perfect it with geometry.
no way to just say "do this and fix performance"
Its mostly the truesky volumetric clouds that are tanking performance
#graphics might have more help on that since it's art related, but yes volumetric clouds are going to suck up performance
Why scene capture cube texture isnt working at compiled version? It just shows green. At editor it does it's job.
Yoo! I've had my UE4 install stuck on initializing after a windows update restarted my computer. It's going on for hours, it's supposed to install on a fast SSD.
I tried uninstalling it, but its stuck on cleaning up for hours aswell. Is there something wrong with permissions in Windows? Anybody had this issue before?
the built in volumetric clouds arent really fly-throgh able
hello guys! i was wondering if in 4.26 it's possible to change the water colors on the new ocean/river/lake tool
im trying to simulate a river with brown-ish water
check out the live stream on it, from what someone else was saying it's using the sky to simulate accurate lighting
https://youtu.be/XHugDXx6c5c?t=1347 absorption
dose UE save the window size and state when you close or dose the OS and if UE dose then how can i disable it since my editor window is stuck
the editor does, you can delete the config file in your saved folder if you want to reset it or you can reset it inside of the editor if you can get in
Hello. Does anyone know if it's possible to determine the position of selected points on a spline component in world space in the editor?
Every time I move a point, it rotates the gimbal, making snapping to the grid impossible.
As well, typing the exact values into the selected points Position fields doesn't seem to have any effect.
Any advice would be appreciated. Cheers.
One second ima actually reword so it makes sense lol
@native elm read the rules please. and use the right channel for that stuff. thanks.
does anyone have any tips on how to make a simple click and drag with a UI widget?
I have this rectangular widget, and I just want to click and hold on it to drag it around
Sr Training Content Creator Wes Bunn shows you how to add drag and drop elements to your UI using UMG. This stream is a must see if your game uses an inventory system and you want a fancy interface for managing it!
are you trying to drag and drop or just move stuff?
hey guys, where should I plug such a material ? (super new to the program)
The documentation seems to indicate that the designer can manually determine where spline points should be located via this interface. Does anyone know why when I enter values here, they seem to have no effect?
https://sites.google.com/view/foliagespawnerlighting/home?read_current=1
Above are some screenshots of the issue. When using procedural foliage spawner, there is a LOD thing happening with the shadows. This only happens with the spawner. It's killing the cast shadows and also decimating the poly count/geo. You can see the Distance meshes are working in the DMF visualizer. This is driving me nuts, any help suggestions, post etc would be great. I've gone through all the documentation, and this is starting to look like a bug. I haven't heard anything back in other forums etc.
So been working on a map for a game I am working on and I have built the lighting many times, it may take a while but it gets done eventually. Now all of a sudden after I added 8 spot lights it is stuck at 1% for 6 hours, ive tried lowering lightmap resolution, restarting the program, stuff like that but it just can't get past 1%. The spotlights have 2 bounces with indirect lighting but I didn't think that was that much. Any ideas why it suddenly is stuck like this?
lightning question: when i go under ground for few meters my exposure or reflections goes insane up, any idea how to fix that?
@pastel prairie no you can set up the skeletal mesh to use morph targets
@torpid shadow does task manager show it compiling? if so your just going to have to wait or start adjusting settings. Assuming you have a light importance volume around the lights it just might take a while
@torpid shadow does task manager show it compiling? if so your just going to have to wait or start adjusting settings. Assuming you have a light importance volume around the lights it just might take a while
any free tool that can import real terrain into ue4?
Yeah I've got the lightmass volume around the map area, checked task manager and it didn't say anything was frozen or not responding, so I am assuming that it is just gonna take forever. Anything I can do to help compile times?
more power
@pastel prairie yes there are other pages as well and a content example in the content examples map
Got it, wasn't sure if toning down some settings might help it, didn't have the trouble until I started using indirect lighting
Thanks for the help though!
You can change the compile shader priority inside the projects defaultengine.ini (think that's the one)
it can help speed up compliling
there are some settings you can tone down yes, like the number of bounces like you mentioned and the resolution. there are others 80.lvl has some guides on lighting but in general once you start adding more and more lights it's just more power to handle them
terrain.party
One message removed from a suspended account.
its not set up right would be my guess. any errors in the output log?
Anyone get this error before, using the Asset Manager? Im simply declaring the Primary Asset in the Project Settings. This error appears when packaging the game.
Error: Registered PrimaryAssetId PGFPSWeapon:BP_Shotgun_S3_FP for asset /Game/WeaponsSystem/FPSWeapons/Shotgun/Variants/BP_Shotgun_S3_FP.BP_Shotgun_S3_FP_C does not match object's real id of ! This will not load properly at runtime!
Just curious- Why does unreal require a duplicate of the asset name when referencing models(such as from a datatable)? ie "Game/Models/TestModel_01.TestModel_01"? Whats the point of that?
i know this is a long shot, but does anyone here have a deep understanding of how Sequencer calls what camera will be rendered?
if so, please feel free to @ me and give me an explanation, thereโs an issue iโve been stuck on for days concerning my Sequencer renders
I donโt use unreal engine, but thereโs a game that uses unreal engine.
I canโt play it, because every time, an error pops up.
It says LowLevelFatalError
ICU Data Directory was not discovered
../../../ Engine/Content/Internalization
It sounds like some type of file is missing/corrupted but I donโt know
@limber sorrel We cant help you with that, this is a Server for developing games with UE4.
Your better off contacting the author of the Game directly.
They are better equipped and actually the only one you should be talking to, considering they cant fix it if they dont know it exists.
so the guys in the cpp channel aren't helping, so I guess I'll do it here
for some reason this is returning a null pointer
cardCanvasSlot = UWidgetLayoutLibrary::SlotAsCanvasSlot(GetRootWidget());
anyone got any ideas why?
I checked GetRootWidget() itself, and it returns what I'd expect
Is the Root Widget a CanvasPanel?
Is there a way to scale and transform the animation of an imported (fbx) camera? When I bring it in, it is a lot smaller than I need and I'd like to transform it in space. This is for a cloud flythough and I dont want to touch the keys themselves but I want to move it globally to a place where the clouds are nice and then let the anim play out from there.
Darn, alright
is there a place to discuss UE3 discussions?
no actual error shown here, look for it in the log above
@late verge you want to use c++ logic to control sequencer?
@plush yew did you change the input mode at all at some point? if so fix that
idk
any idea how to fix ue4 not spawning actors in
@late verge cause if not, then you need to use camera cut track
@next badger the major issue iโm having is that some of my Sequencer renders come out fine, while others render out the map camera that i have set up on my level. it essentially functions as a spawn screen. however, what the render will be like is totally random. unfortunately, i think the issue goes deeper than Sequencer and is actually about how the spawning/teams work in the game. iโm not really sure.
i do have my camera cut tracks set up correctly also
Not sure if this is the right place:
- If my actor runs into enemies or attack them they get pushed away
- I noticed that his happens when I hit the "round" bottom of the capsule + the height is bigger than the radius (because this did not happen to an enemy who was shaped like a perfect ball)
- So I recorded a video and set the capsule height to a ridiculous height in order to show you this effect
https://drive.google.com/file/d/1GQXOpLWVIvOp-irs178mOwPgIS1ziw1L/view?usp=sharing
any way to fix Player pawn not spawning, in packged version?
Hey guys im new. Can anyone help me make a fuse box that needs to be switched on before I can use the light? I already have working lights but I dont know how to connect switching the fuses to the lights.
@late verge well, you can't link dynamically spawned cameras to sequencer if they are not spawned at the moment of sequencer creation...you can however spawn cameras by sequencer itself, and then use Attach track (with key) to attach the camera to something during sequence play
@late verge hope it makes sense:
- start sequencer
- spawn a camera within it
- set attachment key
- reset transform (relative to parent) by setting transform to 0
more info at #cinematics
when i change the level my game is freezed
and i can't move
and do anything
@late verge you can access player in the bp as well
when i'm in the new level the game is frezzed
@plush yew have you compiled all shaders for it?
cause if not game will compile it on runtime
i'm not sure if lighting affects it, but shaders definitely do
ue4 will compile shaders once level is loaded in editor
you can use session frontend to look what's happenign, but...it may hang as well
it also may be compiled for different quality setting
uhh
but not the one you're using on runtime
i can show you the blueprint
to change one in editor:
high in editor AND in game?
game
is there any tutorials about how to connect database with unreal?.. or how u deal with data for online multiplayer dedicated server?
@lusty mural depends, there are many providers, like DynamoDB
@lusty mural those are just AWS ones:
iโm gonna see if your solutions work. think youโll be on in two hours? not on my pc at the moment ๐ @next badger
iโm still bewildered by whatโs causing the renders to be a coin flip...
@plush yew open level resets all except game instance, and local player
sorry?
that white arrow?
i'm tellign that this node will reset the game
oh
all except game instance
i need free services
@late verge cant promise, 2am here
@lusty mural then you need to find service provider first...Epic Online Services (EOS) is a good place to start #epic-online-services
ah hell, alright. still curious as to why renders are completely random though haha. think you got an explanation for that? @next badger
@late verge are cameras randomly spawned?
@next badger
@plush yew okay...and it hangs when you do that?
what
that was your original question
when it teleports me to the new map the game freezes
you know what i mean
i mean the sound still play
any good tutorial because the documentation looks messy ?
none of my cinematic cameras are randomly spawned, no. they are all in the level ready to go, and all show up in the world outliner.
ok, can you test it inside selected viewport?
ok
@late verge and all are linked in sequencer?
any good tutorial because the documentation looks messy ?
@lusty mural none to my knowledge, but you can ask on #epic-online-services
@late verge you can play in viewport, then hit Pause (on keyboard) and F8
@dense knoll did you set the default game mode and controller in the project settings
@late verge then check all your cameras
yeah, thatโs the extremely weird part. my cine cameras are all set up correctly in sequencer, bound to camera cut tracks correctly.
but for whatever reason, there is a random chance my render will show my cinematic, or will show the map camera in the level.
the map camera (which again, acts sort of like a spawn screen) is not in my Sequencer whatsoever.
@late verge oh...but does the sequence plays during that? (you can debug it bu placing event track in the sequencer)
@late verge each key in sequecner event track can be opened by double click
something that may be important to note: one of the developers of the game told me that if you go into PIE, and your viewport shows the map camera ,and you canโt move around or anything, it is because the game failed to find a player
this could be a reason for this issue
does the sequence play in the render you mean? well the sequence is roughly 3 seconds and the render does indeed last 3 seconds, but sometimes the render will be that of the map camera
random chance
@late verge yep, player controller that is bound to local player (global entity) has a camera manager, that lookign for cameras to show you the world through
if it fails - it spawns a camera in the world that has no controls cause it's a camera
taht can be debugged by pausing a game in the viewport play and hitting f8
you will see a camera spawned
only works in viewport play tho
could the game failing to find a player be related to this issue iโm having with the Sequencer, where thereโs a random chance my render will show my cinematic or the map camera?
seems interesting to me that playing the game would be at all related to Sequencer
can i use 1 scaled sphere capture for the entire map, or is it better to use a lot of smaller ones?
is there a volume or other method to exclude decals within the volume or area?
i upgraded my VR project from 4.23 to 4.25 and now when i click play for the editor, i get a blackscreen inside the hmd. but i can see me looking around on my computer monitor. does anyone know what could be causing this? thank you
The floor here according to Unreal is 400x400x5 in size - but I drew a debug box with DrawDebugBox at 400x400x300 and it seems substantially larger. Which is correct - and why are they so different?
There is no scaling on the room, everything is set to scale 1
Oh let me guess - DrawDebugBox draws from the center out - so its actual size here would be 800x800x600 - I should make it /2...
Hey guys, hope all is great! I have a problem, just wanted to export the video of my project, but got problems with the light animations.
Here is a demonstration (warning epilepsy)
Working (editor): https://youtu.be/XN3tjT-Tkcc
Not working (export): https://youtu.be/KtcQDe2elS4
What do you think the problem could be?
are there any ways to remove that message from my Nvidia-demo projects?
Each time I try and load unreal it closes and doesnโt work
Go to the open file thingy then get the bug spray then spray it then restart your pc and open unreal engine
Get the bug spray.
@plush yew this?
@mortal quest he's trolling with some 9 year old humor, ignore him
Plus the bug spray sprays the bugs in your programs -some guy on the internet
why is setting up a project to build for android devices such a headache?
hey guys do you know why i have RenderViewFamily very hight even if i have a few draw calls ?
Hey y'all. I know that you shouldn't rename assets outside the editor (like from the shell or something), but is it safe to delete assets outside the editor?
delete the .uasset file I mean
heyp! how Unreal goes for low-end hardware?
can Godot surpass it in a simple walking simulator?
I'm just want to model and do scenes and compose music and share trough a game rather than a blog or social media
and by being more accessible, the better
(3d)
So for some odd reason Ive been having this issue alot lately. Anyone else? https://gyazo.com/06f951488e4ba7fa0732c2e9fadca74b
I need to add a reference position in blender to use in blueprints (move an object to location of golf_hole_reference in blender. Is this possible?
So like export a position from blender with the fbx
(static position not animated)
Actually would like to do two seperate positions
will someone help me? I will pay you, I can never get help on here
this is off topic but where the best place to post games for prototype builds and test the only site i think i can think of is itch io
you can host your own website
dont have the funds for it
that true but torrets are sketchy and people tend to stay away . i was think itch io or github
@plush yew Thank you sir
As of September 2020, although the docs don't state the per repository hard limit, it is reasonably assumed that the previously documented per repository hard limit of 100 GB still applies, at least until any theoretical email from GitHub Support is received. The docs, also excerpted below, state only the per file hard limit of 100 MB.
Individual files in a repository are strictly limited to a 100 MB maximum size limit.
ohh
Hi,
Do anyone know if there is a way to convert a non complete ue skeleton animation to full ue skeleton.
In the source the skeleton start at upperarms so how to use this in a retargeted animation?
yeah you just need to set the pivot in blender
Any ideas as to why this is happening?
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Is there a quick way to add vertices to an edge based where I click? DIdn't see anything on google.
What the crap, why am I in Unreal chat suddenly..
@crude tulip whats the resolution
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btw i'm digging the foil card pack... ah the memories
It needs to have mips. Set the resolution to 1024x2048 and then re-import. open the texture and make sure It has mips. You'll also need to stretch the texture a bit
how do i separate these all into their own thing? this causes issues because the RPG i have in the game blows up objects in a radius, and because they all seem to be one object, it deletes literally every placed foliage when only one gets destroyed
https://prnt.sc/wiq0lh
anyone know why this works if I drag the blueprint into the world but doesn't work if I use spawn actor to spawn the blueprint?
Anybody know if theres a way I could watch everything in the scene as the game is played in another window?
@brazen knot f8
Like, as if you simulate the game in one window to watch everything from a "spectators" view
Oh
Let me try that
Nothing is happening @candid grove
Oh
I have to do the in-editor viewport
I was meaning like this:
not sure sorry
Is the 4.26 procedure for packaging prereq procedure relatively the same as 4.25.1? I'm so new at this and just trying to make sure I'll be able to build and test whenever I get to that point :p
Hallo
So I have been having trouble with light building and someone on here gave me some stuff to try earlier but it has been stuck at 1% for a full day now. Is there any way to see if its ACTUALLY doing anything, if I look in the task manager I dont see any program called swarm in there and I feel like I should, anyone got any clue?
Using blueprint how would I go about getting the rotation of a socket attached to a skeleton?
get socket rotation?
I tried this and wasn't sure if it was relative as it always returns the same rotation regardless of the animations movement
how can I set my character's camera's far clip plane so the game doesn't render absolutely everything in the world?
you sure the socket is rotating? works for me or if you got the name right
hey so uhh guys
I have a cloth simulation that's a cape
it's working but its stiff as all hell, changing a few of the settings that affect the cloth config doesn't really appear to do much
heya people
I have interaction Interface that should be fired when NPC move to location of object
Problem is that other characters (childs) also firing this interface even if they not in range of ai-move-to acceptance radius
like they wait 2-3 ingame hours, cant reach it and then fire interface call
@lucid grove you are using a random method of getting a reference to the object you are calling the event on. I would expect you to get random results with the way you are doing this
By random you mean....?
GetActorOfClass is not a way to call an event on a specific instance of something.
you have a reference to the pawn that the move is being called on right? (plugged into the "pawn" on the AI Move To). Why not use that ref to call the interface event
Hey everyone, can somebody help me with this? Idk why but the reflection looks grainy just in this point of the map. What is happening?
oh nvm, somehow I fixed it lol
wtf
Hi any anybody know how to detect surface by niagara Like physical material ?
Hey everyone, so I'm planning to add player created levels in my game.
i created the level editor and all the needed information is stored in a struct that holds essential information and an array of structs.
The problem is that i need to make the levels players created visible to others and I'm not sure how to do that.
I heard about using a cool free plugin called vaREST to store the information in an online database but i'm not sure if that's the best way to do it.
I would love to hear any ideas thanks.
@plush yew the player clicks on player created levels and a list of all the player levels is shown. he clicks on one it gets the the data (array of structs) and automatically builds the map and then he can play the map.
You can also create a map in the level editor and upload it to the list
in rootmotion, is characters rotation determined by rootbone rotation?
Currently working on a game thatโs physically based on a spherical planet (think super Mario galaxy). Wondering if anyone has enough experience with Skies or the new sky atmosphere system in unreal to tell me if it will be relatively easy to adapt to a truly spherical world over a flat one? Iโm honestly just thinking about rotating the actual sky sphere and seeing if something as simple as that will work
Itโs my understanding that Epic intended us to originally have a flat world, and then transition to a spherical model when out of the atmosphere.
Cool idea! There's lots of ways you can do this. Online database is good but potentially lots of work to handle users, access, etc.
If you use Steam then there's a User Generated Content module which can be used to distribute content.
How big is the data per map?
the sky/atmosphere component is completely usable for spherical worlds and for travel in and out of the planet since recent versions
yes
ok , I just wanted to ask because a youtube tutorial was using switch parameter for master material's metallic channel
And i tought that was useless
just set it's default to a black 1x1 pixel texture
point lights with dynamic shadows have a ton of shadow acne sadly
Are there any way to avoid having a stencil show through another mesh if two meshes with the same stencil layer is in the same level?
This is a solution for now, but it doesn't necessarily stop it if there are more than 255 of the same BP actor within the same level ๐
Might be missing something obvious but did the camera shake blueprint class get removed or changed for 4.25? I can't find it
I'm guessing maybe there's a new system in place? Just moved on from 4.24 after a year or so
hey i have an advanced question here its related to optimization
so im trying to perma save deleted actors to be deleted but obsly i cant cause well theyre deleted so their data wont be written down, so i was thinking what if i just instead of destroying the actor? just destroy its components so its a blank actor? would that be super similar memory and cpu usage optimization as deleting it?
i'm trying to add a loading screen but it's not working
can anyone help me
not really loading screen
i want to add a image after i click on play
i did look
.
wait what
wdym
oh
so i need to add a delay?
where
to add to viewpoer?
viewport*
uh maybe fade them based on scene depth? idk
@plush yew maybe thats cause ur opening the level imeadiatly after putting the ui\
hey anymore know why cant i edit the image in my data table?
guys
how do i switch to the next map
because it's not working
when it switches to the next map the game is freezed
and i can't do anthing
you just open new map
what
open level type in the file name
well i have no idea why the game freezes
what
welll you need to check that
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@crude tulip Whats the image?
is the image imported into unreal?
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could it be that its scaled down alot?
Guys, I am not quite familiar with UE4, can you guys recommend me a version to start with?
grab the latest one
Is there any substantial difference between 4.20.3 to 4.26?
I bought last year, some blueprints classes, and they use the 4.20, I guess the blueprints do not change that much
right?
they could, functions may be depreciated
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Well, I noticed that most assets in the marketplace of epic, need 4.25, so I may just change to 4.26
@crude tulip how did you fix it
I downloaded a texture pack that includes "_height" and "_objects_mask" how do I add them to the material? I cannot see an option for either of them in the main material node
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huh sounds easy enough
Good Afternoon, I know my request follows multiple topics - mainly widget, blueprint and material - but I think this is the most appropriate category. I urgently need help on this topic, because its for an artschool application, the deadline is approaching and Im stuck on an issue that worked a week ago. But, thanks to unreal-magic, my character customizer isnt working anymore in the way it should: as you see in pic 1, my thirdPersonCharacter has a groom with a material assigned to. In pic 2 you can see a part of the widget witjh HSV sliders to control the color of the fur. In the WidgetBP Graph you see, that on the event "ValueChanged", the value h,s or v is changed. In the EventGraph of my ThirdPersonCharacter, in pic 4, the widget is created and all its variables are "collected", I then create a Dynamic Material Instance for my groom and its material on every tick. Then I transfer the 3 variables via a vector parameter to my material, as you see in pic 4 and 5. The parameter is taking and trough some nodes, is converted to HSV and being used as the BaseColor. Its important to note, that a week ago, everything worked fine, the hair changed on changing the sliders. But after testing some things and pulling on some nodes, it doesnt work anymore. Can anyone spot a mistake in these screengrabs, or point me towards an area where the mistake could be located?
does anyone know where i can locate the android sdk? i've been trying this for hours and have still made no progress
https://youtu.be/rbqjQmP0aVs?t=157 an whats more annoying is the tutorial im watching doesn't get the same pop up?
This Video:
In this video, I cover the process to install and setup Unreal for Android builds with the new process for Unreal version 4.25 and above.
AR / VR / Mobile:
This playlist will cover a range of topics focused around working with mobile devices including augmented reality, as well as some mobile and desktop virtual reality implementat...
You're not going to like the answer... but all of it, those BPs look like nonsense to me :/
you've got some random function trying to read values from a function output that's part of the begin play flow
where are the editor theme/button icons stored in the files
the widget and material itself are probably fine
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"Tick 1 and Tick 2" make no sense and you shouldn't be doing anything on an actual tick here anyway (not that these are necessarily anything to do with tick?)
if you're creating new material instances on every tick, then that's just madness and it's a memory leak of epic proportions
i don't understand
why is night 2 repeating
i tried everything
it's not switching to night 3
Is there a better way to update the material instance whenever the value changes?
just change the parameter values, you don't need a new instance every time
and you don't need to do it on tick either, just do it when the value changes..
can anyone help me
but how does the material instance know when the value changes, i need to to connect the events, dont i?
it doesn't know, you use the function that updates the params
you've already got "set parameter value" in there
how do i connect these slider values to my vector parameter?
can anyone help me
I would bind to an event in the widget, for which you probably want an event dispatcher, but there's load of ways to do it
but I'm at a loss to explain it to you in enough detail, because tbh, I don't know where to start short of trying to explain how basic BPs work ๐ฆ
yh i have close to no knowledge about BPs
you'd make your life a lot easier if you were storing things like a reference to your widget as variables
i never worked with event dispatchers tbh
you don't necessarily need them, you can pass a reference to the mesh directly into the widget when you create it, or whatever
okay ill try to dig deeper in the web on the topics mentioned by you
can anyone help me
Probably a good bet. The Unreal Learning portal may have some decent videos
wait
@plush yew - please stop endlessly spamming the channel for attention, it's incredibly annoying
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?
if you open a level, nothing after "open level" is going to happen
so this BP makes no sense
you're also calling "Get Current Level Name" for no reason at all, that I can see
I couldn't even begin to tell you because I have no idea what you're trying to do, the blueprint is complete nonsense
so
.
.
stop fucking doing that
what
the only advice I can give you is to spend a little time working out what you want to do, and learning what these nodes you're randomly mashing together actually do
randomly mashing nodes together is never going to work, you need to understand what you're doing
stop begging and start learning, or go away
didnt you leave the server?
#ue4-general message I don't know why would you
that was interesting..
has the latest nvidia driver caused anyone else some issues within ue4?
not for me
when editing blueprints recently, I get lot of choppiness for some reason
hello who needs assitance tag me
It's not clear to me even after reading the code how does the shooter game sample manage the double weapon change, I've understood that it uses SetHidden, SpawnDeferredActor and SetOnlyOwnerSee, but it seems that this instructions are only for the first person weapon and I can't find how the third person weapon is managed, can someone help?
Double weapon change?
Yeah, when you get the Next weapon in your inventory or when you pick a new one
Shooter game sample contains one weapon iirc
@plush yew For love all that is holy stop spamming this chat, this is not a 24/7 support hotline, if you don't understand something go look up information online, this is isn't the first time you spam this chat with 2000 questions. I get you're new and try to make a game but thats no reason to keep bombarding us with questions that could have been resolved if you just looked up "How do I do x?" "Why does Y happen when I do Z?"
it has 2, the launcher that shoots projectile bullets and the rifle with hitscan shots.
nobody noticed crusher being back? :p
i did @still moat
the people who have been around for at least a year must have noticed
what do you mean by crusher being back?
there is one user who we keep banning for totally ignoring the rules, always asks everything instead of ever googling anything, and keeps bothering everyone.
if he doesnt get an answer right away he either re-asks it over and over
or does stuff like
.
.
.
makes sense now
bruh
and because he already has two strikes
:triangular_flag_on_post: FNAFGAMER#2009 received strike 3. As a result, they were banned.
I mean skeletal meshes not Actors or whatever they are
if i understood your question correctly you want to know how it handles the weapon switch for the third person models?
@still moat remember fnaf's MO and typo's.
he'll be back
(we banned him over 100 times now)
was that karol?
no, crusher
they aren't the same person?
100 times?
at least
Exactly
jesus christ
we keep banning him, he resets router gets new IP, and comes back under new name.
must be oblivious af though, because even if we give him another chance... he does the same thing. (iow, consider this channel his personal google/tutorial hub)
self awareness comes later in life for some of us unfortunately
the instructions do still apply on the third person model whenever it uses the DetachFromPawn() and AttachMeshToPawn() that are executed whenever the switch happens
it has both Mesh1P and Mesh3P skeletal meshes that both change at the same time when the double weapon switch should happen
What it's really doing is attaching an already spawned actor of a different weapon(that are created when the player spawns in the world) to the third person character mesh and making it visible for each equipped weapon
whens the first UE5 Alpha slated for release?
Q1 2021
Thx @rocky radish,so basically it spawns one actor and it sets 2 different variables with different settings?
just banned that one :p
it gets an actor that is already spawned (the weapon that is being switched to) and it runs 2 functions, DetachFromPawn() (for the previous weapon) and AttachMeshToPawn() (for the new weapon), which detach/attach the meshes from the 3rd person model, and then change their visibility @plush yew
the weapon actors are spawned whenever the player spawns
hope i helped Dr. FurzWorth, i'm not the best at explaining things ๐
Yeah I've understood perfectly, ty @rocky radish
you're welcome ๐
would 2 instance static mesh components with multiple instances be equivalent to 2 static meshes
question
How do I decrease editor scalability?
I swear the setting was moved in 4.26...
OH
I haven't used unreal in a while, I thought it would be in the edit menu
curse you, unreal
๐
Hey all, can anyone help me with something where what I see in the editor isn't what happens when I package a project? I'm not sure where it's going wrong
everything is working as expected other than the color change on a static mesh
can you show us some screenshots?
This is the Scene
what I'm doing is hitting keys and having the mesh change colors among other things
I setup a dynamic material instance on eventbeginplay
and assigned each color to its own bariable
and in the same player controller I change the color based on key press
using set material
When I hit play in the editor everything works as expected, when I build the project the mesh colors do not match what I have in the editor
for example when I hit play in the editor the colors work like this
when I package the product those yellow pipes are green instead
hmm...
I know! Originally I was using the dynamic materials wrong but I watched some Wads and thought I had a handle on it with set material instead
what are the mesh names of the yellow and green pipes?
Is it because I'm chaining all of my dynamic materials together when I create them? should those all be sequenced instead?
the sequencer node shouldn't affect that type of thing, so i dont think that's the issue
I'm pulling out the static mesh components from the actor BPs and assigning them variables in the BP with the color changes
and I never cleaned it up lol
i honestly have no idea what is the problem
i'm gonna take a closer look at the screenshots and i'll tag you if i figure anything out
It's hard to trouble shoot when it works in the editor! I have to build it everytime to see if changes I made helped
Thanks dude! Maybe someone else will swing around too, have a good day!
you too!
it could be that it's getting the actors of class in a different order and therefore not changing the color correctly when it's running on a packaged project @simple meadow , as shown on the last screenshot that you sent
I have a feeling that is the area of concern, is their a better way to pull out components from an actor for something like this?
It didn't 'feel' right when I was doing it, especailly how I handled the array
are you creating that actor at runtime?
No, its a prebuilt one
if you're not, you can reference that actor and get the correct one to change the colors
ah, so I have to set up the reference in that actor with the static mesh?
I think I know how to do that
yes, so that you can get the specific actor you want instead of a random one
Basically I need to expose it from the Actor with the static mesh components so that I can access it from my player character controller
I should be able to figure that out I think
Good stuff dude, I'll update if it works out or not in a jbit
alright
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Hey I have two questions once Ordo is good if you have time?
I'm good guys!
what are the questions?
you could use an array and add elements to it
Is there a way to pull just your BP code?
https://gyazo.com/a92c4a3dcda70635143fecca834659b6 how can i make square buttons please :v
what do you mean by that?
Basically I want to screenshot all my nodes so I can recreate them at home and I dont have a hotswap SSD in my office PC.
It's a weird thing to want to do I know.
so you want to get the bp file?
Yeah as like a readme file, I don't need all the variables or anything like that.
you could get the .uasset file that will contain the entire blueprint and then move it to your other pc (sorry if i didn't understand the question)
how would i change the movment speed of the volumetric clouds
it would probably need a change to the cloud material, but i didn't use the system enough to know the specifics of how to do it
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Oh neat I'll look into that! No I'm not explaining it right. Basically I wrote a bunch of BPs on my work PC and I want to work on my project at home. Normally I would have brought in an SSD to load the projects onto but I forgot to bring one into work today and so I don't think I have any flash drives big enough to put all my projects on.
i meant that you can make the string variable an array that you can store multiple values into and then you can print each one with a ForEachLoop or something
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
Can be set to private ๐
if you just want some blueprints then you can get their .uasset files and move them to the project you have at home
or make a github repository that you can then clone to your other pc
๐ I didn't realize a code repository existed... I've been trying to build everything from scratch so I could learn how the engine works...
Or just copy the BP as a text file. Email to yourself
The site I liked above is also handy for sharing/showing your BPs
Glad I found this out, I was going to take screen shots of all my BPs !
Just select all the nodes and ctrl+C paste into the site or a text file ๐
You could just drop the project in a google drive link if its under 15gb
Thanks!
or not at all ๐
The other question I have is can anyone recommend a resource to look at for setting up a primary gaming loop & state machines?
haha true story
Or really just understanding states and state transitions.
it's all just conditions being fulfilled
static states are pretty simple, they're just bools. e.g. see something? yes? react.
fluid states are floats reaching a threshold e.g. is my hunger over a threshold? yes? eat.
state machine are really simple to get in that it's always a reaction that perpetuates an action
is there a hotkey or simple method to center an actor in the middle of a box/mesh aka floor tile?
not as far as I know but if you do find it let me know
I am terrible at explaining things, thats my bad. I understand the concept of them, but I'm new to UE4 code and I was wondering if there was a good tutorial anyone knew of that explained how to use them in game, specifically state transitions.
