#ue4-general

1 messages ยท Page 914 of 1

wintry silo
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Unreal is full of surprises. Set a point light by it in the world to make it glow.

next badger
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@winged crypt what's the question?

wintry silo
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are you using 3d render text ?

plush yew
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yes

winged crypt
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@next badger In both Traditional and Simplified Chinese, I'm unable to get Colons to show correctly (instead they default to some static symbol)

plush yew
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because for 2D text i can't add glowing material

winged crypt
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All other characters work correctly

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I'm hoping I just missed a character range or something

next badger
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@winged crypt does the font you've used have this symbol?

winged crypt
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@next badger Yes

plush yew
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how can i do that

wintry silo
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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.

plush yew
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oh

winged crypt
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I used the same font for Japanese and Korean and both show Colons correctly

wintry silo
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I used a point light as I couldn't use a glow material.

plush yew
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yeah but it looks different

next badger
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@winged crypt have you checked if the chinese one is the same symbol?

wintry silo
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i don't know why you can't put a glow material on 3d render text.

winged crypt
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oh wait I got it -- the missing character range was Halfwidth and Fullwidth Forms

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๐Ÿ‘ All good

plush yew
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then#

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how can i make like this

winged crypt
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@wintry silo Pretty sure you can put a glow material on text renders

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What happens when you try?

plush yew
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i can

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that's a glowing material

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see

wintry silo
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you can choose glow material in a 3d widget render text?

plush yew
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oh

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is this a widget?

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it's not

wintry silo
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yes I had a 3d text render widget above the player's head.

plush yew
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i don't think

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first of all how can i add 3D text in widgets

wintry silo
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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.

plush yew
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nah

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i'm sure there is a way to make it glow

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yes

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i did it

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it's working

next badger
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What's the issue with the glow text?

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oh, good

wintry silo
plush yew
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oh

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now it's a white square

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a white glowing square

thin tendon
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@plush yew Are you using a texture, a 3d model or a piece of text to create this?

plush yew
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i made a glowing material

next badger
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text component uses special material to render text, you can make a copy from it and modify to have emissive channel

plush yew
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3d Text

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or Text render

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yes

thin tendon
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What Alexey said mate just plug your base into your emissive

plush yew
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it's finally working

wintry silo
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that's handy to know

thin tendon
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Anyone else experiencing this weird crash in 4.26? If I set a collapsed widget to visible using blueprint the engine crashes.

wintry silo
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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.

dense knoll
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is there a free to use plugin that allows for the generation of real world terrain?

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thats for 4.25

thin tendon
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@wintry silo that sounds like a corruption or a bad ram card or something

wintry silo
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Unreal engine has memory leak

next badger
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@wintry silo crash is handled?

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(popup)

thin tendon
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@dense knoll is it just for quick creation or are you wanting it different each time you play?

wintry silo
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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.

dense knoll
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i dont have as much experince making realistic places

thin tendon
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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

dense knoll
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Hightmaps arent really importing correctly

next badger
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@wintry silo run the HWinfo, GPUZ/CPUZ...look for temperature graphs

plush yew
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i have 1 more problem

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i added a light to main menu and when i click on play the light is falling

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idk how to explain

modest trench
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disable physics on said light?

plush yew
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um

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how can i do that

modest trench
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also might need some post processing chromatic aberration for the text to look how it does in that screenshot

plush yew
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i already have

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oh you?

plush yew
modest trench
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click the object and disable simulate physics in the details panel

plush yew
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ok

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i don't find..

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oh ! wat's going on here ?

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can i help ?

modest trench
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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?

plush yew
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rect

modest trench
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I'm assuming it's attached to a static mesh that has physics enabled

plush yew
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it's a rect lighting

modest trench
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but is said rect light parented to a static mesh or just a rectlight actor?

plush yew
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just a rect light

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i added it again

rocky radish
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can you show a video of the issue?

modest trench
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wait... maybe the camera itself is falling and not the rect light?

plush yew
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no

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it's not the camera

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i'm sure

rocky radish
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if you can show us a video of the problem it may make it easier for us to solve it

plush yew
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ok

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yeah

rocky radish
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and also give more details, did you change any settings on your light details panel?

plush yew
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no

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just screenrecord the video

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ok but i can't send it

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because i need nitro

modest trench
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quick screencap would be easier?

plush yew
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wat ?

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just

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upload itrt in

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it says the file is too large

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yt

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or something like that

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youtube

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maybe

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wait

rocky radish
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upload it on youtube and send us the link

plush yew
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ok

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Mm

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wait it's not falling anymore

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sometimes is falling

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not every time

modest trench
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alright, well

rocky radish
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again, show us a video

modest trench
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it should not move without being told to

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so I'm assuming it's something else

plush yew
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yoo

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it's falling again

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i'm going to record

azure shore
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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

plush yew
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ok guys i'm gonna upload it to mediafire

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is it good?

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or youtube

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@rocky radish

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@modest trench

rocky radish
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just upload it to youtube and send us the link

modest trench
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youtube would probably be easier, you can make it unlisted or something

plush yew
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ok

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there

azure shore
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bruh

plush yew
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what\

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sorry for the link

azure shore
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what no thats not a problem

plush yew
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then

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wdym it's not a problem

wintry silo
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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.

plush yew
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yeah but you can still see the problem

rocky radish
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have you tried making your light static/stationary so that it cant move?

plush yew
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no

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let me try

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it's stationary rn

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oh yes i tried

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but it's not working

modest trench
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what happens when you hit simulate instead of play?

plush yew
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same

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thing

wintry silo
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Is it a spot light? What kind of light is it

plush yew
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rect

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i tired with spot light too

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and with point light

modest trench
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can you click on the rect light and screencap the details panel? (windows+shift+S)

plush yew
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i can just show you screenshoots

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that's easier

wintry silo
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ok

plush yew
wintry silo
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now let's see the physic properties

modest trench
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not just the light, the actor hierarchy above that as well

plush yew
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maybe is the flashlight

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from the game

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but i don't think

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idk

wintry silo
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what flash light ?

modest trench
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if the flashlight is a static mesh it might be running physics

plush yew
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umm

plush yew
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in game

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not in main menu

wintry silo
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is that flash light an actor blueprint

plush yew
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no it's a spot light

rocky radish
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but is it inside an actor blueprint?

plush yew
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it's inside of firstperson character BP

rocky radish
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so is that light from the flashlight?

plush yew
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idk

wintry silo
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well spot lights should not fall down like that by themselves unless is physics is checked.

plush yew
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yeah

rocky radish
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are you controlling that flashlight and thats why it looks like its falling?

wintry silo
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or gravity is on

rocky radish
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check if the light is coming from the flashlight, because if it is, its probably falling because you're moving it

plush yew
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oh

wintry silo
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is that light a parent bp or child of a parent?

plush yew
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i added a spot light and the light is not falling anymore

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but if it's falling again that means that is from the flashlight

modest trench
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does the flashlight have simulate physics enabled?

plush yew
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idk

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i can't find simulate psyhics

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ok but i have 1 more important problem

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with flashlight

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you guys know fnaf right?

rocky radish
modest trench
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I'm assuming the flashlight is a static mesh parent

wintry silo
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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.

rocky radish
plush yew
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idk how can i disable it when he jumpscares me

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the ai

rocky radish
plush yew
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oh

rocky radish
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and then re-enable it whenever the player should control it again

plush yew
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i want to disable it only when the ai jumpscares

rocky radish
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then disable input when the jumpscare happens, and enable it back when it ends

plush yew
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umm

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where

dense knoll
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anyway to turn a flat texture into a 3d effect?

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like this

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to a 3d effect?

wintry silo
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yes, using the particle system

dense knoll
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but then it would just be flat/ rotate towards the camera

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is it possible to use it like a 3d mat

wintry silo
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look at rotation node

dense knoll
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ok

modest trench
lucid grove
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heya guys

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can anyone help? for some reason my interaction interface fire twice, first time when it should and second after a while

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its simple AI move to target and then use object

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it works great, but after a few ingame hours it fires second time

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i have no clue what causing it

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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

modest trench
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I assume two separate instances are getting called here

lucid grove
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for that cause i set do once node

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atm nothing resets it

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so it should fire only once

rocky radish
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it could be that you are resetting it twice and its causing it to be fired twice

lucid grove
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i dont have Do Once reset atm

modest trench
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any server calls?

lucid grove
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its Custom Event that lead nowhere

lucid grove
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no server calls

modest trench
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I should have said: is this multiplayer?

lucid grove
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nono, its totally offline

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no server calls or outside interactions

dense knoll
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any idea how to make this work like an actual afterburner

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its getting annoying using a mesh

lean bobcat
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thanks

dense knoll
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any way to do it with a material and mesh

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i have to use 34 difrent meshes for the afterburner as of now

plush yew
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How could scene capture 2d be turned to image that I can save as texture 2D?

rotund scroll
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render target

fallen flower
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Okay, someone solve this six year mystery: What's the difference between "Cook Content For Windows" and "Package Win64"?

wary wave
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...one cooks the content packages, the other packages the product into a build

fallen flower
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Will "Package" copy over from the content I cooked?

atomic wharf
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Comes up when i open the launcher. Apologies if wrong channel

wary wave
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it means you're missing that dll

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though I'm not sure how, considering it's a core Windows library

crude jasper
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Guys... there's gotta be a simple solution to this one...

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How can i get an event beginplay for a loaded level instance ?

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or just get it to fire an event when its loaded ._.

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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...

lucid grove
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Is there a way to find out with debugger what actor\character fires interface interaction?

crude jasper
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idea*

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personally i dont know, but you could try each one or just use a breakpoint

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or a print string?

lucid grove
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i have set breakpoint, but debugger didnt give me enough info

crude jasper
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my method is to rudimentary xd

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well if it didnt set off the breakpoint, that wasnt the actor or character and you have to try another one

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but maybe someone has a better solution

atomic wharf
crude jasper
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@lucid grove instead of setting the breakpoint on the event, put it on the Call event dispatcher

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is that what you're using ?

lucid grove
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Im using interface so that NPC can interact with other objects

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Its firing again after a few ingame hours and im trying to find out why

crude jasper
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hmmm....

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sorry i dont know how to fix your problem then... im pretty new to unreal myself

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but im pretty sure you can find it if you keep looking for it

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you can try adding a Do Once

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to see if its the same actor thats calling the interface

lucid grove
crude jasper
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or something like that

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you should search for who is calling the event

lucid grove
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but its firing again in few ingame hours but it doesnt have any calls

crude jasper
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there has to be

lucid grove
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yeah, that what im trying to do

crude jasper
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you should delete every actor, leaving only one

lucid grove
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Only one Event Use call with Do Once, still firing again

crude jasper
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then testing to see if he is calling it twice

lucid grove
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with exact amount of time - something like 3 hours

crude jasper
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if u placed a do once on the actor and its calling it twice

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its another actor

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see which actor it can be

lucid grove
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nothing else on scene

crude jasper
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it might be a mistake in your coding

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hmmm

lucid grove
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thats why i wanted to use debugger to find out what firing it

crude jasper
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i dont know how.. sorry :/

lucid grove
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and this is second (buggy) one

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from where? i dont have anywhere USE interface call

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how can this be?

fallen flower
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Right click and find all refernces

crude jasper
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sorry, no idea..

lucid grove
fallen flower
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You can check the top right class filter

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to make sure it's really the same actor every time

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You might be calling USE twice? I mean the function that calls the call USE

lucid grove
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NPC which starting event is not firing anything, at least debugger showing me that Do Once working ok

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But its firing after 2 ingame hourse. I dont have USE interface referenced anywhere

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Only at NPC call USE and USE event on actor

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Basicly it should be only be firing once by any means, cause it have Do Once without reset

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And no other calls

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but its showing me that actor itself calling it

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no, thats not like that

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So back to original question: can i see what firing interface call?

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maybe that give me some clue

fallen flower
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Windows -> Developer Tools -> Blueprint debugger

lucid grove
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That didnt give me info

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I mean it showing me Value - Bed (which is my USE object)

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That means that actor Bed firing it?

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Cause that doesnt give any leads, its showing me only object that was used, but not WHO used it

fallen flower
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@lucid grove add an object param to USE

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pass through your calling SELF

plush yew
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i hav a q

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please help me fast

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I showed you in picture
That joystick and collision wires are not visible
Collision wires are not visible that's what I want

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please help anyone fasst

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it is urgent

fallen flower
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@plush yew What's "Collision Wires"?

plush yew
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please help

fallen flower
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Your question isn't clear.

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What do you want to happen? @plush yew

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How am I supposed to know what mesh is missing? What are you trying to do?

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Don't give me that.

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Ask a clear question.

plush yew
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tell that

lucid grove
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<@&213101288538374145> we have a spammer

plush yew
#

where?

lucid grove
upper heart
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@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.

plush yew
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no one knows

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the problem here

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wat can i do?

regal mulch
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Try to figure it out yourself in the meantime.

plush yew
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<@&213101288538374145> R u Developers ?

fallen flower
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@lucid grove I just mean that you could pass 'self' through the interface then print it to see what made the call.

upper heart
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@plush yew Don't ping moderators with questions like this. Please read the #old-rules

buoyant graniteBOT
#

:triangular_flag_on_post: Ahalya#0179 received strike 1. As a result, they were muted for 10 minutes.

teal schooner
regal mulch
#

Or just "G" for Game view?

teal schooner
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yeah that ^

plush yew
#

would anyone know the cause of the shaking in the video?

austere scroll
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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

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any idea why . or how to fix it ?

left elk
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What material type is it, and does it come from an external program like Maya or Max? @austere scroll

austere scroll
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its a translucent material , made in ue4 @left elk

left elk
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Elaborate on "changes materials at Runtime"

austere scroll
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i mean opaque*

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@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)

plush yew
#

does anyone know the answer to my question?

left elk
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@austere scroll Could it be that your complex material has certain maps that are failing to load or be found at runtime?

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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?

austere scroll
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well , not really . its animated and i followed a tutorial to make it , not sure i can "simpify" it

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@left elk

fallen flower
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You're sure applying the material manually works?

austere scroll
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havent tried

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yep it works

left elk
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Does it work at Runtime as the initial material?

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As opposed to the one it changes to

austere scroll
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i found the problem

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im making the game for mobile and this material doesnt render in android graphics

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i tried turning shader 5 on , and it worked

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@left elk thanks for help

left elk
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Ahhh, nice!

plush yew
robust marten
#

Anybody know a way to set a variable of the player when they equip something? I'm having a hard time figuring it out... ๐Ÿ˜ฆ 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)

left elk
#

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?

fallen flower
#

@left elk, that's weird. I just had source control cause my packaging to fail.

left elk
#

What Source Control option do you run with? I've been trying Perforce and it's a bit of a headache

haughty tangle
#

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?

plush yew
teal schooner
fallen flower
#

@left elk, I was running git. It seemed to be an issue with asian characters.

haughty tangle
#

(Not that I can help, but I can't read it either way...)

hollow ridge
#

does unreal have its own collaboration system, or should I use github

plush yew
haughty tangle
#

What file are you trying to open/perform an action with?

plush yew
#

im trying to use unreal engine hour of code

grim ore
#

@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

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also make sure you have the correct engine version installed if needed

dense knoll
#

any way to improve engine performance using console commands?

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for an aircraft game

plush yew
#

@grim ore thank you sm it worked!!!

fallen flower
#

@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.

ocean flame
#

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.

haughty tangle
dense knoll
#

so any way to improve performance?

grim ore
#

lots of ways depending on your project and your target

haughty tangle
grim ore
#

no way to just say "do this and fix performance"

dense knoll
#

Its mostly the truesky volumetric clouds that are tanking performance

grim ore
#

#graphics might have more help on that since it's art related, but yes volumetric clouds are going to suck up performance

plush yew
#

Why scene capture cube texture isnt working at compiled version? It just shows green. At editor it does it's job.

sharp cloud
#

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?

dense knoll
#

the built in volumetric clouds arent really fly-throgh able

clever glacier
#

hello guys! i was wondering if in 4.26 it's possible to change the water colors on the new ocean/river/lake tool

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im trying to simulate a river with brown-ish water

grim ore
#

check out the live stream on it, from what someone else was saying it's using the sky to simulate accurate lighting

clever glacier
#

i see

#

very accurate info, thank you very much!

zinc shore
#

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

grim ore
#

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

gray tundra
#

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.

gaunt tide
#

One second ima actually reword so it makes sense lol

fierce tulip
#

@native elm read the rules please. and use the right channel for that stuff. thanks.

hasty gorge
#

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

gaunt tide
grim ore
#

are you trying to drag and drop or just move stuff?

gaunt tide
#

Great series to watch

#

Nevermind I found my error lol

warm fractal
gray tundra
#

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?

thorny warren
#

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.

torpid shadow
#

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?

frozen pond
#

lightning question: when i go under ground for few meters my exposure or reflections goes insane up, any idea how to fix that?

grim ore
#

@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

dense knoll
#

any free tool that can import real terrain into ue4?

torpid shadow
#

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?

grim ore
#

more power

#

@pastel prairie yes there are other pages as well and a content example in the content examples map

torpid shadow
#

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!

thick herald
#

You can change the compile shader priority inside the projects defaultengine.ini (think that's the one)

#

it can help speed up compliling

grim ore
#

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

jovial atlas
#

anyone had this error when trying to build before?

frozen pond
crude tulip
#

One message removed from a suspended account.

grim ore
#

its not set up right would be my guess. any errors in the output log?

weary basalt
#

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!

next herald
#

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?

boreal yew
#

This discord is...

#

Unreal

late verge
#

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, thereโ€™s an issue iโ€™ve been stuck on for days concerning my Sequencer renders

limber sorrel
#

I donโ€™t use unreal engine, but thereโ€™s a game that uses unreal engine.
I canโ€™t 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 donโ€™t know

weary basalt
#

@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.

hasty gorge
#

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

weary basalt
#

Is the Root Widget a CanvasPanel?

upbeat jackal
#

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.

silent yarrow
#

is there a place to discuss UE3 discussions?

plush yew
#

guys

#

when i change the level my game is freezed

#

and i can't move

#

and do anything

next badger
#

@late verge you want to use c++ logic to control sequencer?

grim ore
#

@plush yew did you change the input mode at all at some point? if so fix that

plush yew
#

idk

dense knoll
#

any idea how to fix ue4 not spawning actors in

next badger
late verge
#

@next badger the major issue iโ€™m 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. iโ€™m not really sure.

#

i do have my camera cut tracks set up correctly also

marsh rose
#

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
dense knoll
#

any way to fix Player pawn not spawning, in packged version?

hidden sparrow
#

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.

next badger
#

@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
plush yew
#

when i change the level my game is freezed
and i can't move
and do anything

next badger
plush yew
#

when i'm in the new level the game is frezzed

next badger
#

@plush yew have you compiled all shaders for it?

plush yew
#

what

#

oh i forgot to rebuild lighting

next badger
#

cause if not game will compile it on runtime

plush yew
#

i have 6000 unbuild objects

#

:))

#

how can i compile shaders?

next badger
#

i'm not sure if lighting affects it, but shaders definitely do

#

ue4 will compile shaders once level is loaded in editor

plush yew
#

oh

#

then it's already compiled

next badger
#

it also may be compiled for different quality setting

plush yew
#

uhh

next badger
#

but not the one you're using on runtime

plush yew
#

i can show you the blueprint

next badger
plush yew
#

if you want

#

i have on high i think

next badger
#

high in editor AND in game?

plush yew
#

game

lusty mural
#

is there any tutorials about how to connect database with unreal?.. or how u deal with data for online multiplayer dedicated server?

plush yew
#

i have it in game i think

#

maybe is from blueprint

next badger
#

@lusty mural depends, there are many providers, like DynamoDB

plush yew
#

i'll show you the blueprint

#

wait

next badger
plush yew
#

i want to make a new node

#

with open level

late verge
#

iโ€™m gonna see if your solutions work. think youโ€™ll be on in two hours? not on my pc at the moment ๐Ÿ˜… @next badger

iโ€™m still bewildered by whatโ€™s causing the renders to be a coin flip...

plush yew
#

look

next badger
#

@plush yew open level resets all except game instance, and local player

plush yew
#

look i made the open level node

#

what

#

open what

next badger
plush yew
#

ok

#

i can't open it

next badger
#

sorry?

plush yew
#

that white arrow?

next badger
#

i'm tellign that this node will reset the game

plush yew
#

oh

next badger
#

all except game instance

lusty mural
plush yew
#

yeah but i want to teleport me to the next map

#

i mean to open the next map

next badger
#

@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

late verge
#

ah hell, alright. still curious as to why renders are completely random though haha. think you got an explanation for that? @next badger

next badger
#

@late verge are cameras randomly spawned?

plush yew
next badger
#

@plush yew okay...and it hangs when you do that?

plush yew
#

what

next badger
#

that was your original question

plush yew
#

when it teleports me to the new map the game freezes

#

you know what i mean

#

i mean the sound still play

lusty mural
late verge
next badger
plush yew
#

ok

next badger
#

@late verge and all are linked in sequencer?

lusty mural
next badger
#

@late verge you can play in viewport, then hit Pause (on keyboard) and F8

marsh rose
#

@dense knoll did you set the default game mode and controller in the project settings

next badger
#

@late verge then check all your cameras

late verge
# next badger <@!226944741055397888> and all are linked in sequencer?

yeah, thatโ€™s 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.

next badger
#

@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

late verge
#

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

next badger
#

@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

late verge
#

seems interesting to me that playing the game would be at all related to Sequencer

gray kindle
#

can i use 1 scaled sphere capture for the entire map, or is it better to use a lot of smaller ones?

keen moss
#

is there a volume or other method to exclude decals within the volume or area?

harsh tiger
#

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

fair field
#

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...

humble smelt
cedar vector
mortal quest
#

Each time I try and load unreal it closes and doesnโ€™t work

plush yew
mortal quest
plush yew
#

Then spray it with the bug spray then restart your pc.

#

I did that

fair field
#

@mortal quest he's trolling with some 9 year old humor, ignore him

mortal quest
#

oh

#

ok

plush yew
#

Plus the bug spray sprays the bugs in your programs -some guy on the internet

harsh tiger
#

why is setting up a project to build for android devices such a headache?

plush yew
#

hey guys do you know why i have RenderViewFamily very hight even if i have a few draw calls ?

static sparrow
#

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

plush yew
#

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)

gaunt tide
candid grove
#

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

crude robin
#

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

plush yew
#

you can host your own website

crude robin
#

dont have the funds for it

plush yew
#

OR you can seed you file trough torrent!

crude robin
#

that true but torrets are sketchy and people tend to stay away . i was think itch io or github

candid grove
#

@plush yew Thank you sir

plush yew
#

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.

crude robin
#

ohh

cosmic matrix
#

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?

plush yew
worn mirage
crude tulip
#

One message removed from a suspended account.

#

One message removed from a suspended account.

keen geyser
#

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..

digital anchor
#

@crude tulip whats the resolution

crude tulip
worn mirage
spare prairie
#

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

rough knoll
#

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

candid grove
#

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?

Lightshot

Captured with Lightshot

brazen knot
#

Anybody know if theres a way I could watch everything in the scene as the game is played in another window?

candid grove
#

@brazen knot f8

brazen knot
#

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

candid grove
#

not sure sorry

brazen knot
#

That main window in the center

#

Okay

vast eagle
#

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

lapis idol
#

Hallo

torpid shadow
#

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?

thin tendon
#

Using blueprint how would I go about getting the rotation of a socket attached to a skeleton?

median hound
#

get socket rotation?

thin tendon
#

I tried this and wasn't sure if it was relative as it always returns the same rotation regardless of the animations movement

lime sorrel
#

how can I set my character's camera's far clip plane so the game doesn't render absolutely everything in the world?

median hound
rough finch
#

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

lucid grove
#

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

warped tangle
#

@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

lucid grove
#

By random you mean....?

warped tangle
#

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

gleaming wing
#

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

cunning quest
#

Hi any anybody know how to detect surface by niagara Like physical material ?

dry hill
#

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
#

Huh?

#

@dry hill Explain more

#

Like what, for download?

dry hill
#

@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

hollow sentinel
#

in rootmotion, is characters rotation determined by rootbone rotation?

pearl hedge
#

Currently working on a game thatโ€™s 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? Iโ€™m honestly just thinking about rotating the actual sky sphere and seeing if something as simple as that will work

#

Itโ€™s my understanding that Epic intended us to originally have a flat world, and then transition to a spherical model when out of the atmosphere.

stark ledge
serene birch
#

the sky/atmosphere component is completely usable for spherical worlds and for travel in and out of the planet since recent versions

wispy steeple
#

my question

#

does metallic channel

#

perceive 0 and a full black texture

#

as same

serene birch
#

yes

wispy steeple
#

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

honest vale
#

point lights with dynamic shadows have a ton of shadow acne sadly

prime pilot
#

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 ๐Ÿ˜…

proper scroll
#

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

midnight gate
#

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?

midnight gate
#

for some reason destroying components causes error

plush yew
#

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

plush yew
#

wait what

#

wdym

#

oh

#

so i need to add a delay?

#

where

#

to add to viewpoer?

#

viewport*

rotund scroll
plush yew
#

yaaay

#

it's working

#

thank youuu

midnight gate
#

@plush yew maybe thats cause ur opening the level imeadiatly after putting the ui\

plush yew
#

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

midnight gate
#

you just open new map

plush yew
#

what

midnight gate
#

open level type in the file name

plush yew
#

i did

#

look

plush yew
#

i mean is the same map but it's a new level

midnight gate
#

well i have no idea why the game freezes

plush yew
#

and i can't move

#

and do anything

midnight gate
#

is the game mode set right?

#

is theres character? to control

plush yew
#

what

midnight gate
#

is the game mode right

#

is theres the player character actor

plush yew
#

yes?

#

idk what is that but

midnight gate
#

welll you need to check that

crude tulip
#

One message removed from a suspended account.

#

One message removed from a suspended account.

still moat
#

@crude tulip Whats the image?

rotund scroll
crude tulip
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

midnight gate
#

could it be that its scaled down alot?

pastel yarrow
#

Guys, I am not quite familiar with UE4, can you guys recommend me a version to start with?

whole quarry
#

grab the latest one

pastel yarrow
#

Is there any substantial difference between 4.20.3 to 4.26?

whole quarry
#

kinda yea

#

just grab the latest version

pastel yarrow
#

right?

whole quarry
#

they could, functions may be depreciated

crude tulip
#

One message removed from a suspended account.

pastel yarrow
midnight gate
#

@crude tulip how did you fix it

proud narwhal
#

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

crude tulip
midnight gate
#

huh sounds easy enough

lime maple
#

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?

harsh tiger
#

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...

โ–ถ Play video
wary wave
#

you've got some random function trying to read values from a function output that's part of the begin play flow

zinc shore
#

where are the editor theme/button icons stored in the files

wary wave
#

the widget and material itself are probably fine

crude tulip
#

One message removed from a suspended account.

wary wave
#

"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

plush yew
#

i don't understand

#

why is night 2 repeating

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i tried everything

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it's not switching to night 3

lime maple
wary wave
#

just change the parameter values, you don't need a new instance every time

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and you don't need to do it on tick either, just do it when the value changes..

plush yew
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can anyone help me

lime maple
wary wave
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it doesn't know, you use the function that updates the params

#

you've already got "set parameter value" in there

lime maple
#

how do i connect these slider values to my vector parameter?

plush yew
#

can anyone help me

wary wave
#

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 ๐Ÿ˜ฆ

lime maple
#

yh i have close to no knowledge about BPs

wary wave
#

you'd make your life a lot easier if you were storing things like a reference to your widget as variables

lime maple
#

i never worked with event dispatchers tbh

wary wave
#

you don't necessarily need them, you can pass a reference to the mesh directly into the widget when you create it, or whatever

lime maple
#

okay ill try to dig deeper in the web on the topics mentioned by you

plush yew
#

can anyone help me

wary wave
plush yew
#

wait

wary wave
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@plush yew - please stop endlessly spamming the channel for attention, it's incredibly annoying

plush yew
#

ok sorry

crude tulip
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One message removed from a suspended account.

plush yew
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?

wary wave
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if you open a level, nothing after "open level" is going to happen

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so this BP makes no sense

plush yew
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oh

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please can you help me

wary wave
#

you're also calling "Get Current Level Name" for no reason at all, that I can see

plush yew
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idk

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i just tried

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so what i need to do

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to make it work

wary wave
#

I couldn't even begin to tell you because I have no idea what you're trying to do, the blueprint is complete nonsense

plush yew
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so

plush yew
plush yew
wary wave
#

stop fucking doing that

plush yew
#

what

wary wave
#

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

plush yew
#

please

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just tell me what to do

wary wave
#

randomly mashing nodes together is never going to work, you need to understand what you're doing

plush yew
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that's all i want

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please

wary wave
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stop begging and start learning, or go away

plush yew
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so you don't know too

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ok

rotund scroll
#

didnt you leave the server?

plush yew
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why would i leave

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๐Ÿ˜‚ yeah why would i leave?

rotund scroll
plush yew
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i don't want to leave

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so i'm not leaving

whole quarry
#

that was interesting..

vital cosmos
#

has the latest nvidia driver caused anyone else some issues within ue4?

rocky radish
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not for me

vital cosmos
#

when editing blueprints recently, I get lot of choppiness for some reason

midnight gate
#

hello who needs assitance tag me

plush yew
#

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?

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Double weapon change?

plush yew
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Shooter game sample contains one weapon iirc

still moat
#

@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?"

rocky radish
fierce tulip
#

nobody noticed crusher being back? :p

plush yew
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i did @still moat

fierce tulip
#

the people who have been around for at least a year must have noticed

rocky radish
fierce tulip
#

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

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or does stuff like

#

.

#

.

#

.

rocky radish
#

makes sense now

still moat
#

bruh

fierce tulip
#

and because he already has two strikes

buoyant graniteBOT
#

:triangular_flag_on_post: FNAFGAMER#2009 received strike 3. As a result, they were banned.

plush yew
rocky radish
fierce tulip
#

@still moat remember fnaf's MO and typo's.
he'll be back

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(we banned him over 100 times now)

whole quarry
#

was that karol?

fierce tulip
#

no, crusher

whole quarry
#

they aren't the same person?

rocky radish
fierce tulip
#

at least

still moat
#

jesus christ

fierce tulip
#

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)

fierce anchor
#

self awareness comes later in life for some of us unfortunately

rocky radish
#

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

dense knoll
#

whens the first UE5 Alpha slated for release?

rocky radish
#

Q1 2021

plush yew
#

Thx @rocky radish,so basically it spawns one actor and it sets 2 different variables with different settings?

fierce tulip
#

just banned that one :p

rocky radish
#

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

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the weapon actors are spawned whenever the player spawns

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hope i helped Dr. FurzWorth, i'm not the best at explaining things ๐Ÿ˜…

plush yew
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Yeah I've understood perfectly, ty @rocky radish

rocky radish
#

you're welcome ๐Ÿ™‚

zinc shore
#

would 2 instance static mesh components with multiple instances be equivalent to 2 static meshes

hearty walrus
#

question

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How do I decrease editor scalability?

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I swear the setting was moved in 4.26...

rocky radish
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@hearty walrus Settings->Editor scalability settings

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same place as before

hearty walrus
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project settings or engine settings

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I've searched it in both to no results

rocky radish
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just settings, im gonna take a screenshot

hearty walrus
#

OH

rocky radish
#

๐Ÿ˜„

simple meadow
#

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

rocky radish
#

can you show us some screenshots?

simple meadow
#

what I'm doing is hitting keys and having the mesh change colors among other things

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and assigned each color to its own bariable

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using set material

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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

#

when I package the product those yellow pipes are green instead

rocky radish
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hmm...

simple meadow
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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

rocky radish
#

what are the mesh names of the yellow and green pipes?

simple meadow
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Is it because I'm chaining all of my dynamic materials together when I create them? should those all be sequenced instead?

rocky radish
#

the sequencer node shouldn't affect that type of thing, so i dont think that's the issue

simple meadow
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I'm pulling out the static mesh components from the actor BPs and assigning them variables in the BP with the color changes

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and I never cleaned it up lol

rocky radish
#

i honestly have no idea what is the problem

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i'm gonna take a closer look at the screenshots and i'll tag you if i figure anything out

simple meadow
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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

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Thanks dude! Maybe someone else will swing around too, have a good day!

rocky radish
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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

simple meadow
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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?

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It didn't 'feel' right when I was doing it, especailly how I handled the array

rocky radish
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are you creating that actor at runtime?

simple meadow
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No, its a prebuilt one

rocky radish
#

if you're not, you can reference that actor and get the correct one to change the colors

simple meadow
#

ah, so I have to set up the reference in that actor with the static mesh?

#

I think I know how to do that

rocky radish
#

yes, so that you can get the specific actor you want instead of a random one

simple meadow
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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

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Good stuff dude, I'll update if it works out or not in a jbit

rocky radish
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alright

crude tulip
#

One message removed from a suspended account.

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One message removed from a suspended account.

ocean grove
#

Hey I have two questions once Ordo is good if you have time?

simple meadow
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I'm good guys!

rocky radish
#

what are the questions?

rocky radish
ocean grove
#

Is there a way to pull just your BP code?

honest mango
rocky radish
ocean grove
#

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.

rocky radish
#

so you want to get the bp file?

ocean grove
#

Yeah as like a readme file, I don't need all the variables or anything like that.

rocky radish
#

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)

zinc shore
#

how would i change the movment speed of the volumetric clouds

rocky radish
crude tulip
ocean grove
#

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.

rocky radish
thick herald
#

Can be set to private ๐Ÿ™‚

rocky radish
#

or make a github repository that you can then clone to your other pc

ocean grove
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๐Ÿ‘€ 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...

thick herald
#

Or just copy the BP as a text file. Email to yourself

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The site I liked above is also handy for sharing/showing your BPs

ocean grove
#

Glad I found this out, I was going to take screen shots of all my BPs !

thick herald
#

Just select all the nodes and ctrl+C paste into the site or a text file ๐Ÿ™‚

simple meadow
#

You could just drop the project in a google drive link if its under 15gb

ocean grove
#

Thanks!

rotund scroll
ocean grove
#

The other question I have is can anyone recommend a resource to look at for setting up a primary gaming loop & state machines?

fierce anchor
ocean grove
#

Or really just understanding states and state transitions.

rotund scroll
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it's all just conditions being fulfilled

#

static states are pretty simple, they're just bools. e.g. see something? yes? react.

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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

fierce anchor
#

is there a hotkey or simple method to center an actor in the middle of a box/mesh aka floor tile?

rotund scroll
#

not as far as I know but if you do find it let me know

ocean grove
#

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.

rotund scroll
#

state machines aren't really enabled as a system separate from code here

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it's just enums and a switch

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UE4 uses behavior trees instead which are a separate system

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and function much in the same way, save for being way harder to grok