#ue4-general
1 messages · Page 915 of 1
I mean that does sound like a behavior trees
@rotund scroll snapping both to grid (cntrl-end) served my needs for now
ah I see
cant find a way to snap to pivot or equivalent
one of these days I really want to get into blutilities to make a proper suite of snapping tools smh
< can open anything from marketplace in 4.26
quixel content crashes so hard I dont even get an error report.
O_o
sounds like you're running out of memory
So in my notes I have there should be a Top Tier (A) that have pre-game, during game, post-game. And an Event Controller but that would have pre-game, during-game, and a reset.
And then something for the Event that would have pre, during, post, and end states.
I mean nothing like that exists by default
sounds like custom logic
or idk a market place asset
which I guess is still custom logic
but
I assumed this was a feature of UE4 that I didn't know how to access.
if you're familiar with state machines and have about two months then behavior trees could probably fulfill your needs
though outside of AI you'll be hard pressed to use them unless you make your own code
but I have successfully crammed BTs, fairly elegantly, into other systems like camera for instance
hope you're a quick learner 😂
So I'm trying to view an actor's state client side and I'm not sure what exactly the details panel shows as far as server/client data goes. Does anyone have any insight into whether the details panel is server side and also if there's any way to specifically view an actor's details client side?
new here btw hello everyone
lol well I guess I'll be doing behavior trees
Non-stop for the next 72 hrs.
Thanks @rotund scroll
@rotund scroll 64gb of ram, 2080ti
oof
only the quixel stuff crashes it
maybe there's a memory leak in the assets or some such
can open all the files fine, but their map... nein
are other people having similar issues?
need to find someone who also downloaded from the mp
id use bridge in normal cases, but well.. wanted to be lazy and check em all in one go
¯_(ツ)_/¯
time to get 128gb of ram 
Did anyone figure out how to use the water simulation on a custom water body?
I placed the water simulation component in the scene but when i place the ripple component on impulse for testing it didn't work
don't make me quote bill gates on you
Hello, I’m new here.
Is this the section where I ask for help on ue4?
One message removed from a suspended account.
loop thru the array with a loop node
So I cannot figure out how to make something and it not be accessible to the player immediately. I’m working on a card game and when I make a new card it is just immediately available for players to add to their decks.
If this is supposed to be asked elsewhere just redirect me please.
#blueprint comes to mind if you use blueprint, and you might wanna show what you are attempting to do.
Hello everyone
I just have a question about UE4
I just receive a Quest2+Link
And I try to launch the VR mode with the Play buttom
Is it possible ?
I have Link + Steam VR installed
#virtual-reality people might be able to help you
Thanks for the redirect @fierce tulip !
I have heard that infinity weather, the quixel megascans and the voxel plug-in pro replaces almost all other stuff in the marketplace. To what extent is this true?
Where did you hear this?
Anyone good with math
lol
I have wind directions represented with ANGLES (0-360) ..I convert to cartesian format to plot on a hodograph. I get the COS to plot X and SIN to plot Y..but it never works out right and I always get odd results
apparently it is something to do with whenever the cos or sin reaches 0 or 1 it messes with the math
so if I multiply by the magnitude of the wind and the cos is say 0.15...I am only plotting 0.15 of the magnitude
a fix for this is using ATAN2...but problem is this only returns a single float..it TAKES an X and a Y..but I NEED X and Y to plot a point
Hello guys... noob question: can I change the distance between lods? If yes how do I do it? Because the distance between lod 0 and lod 1 is so high that it takes effect when I can’t even see the mesh
is there an industry title for the poor bastard who gets handed a giant pile of bsp blocks and has to convert them all into meshes and then continue?
environment artist?
how come it cant read the value?
stop calling command breaks all the time
while be feed works just fine
and yes i did check the literal name is correct
it worked fine a couple of minutes ago
you mean convert them into art? that'd be environment artist yeah
ok perfect thank you
trying to make sense of a workflow considering im delivering to myself 🙂
Hi there - Does anyone know where i can post a job on here?
Looking for an experienced Unreal tools programmer
Thanks. I'm going to look more into how I would do this as there seems to be no documentation on it.
I'm not sure "no documentation" is the term here 😛
A physically-based sky and atmosphere rendering system with time-of-day features and ground-to-space view transitions featuring aerial perspective.
probably better to put that in #released @winter gale nobody is keen on self advertising otherwise
Sure thing. Thank you @rotund scroll 🙂
Oh there's plenty of documentation. But I don't see any for world's that are already spherical and meant to be played that way. Only ones that fake it with a transition from a plane to a sphere
well that's not the Sky Atmosphere component issue in this case?
it's because they don't have a sphere world to render in the first place (because a planet is HUGE)
if you are making something more like a Super Mario Galaxy scale you can try making a tiny atmosphere component and see if you can tweak the values
yeah my planets will be at most a few km wide
that was my initial question essentially is
that it seems that unreal intends for a world that fakes a sphere
and making a true spherical world adds a lot of complexity to it unfortunately
What's the best place to hook into when the playercontroller is available on the server?
and fully initialized
I previously used rep notify for PlayerState but GameState isn't ready by then
ok, I think this works. Now I need to know the same for the client
unfortunately there is no rep notify for the gamestate
I think APlayerController doesn't even have a gamestate, it gets it by getworld
GameState's BeginPlay seems to not be called on the client
For anyone who has played with VR Editor in UE4 - Can someone explain how to avoid the controls (your VR controllers + the radial menus) getting washed out or dimmed by the lighting in the space?
Anyone know what the Epic Online Services are the launcher is asking me to install them?
Is there a way to get frontend automation tests for materials?
Will there be a 4.27?
If anyone here is interested in reading 18 pages of my games intro screen play and story and giving me feedback, please DM me and I’ll send you a link to it!
i have error "the project could not be compiled."
I'm trying to trigger a blueprint based explosion inside the sequencer. How do I specify the timing so it doesn't fire automatically?
I liked the lerpy ambient shadow used in Jedi Fallen Order how can I find a script for something like that?
just want to confirm, it seems the unreal documentation page is broken, am I right?
index looks fine to me
I m clicking on this link https://docs.unrealengine.com/en-US/ProductionPipelines/AssetManagement/CookingAndChunking/index.html , its not showing the relevent information
Ah
i have encountered many links which shows the same as above
Cooking Content and Building .pak Files for Distribution
Different link, but correct info?
ohk thanks
I went to the root page
And then searched for it at the top left
"cooking and" and then it showed
In case that happens again to you
any idea/tutoriol how to mix first person animations with third person? like i want to use free pack from this month with shield but i also want to see character body
Is there an easy way to change a minimum setting a value has for the editor?
or can have
variable value ?
yup
found it
opened the header file in VS and that ClampMin value is the one I would change
probably opens me up to undefined errors possibly but we will see
does any1 know why im getting an unknown error or any fixes?
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
[2021.01.08-20.13.56:547][769]LogHMD: Warning: Swapchain format not supported (24), falling back to runtime preferred format (29).
does anyone know what could be causing this? when i try play in editor in VR the engine crashes and this is the last line in the log
hey guys, any zbrush masters here ? I have a quick question
wasn't aware that zbrush was part of the unreal engine now 
it is not, but what if Im making a model that should be exported to unreal ?
i had to update my nvidea drivers and restart my pc
zbrush exports to unreal?
Anyone know why my UE4.26 might be crashing?
It seems to only crash after working for atleast 10 minutes
What does the crashlog says?
could anyone give me some bridge megascan assistance. When exporting from bridge I just get a folder in ue4 that has the jpgs in it. It used to create a material for me but that is nowhere to be found.
Not an answer to your problem but, aren't you supposed to export to a lossless compression format?
if i give my water material Metallic value i get these ugly stripes how do i fix it
Is there any way to get EPIC's attention about wanting to publish or at least begin Alpha/Beta tests using EGS other than to fill out the 'Store Submission' form for EGS?
Have an Alpha test coming up and would like to pursue using EGS to distribute the game, but haven't heard anything back from EPIC about our form submission (been a month, but it's holidays...). Is Steam basically the best option at this point?
Ive only seen finished games on EGS so far
Question
how would I integrate a javascript API into either blueprints or C++?
also, can I turn the APIs into blueprint nodes?
Spellbreak had an Alpha/Beta on EGS that people were able to participate in. Was hoping that our team could do the same thing.
heys mods
how would you guys do pathfinding for cars?
**B Y E **
nah
how would i make something similar to the storm in sea of thieves
and question 2
can you change your text editor?
I prefer VSC because of how fast it is
@zinc shore code/blueprint/niagara, and frankly... probably years of experience.
I've never actually used C++ before, I've always used blueprint
?
shit I accidentally made a blueprint project

ack
thanks
bye
attempt 2
ok there we go
Someones has an idea of why my character from nowhere starts getin light in the dark ?
I literally deleted all the light sources from the level to test, and it stills has it
I don't know Rick, I can see a directional light in your actors list
does any1 know why im getting an unknown error or any fixes?
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
I deleted everything except the Map 'FirstMap' and it's still glowing in the dark
there's a light source in your screenshot
have you built the lighting?
yep
I have an actor that spawns a lot of HISM models using 3 HISM components. Whenever I select the actor (on accident) in the World Outliner when the game is running, it crashes the editor if I'm lucky, or even my whole computer. I'm pretty sure it's trying to 'select' everything in the editor when I do that. Can I fix this somehow?
Hi everyone, I was hoping to get some advice on somethings.. I am making a new project (it's my first) and I was wondering how much raytracing will affect gameplay and in your opinion which is better? Blueprint or C++?
Learn some C++, never tried but I think blueprints based games turn impossible to maintain at some point, unless it's some very basic stuff.
Nobody cares about ray tracing
How to determine whether or not you should be using Blueprints or C++.
i was about to send it
ray tracing will not affect gameplay, only how good your game looks.
unless your gameplay is created around raytracing features :p
joining this question quickly
would an FPS be responsible to create in blueprints?
I always wondered if there is any complex game developed purely in blueprints
ack.
there are quite some blueprint only and nearly only projects made and in the making. just use what you are comfortable with.
Hey guys, does anyone know whats the status on water for 4.26?
its wet :p
Unfortunately not for me as it doesnt work with the water plugin 😛
the status workds for me in 4.26
Do you know if it works with tiled landscapes?
were both talking about the water that was introduced 4.26 right
thats how i got to use it
Alright, than thats why^^
Thanks ponkkis
Did they say anything about when to introduce it for world comp?
(tm)
😄 Cool, cant wait for it
I can't make 4.26 water components work in a heightmap
They seem to work one of them at time, but when I try to place the ocean with a lake or river then it only renders the first volume
With a flat landscape they seem to work, but who cares
Question
how do I make a string editable in C++?
so it shows as a textbox in the blueprint editor
this.
Few steps on the right after that picture, the left point light will decrease/fade into no casting light anymore. Why ?
any idea how i could fix that problem? my trace by channel is going slighlt down from camera center
@next badger hey friend! not sure if you're online at the moment but i stumbled upon a major breakthrough that could solve the issue i've been having.
so, what i've found is that my cinematic renders have a random chance of coming out correctly or incorrectly if i warm up the render. however, if i don't warm up the render AT ALL, it comes out incorrectly 100% of the time, showing the map spawn camera i was telling you about.
If there is a world composition master here, please dm me! I would like to have some questions answered 🙂
trace setup
hey so im having a problem with my magnet power up in my endless runner game, for some reason the power up just doesnt turn off when its picked up. I'll send a ss of the code here
go on
still can't see anything
I have a blueprint with some box colliders as children. When one of these is overlapped, I'd like to call a function in the root actor to handle it. How can I do this?
use cutting tool from windows
or gyazo
good idea 1 sec
grab root actor reference from scene -> use function from this actor
if its child actor -> use get child actor on scene component then use function from it
accualy you need to cast
would look like this
now its good
then after the second "Set Magnet Active" is a print string and a destroy actor node
and what is the problem again /
the power up becomes active, so coins are being pulled in, but after the delay ends it doesnt turn off like it is supposed to
how do you pull coins?
ill send the code for that
if its a little blurry ill ss again
this is all bound to a big sphere surrounding the coin
lemme check that in a second, and thanks
haha ive been working on something similiar for the last 3 days
@calm pollen lemme send you something
alright i appreciate it
What is the way to move a folder properly .. i have created a folder in the wrong subfolder and would like to move it back
https://www.youtube.com/watch?v=Zz6UrMqL5wM&feature=youtu.be you wanted do achieve something like this floating orbs?
no the magnet works fine itself, like the power up does its job and the coins are always pulled
the problem is that it never turns off
works almost perfect thanks
it's capsule overlap so its fine anyway - i just use it for highlightning objects
i have a problem. I made a new level and when i click on play my flashlight is on. How can i turn it off?
i know i can turn it off by pressing F but i want it to turn it off automatically when i click on play
or to disable it when i'm in that level
find event begin play and then turn it off from there
add sequence node on front
before first node
and connect first output to existing nodes
then second node to turn off flashlight
i think i got what is wrong
after thinking for few minutes
blueprint is geting info about magnes is being turned ON
and he know its on
but you don't tell orbs to stop cuz you turned off magnet
where is the first output?
so yo tell orb come to magnet its on, but then you don't tell don't come anymore i turned it off
i have a print string on the magnet after it is set inactive that says "Magnet Inactive" and it never shows
what will happend if you set that delay to like 0.5 seconds ?
when i set a breakpoint, it goes through everything else then stops on the delay even if it was like .1 seconds
its like it just breaks once it gets to the delay its weirld
what is the node to turn off the flashlight?
i also have other power-ups with similiar coding and they also dont turn off
how we are supposed to know ?
hi im new to the discord
hi
we don't know what it's this and where you got it from, default ue4 project don't have flashlight
i'm using a spot light
i would try to simulate that code and see what happend
Is there an easy way to move a folder with content in it to a new location in the same project ?
It depends on what kind of content
I know about migrate but can that migrate in the same project ?
open that icon to see project exploler
and then just drag & drop
and select move here
For instance if you move textures it will broke the materials using them
no it won't
It always does for me
It's probably that I guess, every time I try to group marketplace content by type of asset it ends breaking stuff, most of the time at least
So I'm using a thing that moves a planet around another planet with a track, and I'm also using Tefel Dev's gravity system and when I go on the planet that's moving it still attracts the player, but it just sorta moves away from under the player. How can I make the player actually stick?
Thanks, using the left side bar helped a lot !
ISO good resources for proper FBX import workflow from Cinema4D. Thx!
Anyone can help me in DM pls?
you might be better off explaining your problem or why you need help. odds of people randomly dm-ing you without any clue how or why or what.. is small
I got a question about templates. There are templates for things like third person, first person, and flying...
What about games that use all of those though? How would they start out?
Anyone can explain to me how can i do a login system in my main menu? DM pls
You start with one of them , then add the other variant manually .. could be from copying from a project of the variant you want
well.. if the game can be switched from 1st to 3rd person based on player preference would it be easier to start with 3rd? then incorporate 1st later? or vice-versa
Yeah probably
even primarily first person ones use 3rd person template just because more is set up right off the bat
Ya, 3rd person makes more sense at start if you want both
Hi,
I wonder how effective the "on component overlap" is? Does it just fires every frame or have some distance dependent check optimisation?
Also, what is the cheapest way to measure the distance between objects?
Ill send it here once I get it again
Can anyone help me out with a problem I'm having.
I have this delegate in one class as a public member.
public:
DECLARE_DELEGATE_OneParam(PositionUpdateDelegate, FVector);
PositionUpdateDelegate OnUpdate;```
Then In another class I am trying to bind to it using
```c++
agent.OnUpdate.BindSP(actor, &AAgentActor::SetPosition);
But I'm getting the following error.
BindRaw also gives me the same error
I don't know what I'm doing wrong because my case is basically the same as the example case on the doc https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Delegates/index.html
Data types that reference and execute member functions on C++ Objects
@fringe pivot Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')
How can i change gamemode in runtime please ? can't find on internet 😭
probs gunna sound dumb but, this option here does that build the server file i need for dedicated servers? like normally id have to go on source engine to build it
I'm no expert but from the example it looks like the PositionUpdateDelegate OnUpdate should be in the "another class"?
So I have three classes, agent with a the delegate OnUpdate, AAgentActor that has a function SetPosition which matches the delegates signature, and one other class that binds the two.
Can you not bind to a delegate from another class?
It should
Sometimes unreal devs have messed up and compiled it with the dedicated server option on
I dunno why that’s a mistake, it should really be a default thing
quick question
so FBX is used for Skeletons and Character Models and stuff like that
what file type should I use for basically static meshes
guys, some games have interactables and when you go near them you see some kind of ui around them like press X to interact or whatever. Is that done through normal 2d widget or there is some other way?
Hello just started with Unreal with no knowledge beforehand, doing a 2D platformer with the help of a tutorial. My problem is that once my attacks have used up all stamina and it reaches 0, it does not attack anymore even when stamina regenerates back to 100%. Added a picture of the part. PS sorry for messy blueprint 😛
how do you enable the fps counter on unreal engine? not like the ingame fps but the engine fps
nvm i got it
Get the bug spray then spray it to be gone
I wish that helped haha
hey guys is it possible to save Download Image in a save game, will that hold or can be stored, or what is the solution for this, I want to download Images and store them locally like a local cache.
Get the bug spray then spray it to be gone
@plush yew is not a bug though
if you create a server you can choose here what to collect
This is causing my project to not package
@thorny slate
How would I remove it?
Is there a wat to stop this
Cuz my server ceeps running it in repeat
Please if anyone has a fix for this, you would be making my day👀👀
Anyone???
?
id like to use that effect, 'lighting only' as a node in my post-process material, is there a way to do that?
so basically what I need is a raw lighting pass, without textures
ok i just found that its not possible, so theres that
Can you help me with my question
Platform 'arm64' referenced in the project file 'ChaosDestructionDemo' cannot be found. ¬_¬
Any idea to remove this LOD in creen from my outputlog
Repeat
Cuz in my server it runs on repeat
im not sure with foliage, unless it's a static mesh and then you can open it in the editor and there is an option to remove lods
It is a static mesh
then open it's static mesh editor, roll down the detail panel and there is a button. un styled because of course it is 😄
there should be a panel called L0DPicker
Nothing in there
I just need it to not show up on the outputlog
Then it wont run on the server constantly like that
It pops up in the editor when my character starts moving
Check out Jazza's Animation Foundation: https://youtu.be/Zh1KcvYYoOo
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Is there a way to set all console commands back to default
It's probably a plugin you have that is entering those console commands. Do you have EasySky by any chance?
If I remember correctly I had something similar which was EasySky setting those commands when it was rendering the rain offscreen target.
@brisk kiln
I replaced it with my own version, but you can change the blueprint to skip the rain shadow generation on dedicated server
We did that first as a quick fix
Ill go back to truesky rather but i cant seem to get truesky multiplayer
I've not used truesky I'm afraid
If you just want to stop the log spam on dedicated server it should be a simple BP modification
I could not digure it out was thinking it was my trees lods
Do you by any chance know where and how to mod the bp to remove the spam
Yes the plugin writes a few console commands to disable lods while offscreen rendering. Not needed on dedicated server.
I can't remember where it was sorry, you could ask in the easy sky discord
K thax so much you saved me alot of time
anyone here experienced in VR games? because i am trying to get collisions on my character so i can not walk itrough walls but i cant find out how. i did put a sphere and parent that to the camera bnut it keeps going trough objects
Heya, anyone have little experience with navigation settings? I set navigation to dynamic and added agent component. All working fine with my character - AI avoid me as dynamic obstacle.
(the red area around left character)
but when i add add can navigation on chicken (character) it break navigation
all becomes red and chicken struggle to move
Update: seems like AI evade only my controlled character the AI characters with affect navigation setting on break navigation
@lucid grove #gameplay-ai
@native torrent #virtual-reality
@native torrent collision on vr camera is a NO...use fade to dark instead
i.e. when camera intersects with the wall, fade to black
Hi Guys, what will be the impact for below settings in perspective of multiplayer Game.
Hey folks! It's been a while since I used Unreal but I'm looking to create a simple interface that allows the user to construct a scene from a library of 3d objects (like a lego builder). Just need a simple interface with zoom/rotate and snapping on the objects.
Any tips for what I should look into for achieving this or any recommended solutions on marketplace?
enjoy
me being stupid and accidentally typing in the wrong velocity for the projectile
Hey folks, I hope to get some official third-person character animations, but I can't find them in the marketplace. Any suggestions?
Have you looked at https://www.mixamo.com/ ?
@fallow oxide possibly the difference between playable and running like doody since you are turning every polygon into collision.
(its not THAT bad, but when avoidable, one should avoid it)
I have only few static meshes for which I enabled complex collision, not all meshes
if they arent super-high poly meshes it should be fine
so will it impact if they are ISM, basically engine will convert them to ISM if there are multiple copies of same SM in world?
though you might be --depending on mesh-- better off decimating it, or using a lower LOD as collision instead.
yea, i wouldnt use that kinda mesh over and over
complex as simple is heavy (depending on mesh polycount)
aight
Thank you. It looks like it's what I want. I hope it works
If you are wanting to use Mixamo animations, you'll need to retarget them to the Epic skeleton. I recommend using this tool to make it simpler to do http://terribilisstudio.fr/?section=MC
Something happened and now all my landscape is low poly?!?! What did I do??
I don't have the same bug on a new project
anyone can push around there physics object when hitting simulate?
That's what I need. That's great, both of you
What do you guys think is the best and cheap solution to host multiplayer games on mobile?
Gamelift, AWS, Azure, Google Cloud, Linode, DigitalOcean. Select anyone which is in your budget.@devout whale
Ay! Thanks alot, ima go look into these options 🙃
Hello guys, I want to make to read a text file from URL- for example: Blueprint
How I can do it?
any pro/seasoned env artists spare me 5 minutes?
my googling hasnt yielded me much
maybe ur material did something to the normals
and it shaders it kinda low poly
idk
Hi guys. Sometimes I use UE for object shooting, and notice how hard to manipulate vievport angle with low FOV. for example I'm now with 15 degree fow and half millimetre mouse move turn my camera in fckn space.
perhaps there are some tools to facilitate manipulation of the viewing camera?
how do I set the budget for Stat UnitGraph
I removed the material from the landscape but it's still the same, I can't sculpt it smoothly anymore
did you restart unreal ?
@polar finch nope, it's a known issue with low fov cameras ;_;
Guys,I'm using groom for the first time. Can anyone tell me why my hair do not collide to the character's head when simulation is enabled?
can you speed up time in editor?
how do I install a plugin from the market place to a source build of UE
@zinc shore just downlaod one to Vault, then copy it to marketplace plugins folder in the engine
How do I compile a dedicated server file without source building Unreal
anybody is in the Think Procedural Houdini Discord Server ?
How can I fix these shitty/lined shadows on movable or stationnary lights ?
Does anyone have an idea how I can fix this?
Guys, one question, where can I find any info regarding the amount of polygons I can use when moddeling fore unreal?
@pastel yarrow What you can do is check out what other games similar to what you're trying to achieve usually do and use that as the point of reference. https://polycount.com/discussion/141061/polycounts-in-next-gen-games-thread this list might be helpful tho its a bit outdated. It also heavily depends on a platform youre aiming for, how complex your materials are etc.
Thanks, because I have been looking for it but there are only people talking about main character, not assets
unfortunately theres no golden number of tris you should stick to, maybe think of an asset youd like to create, try to find something similar on sketchfab (for example https://sketchfab.com/3d-models/old-rusty-car-95baa20ebc5d4d2e869f0b549be838fe) and use that as point of reference?
Just so I be clear, I am trying to make a sillent hill and resident evil from the late psx and ps2 era, with fixed camera, so I am not sure how many polygons should the furniture have
I'm trying to trigger a blueprint based explosion inside the sequencer. How do I specify the timing so it doesn't fire automatically?
I know, but I though that there should be a recomendation or guidelines somewhere, Like unless this obj is close to the camera, or not in the main point of view, you should not have more than x poly
On the imported 3d model I removed the simple collisions and selected the setting to let it use the complex collisions. I then created an Actor blueprint, added a mesh and selected the imported model. I ticked "Simulate physics" and "Generate overlap events". The blueprint is also "Movable"
But the blueprint just hangs there in the air doing nothing when I press Play.
Did I miss something obvious?
When just dragging out a standard box and ticking the same physics and collision settings things just works great.
Who likes my game?
Plus its trash
You cannot escape the game and no pausing of game 🙂
i see your point, tho i think that it's something that changes all the time and depends on so many factors that there cannot be a specific guideline for that, imo best thing would be to reference what is a standard on your target hardware and density, and then take it from there if you need a specific number as a guideline
Thanks for your time, I will look around and try to optimize it later on, I am just not sure if a tv desk should or should not have 400 poly
400 poly on pc will be fine 🙂
Since I want to add tons of stuff, It may add up later on, will try to fix it then ig
How would I go about making a combat set-up similar to something like Earthbound? Specifically the part where when a battle is initiated, you're presented with a first person view of the enemies. There aren't many good tutorials on something like this around. I managed to get the gamemode and level switch established. Not sure how I would generate the enemies.
If I added collision box to my BP and made it the parent things seems to work, except for the warnings about complex as simple setting, which I promptly disabled.
Nope, now it's suddenly decided to ignore all collisions and just fall through the floor...
anyone have any good tuts on healthbar/stamina replication in multiplayer?
trying to have a UI above my character appear for all other characters on the level
how do I put my game onto a google drive?
Im trying to share this with my friend so he can work on it
hey yall. quick question. how do i fix this with reflection capture. I have a body of water nearby that I want to have this reflection capture on, however its effecting the land around the body
I have an issue I am needing help with in the game I am creating. What channel should I discuss it on?
Does anyone know how I import custom assets into UT4? plz
I am trying to import assets into unreal tournament4 but I'm getting nowhere
Can anyone help?
I'm trying to import assets into UT4 but I am coming up with empty folders
How do i add Footstep sounds in first person?
I mean i found a tutorial on how to add footsteps sounds to first person but i don't find this
i think you can't - there is not foot animation -> characters is not walking in meaning of animation
no walking animation -> no foot sound moment -> no way to play sound
You would would need a character fist of all
there is workaround that you can do tho
uhhh actually, your screenshot shows that you can have footstep sounds with what you have
ah. do you have a character model?
No
in that case, you could use a timer
?
If you have the run animation, just create a Play Sound notify on a frame you decide
i don't have that
I need a little help to find a rotation algo from 3ds to the ue4 relative rotation :
https://answers.unrealengine.com/questions/1005310/convert-3ds-max-rotation-to-the-socket-relative-ro.html
When i left click on the timeline i get Timeline options
So you don't have a Skeletal Mesh?
you could create a timer by event that pauses and unpauses based on whether or not you're moving/holding forward. set the timer tick rate to something like 0.5 or however long you want between the footstep sounds and play the footstep sound from there
Still has a Skeletal Mesh
Support me on Patreon: https://www.patreon.com/bartkamski
Join me on discord: https://discord.gg/DgUTZwm
Check my UE4 marketplace assets: https://unrealengine.com/marketplace/en-US/profile/Bartosz+Kamol+Kaminski
Footsteps sound download:
https://gumroad.com/l/MZXSj
yeah the arms should have a skeletal mesh
find the arm animations
Hey why are these walls differently lit even though they are the same Y and Z position? I built the light already. Its a geometry box brush
Then open the arms Skeletal and get into the Animation section
Open the one that has Run or Walk into the name
And you should have access to the notifies
You have a list on the right
yeah open that animation and try adding the notifies from there
yeah but i can't
screenshot it?
which version of unreal are you using?
the latest versions are kind of picky with where you right click in the graph
oh
make sure you're right clicking in the notifies section
Add Notify -> Play Sound
So I'm shrinking my character using the Set Actor Scale 3D node, but the camera gets kind of messed up and the character is at the top of the screen, not the middle. Here are some screenshots
You have to right click where the 1 is
Not there
Oh
yeah anywhere on the graph in line with the notifies section
if i click on the 1 nothing happends
Wait
ok
haha glad we could help
yaay finally
honestly it confused me at first when switching to the newer versions too
Hi everyone!
so, I got this question for yall. I am following the tutorial trying to learn
it seems in the tutorial they saved theirs in the quickstart folder
However, I didnt do that
So is there a way for me to move it?
I know this is a tutorial for me to learn but would be nice to know later on in case I make this mistake again. I am not seeing anything about this in the tutorial
Drag n Drop, you'll get a pop up, pick move.
ok so you see in my browser how the files are dropped down vertically? Do i drag the picture into those?
Ah ok yeah that works.
I was going to try and delete it and resave it but something popped up and I didnt think it would be a good idea
Hello. I am playing a game that uses Unreal Engine 4. I would like to use the console to change the angle of the camera. If I type "ShowDebug Camera", I can see the current rotation of the camera. Does this engine have a console command that allows me to change the rotation? I've searched for a very long time and I haven't found a console command that could do that. I'm aware of the free-form camera that could be unlocked, but I want to change the angle of the regular camera used by the game. I want to tilt it upward.
hi all, so in the fps project what can i do to make it so when the player is looking down, the player doesn't just stop? becuase right now if i look down i cannot move forward of back only left and right
Ok, so if someone would like to DM me to help me out that would be great, I would hate to fill this chat.
But I am having trouble with the tutorial. I am currently at step 5 and I am completely lost.
https://docs.unrealengine.com/en-US/WorkingWithContent/QuickStart/index.html?utm_source=editor&utm_medium=docs&utm_campaign=tutorials
Learn how to get started with Unreal Engine 4 as a content creator.
Anyone knows if there are High-poly files for the mannequin? I would like to give it some love and not remake it from 0
i updated my vr project from 4.23 to 4.25. an now in the editor if i click play it works, but if i close the game and click play again the editor crashes
I have problem.
My Enemies(AI) can see my character through walls if was spawned more than 1 enemy.
1 Enemy: all is working fine. 2 or more Enemies: they can see my character through walls.
[2021.01.09-20.57.40:402][387]LogHMD: Warning: Swapchain format not supported (24), falling back to runtime preferred format (29).
i looked at the crash log and i think this is the issue
Couldn't you just import the FBX into Blender and remeshify? or the other modifier that adds more faces
does anyone know what "swapchain format not supported" means? when i google it, i get chain tutorials for ue4 😂
I can but I do not want to do that because is to much work just to correct some texture bakes.
How much work is this?
i can't submit a question on answer hub because i don't have enough rep points?????
just subdividing the damn lowpoly mesh does not solve anything, I can subdivide the damn out of it but it would not be the same as the original highpoly was when the artist made it and used it to bake the normal map onto the lowpoly.
I see, and you don't want to have to go to the trouble of adjusting all of the new normals and baking them again
doesnt W come before X?
i mean its the screenshot from the official documentation but it looks the same in my bp
Anyone good with collisions?
I 'd like to make this one just a bit smaller but every gizmo tick reduces the size in a 25%.
I havent got that far thru the tutorials to be able to help yet
in the alphabet it comes befor X Y Z.... thats as far as my knowledge gets me
right 😦
@gray kindle read about quaternions
im new to this. I got stuck on step 5 so im waiting for some help with that
Good luck with that btw
Thanks, im just trying to find a way what these values mean for vector4 of saturation in post process :/
Floating point quaternion that can represent a rotation about an axis in 3-D space.
Here's the UE4 Doc for it
thanks 🙂
Found this, may be useful
Hello everyone,
I have a very bizarre bug that seems to be dependant on the resolution of my monitor.
https://i.imgur.com/DpRyeQm.png
I took this screenshot from my viewport. I have painted my "dirt" landscape material unto my "grass" material. When I view this on my normal 1920x1080 monitor, I see a white outline around the dirt, and it isn't blended correctly. But when I view the picture/viewport on my 4k monitor, the material is blended perfectly.
What could cause this issue? I am starting to rip my hair out because of this "bug".
jesus what is that
Hi all, never did Sound Effects in UE4 before and wanted to know the best way to find the SFX i want
Is it better to Google each individual one i need specific to my game or is there a specific website that UE4 users use to find all they would need
hi, so i got problem with sweep on overlap, not sure why it don't give anything like impact location etc.
is "openXR" the new default VR plugin in 4.25? or am i free to disable it?
split sweep result
yeah but it does nothing and return impact location as 0,0,0
hit location from sweep
Does anyone know how to import asset packs into UT4 plz? I can never get an answer! =/
Yeah
launch epic launcher -> unreal engine -> libary -> and scroll down to vault
you dont do it like this
ok m8
it's protection against piracy and most of file wont work
Can UE4 assets be used in UT?
open project -> click on main folder in project (inside ue4) -> migrate
UT ?
Unreal Tournament
Autodesk Maya or Autodesk 3ds Max?
He says UT4 not UE4
if you buy assets you can do anything you want
I had it working b4 but Its been a while
@frozen pond Where do I migrate them too?
is there a difference between them?
migrate them to content folder of your desired project
it must be CONTENT folder
not any subfolder
I don't know what folder for UT4 Map
wait a second
ok
i'm stupid its instruction for migrating UE4 files
so idk, probably you can only move like meshes etc.
just right click on static mesh then export
idk if its legal or no
Is there a quick way to do batch export meshes?
i don't think so
just select them all and then export
Yeah but where do I migraste themto for UT4 maPS
you will be prompted for each one of them
Hello guys, I have a problem, when I open unreal engine the framerate drops to 5/10 and after 20 seconds it gets back normal at 120, it happens even when I go in a new zone in the map that has never been loaded since that start. Is that a problem or it is normal? Cuz the framerate gets fixed after some time so I think that I just need a loading screen
if you open map first time its get compiled (shaders) so yes
why is there no convert version option here?
do "generate hit events" need to have physic enabled ?
so i got BP interface, with just 1 empty function in it and 2 BPs, BP1 sends the event, and BP2 has an On event. BP1 works to send it seems, but BP2 never receives it
stuff is pretty much empty, and i use print string to test, any ideas please? :S
you send message to self
and self is bp_cameraLocator
and you want to fire event in cameraROTATOR
tota are those rust characters
i got this, but it still wont fire in BP Camera Rotator 🤔 😢
Ok so im following the tutorial but it looks a little outdated?
Its suppose to be like this..
you sure that BP is getting spawned?
yeah it is spawned hmm
wrong node
this isn't message
you need to pick node with "(message)"
the opacity node isnt unlocked and neither is the other one
but then it asks for the target
set to transulcent
yeah thats how interfaces work
lets say you want to send mail to someone
you need to know his adress to send mail
right
I'm assuming you need to change the shading model of the material to the same one in the turorial
so when it ask for target you need to say i want to send it to someone
but how would i get the target of BP Camera Rotator, in BP Camera Locator?
idk how to unlock those nodes to do so
on begin play add node called get all actors of a class
then from array get a copy of index 0
and check if its valid
i see, thanks a lot! 🙂
Opacity and Subsurface color are greyed out
change material to translucent
blend mode
TRANSLUCENT or MASKED
subsurface shading model will enable opacity as well but I'm not sure that's what you want
found it?
im looking for that screen.. im in details
click on last big node named tutorialmaterial
then on left just under preview you will see details
or click somewhere on empty space
LMB
ok that unlocked that, how would I unlock the other thing?
check tutorial
I am going step by step actually... nothing was in there about this part
ok so got it unlocked
The tutorial is nice but how will I know which settings to use later on? Or is it just trial and error?
Wait what, what nodes style is that
might be darker nodes
flat nodes
An alternative flatter appearance of Unreal Engine 4 Blueprint nodes in a minimalist style. Improves the readability of nodes.Suitable for the latest version of the engine.To install, you need to unpack it into the folder with the engine with the replacement of files.This design pack does not affect the stability or performance of the engine in ...
0$
yay they finally match.. thanks guys
I have a really weird problem: I have a base BP with a trigger box that displays some dialogue (irrelevant really). The trigger box bp is used in two levels. In editor, it works as intended in both levels. However, in the packaged game, it only works as intended in the first level, not in the second. Any ideas?
I hate bugs like that - pita to find. Only thing I could suggest is add logging on trigger overlaps (begin and end) and see what the packaged version is actually doing
@narrow plaza yea, figured some other things, the system is fairly complex and it seems unrelated to it but rather to some guids checklist functions which registered the item to be destroyed on level start 🤦♂️ when things get big enough, things like this can become a pain if you forgot what you've coded six months ago 😛
hello guys hope you're well. I have a doubt... Is there any way so when i re-import a heightmap on world composition that i don't loose my foliage. This is because i have to correct the landscape but i dont want to loose all my foliage distribution
?
why is the lake body (from 4.26 water system) completely transparent when i turn "affects landscape" off?
it works when i turn it on, but i don't want it to mess with my landscape.
Is it possible to implement large-scale rts with good graphics on the Unreal Engine?
sry i misunderstood
how much ram you have/
i run on ryzen 5 3600 + rtx 2060 + 32gb of ram and my only problem is when i open big maps
on hit works only with physic enabled, try overlap instead
I really want a threadripper for engine builds
@frozen pond Thanks! It still doesn't seem to trigger the event though. When you say overlap are you referring to only specific things, or everything like this?
second object need to have proper colision too
no clue on reimporting heightmaps without loosing painted foliage?
is there a way to add 90* rotation in animation blueprint ?
Anyone know how cloth can collide with static objects? the tutorial I am seeing is outdated and no longer works with the current physics system
https://www.youtube.com/watch?v=bNwT-yXIncE
So i followed this video exactly, and its a bit out dated and everything mostly works. Im attempting to use it with the Adanced locomotion v4, and he playes the animation but doesnt stick the sword to his back. could someone tell me why?
This tutorial is not for total beginners!!!
This is second part of my Melee Combat System tutorial series. In this video I am gonna show you how to create draw/sheath function and how to create Weapon AnimMovement for your character.
You can support me here:
https://www.patreon.com/user?u=13704844
If something is not working for you write a ...
Guys, quick question, any idea why I can't see my materials applied?
For some reason, I can't apply materials to box brushes, but I can for my obj
@pastel yarrow i dont think you can for box brushes
Wait really?
If I remember correctly, I saw lot of people doing it on youtube
Maybe my memory is sloppy, but I think I am pretty sure
I may be wrong tho
the new volumetric clouds level preset looks... unusual, is this the same for everyone else or is my unreal not looking right
on the wiki it shows it looking great
mine do not look great, and these are the default ones
yeah thats with some other thing, dont know exactly how its done but isnt box brushes a static mesh? or
Go into the engine content, and type in clouds, find the clouds material and replace them with the one from the engine content
True that, they convert it to statick mesh later
Thanks
your welcome
So anyone have any suggestions to why my unequip/equip isnt working?
followed his thing exactly but ya
Hmm maybe. worth a shot
alrightly, will do! thanks also I'll delete my image so it doesn't bury your question, cheers mate
ok soo im fairly new to rigging and 3d modeling but when i export the mesh with the skeletal mesh to ue4 and i turn, the mesh disappears i thought it was lighting like shadows but im not sure how to fix that i did double check the export options (Not Import Options) and everything seemed ok but in unreal this happens
letting you all know it works fine without the rig
So... what's "best practice" for UE4 if you need to link some actor references around? I have a few mechanisms for doing this, like an ActorIterator, but it's not quite a clear cut as Unity's "drag a reference in editor" or "do it on Awake()".
Can you show where you set "As ALS Anim Man Character BP"?
Really dumb question for anyone here
Is Mesh Draw Call that Stats reports, a draw call?
I just dont know if the word mesh doesnt include materials...
Instead of using "Get Player Pawn", use "Try Get Pawn Owener": https://docs.unrealengine.com/en-US/BlueprintAPI/Animation/TryGetPawnOwner/index.html
Try Get Pawn Owner
I know, real noob :X
Also @indigo totem I second that, try get pawn owner works for me in cases like this
Also you never connected the set node.
Get Player Pawn will give a few errors at the start in animBPs. Try Get Pawn Owner is specifically for animBP.
i switched to get pawn owner and connected the set note and same error
@lime girder There's multiple types of draw calls.
Can you show updated graph?
@bleak copper I see 😮 Is there one or two commands i should try like stats rendering or other ways to find out why my numbers are ?
Need to connect the set node still. From the cast to the set node.
same error
@lime girder The number that matters the most is the computation time. (Unfortunately I've been using Unity a bunch so I can't really remember a lot of the places to check.)
But yeah optimize what needs optimizing.
nvm
i got it, lol for some reason i made two references to set character and i was using the second one
@bleak copper thanks man. I appreciate the response. I find myself still in the greyboxing of maps but going back and optimizing stuff... even thought im still in the alpha stage
however now he isnt equipping it and only playing unequip animation XD
Yeah it's good to think about... but you don't want to put too much time into optimizing something if it ends up making something else slower, etc.
The worst is when you spend time to optimize and end up getting a negative performance hit lol
oh god 😮
My advice is to just keep measuring. Constantly.
Possibly something to do with your animation notify.
If something freaks out then don't sit on it. Address it.
I find myself using stats rendering and the gpu profiler a lot
so thats good to
alright diving back in :d
Yup
Thanks man 🙂
@lime girder Keep measuring. If something goes bad, then fix it. Ideally things will be nice and isolated so you can just fix the broken thing without touching much else, then keep doing that until the game's done.
if u can read that
Easy fix:
i unchecked the one at the end
falling for you by the minute jesus the smallest things that slip by me
thank you 🙂
@wanton lotus it actually still doesnt work ?????? :/
From the tutorial, your Draw/Sheath should look more like this:
did that, still wont re equip
now he wont sheath it when i remove that
I suggest following the tutorial one more time to double check everything. Probably more functions with connections missing or in the wrong order.
I got it working. it was one checkbox from the beginning i never checked! thank you for your time!
hello guys im trying to re-import a level on my world composition but when i do it i erase all my painted foliage
what can i do? i dont want to loose my foliage again
So I got a puzzle for everyone. I will upload pictures here in a moment to show but here is the short story. While making child actors of my MASTER OBJECT BLUEPRINT to add items to my game, somehow, at some point, UE decided that the Master Blueprint was no longer compatable in my code that sets up the UI desplay after triggering the key to upen the in game inventory. The error claims I may have changed the "Type" of the object file, and I have checked this, it is not the error. I am going to post two picts of the code of where the error is taking place. However, if anyone would like, I will jump into VC to share my screen and go through the details
Here are the solutions I have tried:
- Refreshing the Nodes
- Replaceing the Nodes
- Refresh/Restart UE
- Replaceing Function
- Did I check the blueprint's "type? Yes
- Did I accidently duplicate the OG file when making the child obejcts? Not that I can tell.
I have asked about it on Reddit, Fiverr (of all places), and the DevSquad Discord channel. So far no one has a clue to what is up with this. From what we can see, it "should" work just fine.
Note: I followed Titanic Games's Survival Tutorial to set up the inventory system. Ot at least the skeleton of it.
I believe it is called "Origin Rebasing" should help narrow down any searches for you.
Any obvious reason why UE4 would crash/freeze when I checkout something? We use Perforce.
What is the best software under $300 usd for generating stylized landscapes with multiple biomes and possibly water? Essentially something similar to ARK survival evolved but with less detailed landscapes to give it more of a stylized look and not a realistic look.
And possibly cave systems but I'm not sure if that can be included ina hight map
@prisma seal Have you tried World Machien?
I'll check it out
Ah, it's got a free version, didn't notice it the first time I went to the website
Guys im done making my character and enemy blueprints. Can someone send the link for like an RPG Castle or RPG things RPG etc.
Yea, it does have a free version, but before you commit to it, I would check the terms and conditions for both the Free and Paid version. Regardless, it should be less than $300
Yeah, theres an indie version for $120, I'll test out free version and then move to paid if I like it
Are you looking for pre-built maps? There are plenty on the Epic Store.
Yes
I was planning to create an RPG game.
And before was like kicking and pushing blocks
My before game
Yea, there are several modular sets on the Epic Store for building castles, towns, and what not. Most are below $100 innitially. I just get 1 pack a month on my currently. In about three months, you could have enough assets to make whole cities, not just castles.
I got a few on my wishlist I could recromend.
And I spent my money on some particle system for Fx which costs 100$+
Wait I don’t need FX!
Is there someone I could tag who typically is vary helpful and resourceful?
Hmm good thing I still have the blade thingy models.
Wait that was on my other account which I forgot my password.
I think Epic Games should add a Refund where you refund your one of your purchases and gives you back your money
I am not going to lie, you currently remind me of a bard fom my D&D party who talks to himself outloud while the party is in a fight or something lol.
As for that refund, I do not know. You would have to contact their help desk or something. I have never had that issue.
Would you by chance have any idea how I managed to break UE from what I posted above?
With a reply to it?
My reason: Bought a particle system and looking for sword effects and some are just colours: red, blue, etc but I need black
I'm following a tutorial from gamedev.tv on blueprints and it's having me do a game where you tilt a box to move a marble through a course. As far as I can tell I set it up right, but the video is from 4.20 patch. I'm on 4.25.4 thinking the basics wouldn't change much from versions but I can't seem to rotate the element. The console spits this out:
This one. pics below
Hmm
Nope. All it is telling me is the file is incompatable and it suggests I check the files "type". Nothing else. Is there someplace I can look at these errors in more detail other than the compiler results?
Is there a setting inside the level anywhere yhat you are supposed to change to accomidate for the controls?
I am not sure what it is trying to tell you other than a setting is not properally set
not afaik
BlueprintLog: New page: Compile UI_Inventory_Pannel
LogBlueprint: Error: [AssetLog] H:\UE Projects\MMORPG2021\Content\ThirdPersonBP\Blueprints\Core\UI\UI_Inventory_Pannel.uasset: [Compiler] Invalid pin connection from Array Element and Inventory Item : Object Reference is not compatible with 0 BP Inven Item MASTER Object Reference. (You may have changed the type after the connections were made)
LogUObjectHash: Compacting FUObjectHashTables data took 3.25ms
That is all I got. The second line is all in red.
is there a way to still pose my character while still seeing my scene and not go into this blank area
If you mean by remaking the entite function, yes, regardless it gives me the error.
The only thing I can think of doing right now is completely replacing my current master object file with a new one and see if that fixes it. After that, worst case, there may be a larger issue with UE that I am not aware of. Just thining about that is really concerning.
But it would explain why no one has any idea why it suddenly broke.
Fixed it.
The Inventory Aray in my "Get Inventory" function didnt update its Variable Type when I changed the name of the Master Object Blueprint.
I just found this guy Sjoerd De Jong on the official Unreal Engine Learning site, and he is really great at teaching about Unreal.
Whats the best way to display materials from a file at runtime in UI
Swift programming.
isn't that a recursive function with no exit, since you call getX() within getX()
Yes it is an infinite recursion as their is no escape/return statement.
anyone by chance know how i could add a different blend space to ALS V4 i asked in their discord but noones answering so anyone else got any suggestions? I managed to get the equip and unequip working now i just need the character to be able to move around properly with the sword equipped
no idea why but my unreal engine is refusing to install
why does the sprite asset only allow for using 3d physics for collision?
am I missing something to make it 2d physics?
Hello guys, not sure where to ask about this so I will try asking here..
Is there any VOIP solution that I has Unreal Plugin/Integration?
It has to be server-client (Not peer to peer, it should support ~50 concurrent Users)
It has to be secure, so I must host the server on my own hardware/cluster
I know vivox is cool, but I asked them about hosting a server but they said they cannot do it, if u use vivox they will provide the host server(s)
Anyone who has experience with this? I tried googling around without any good results!
Is there a way to made animation with root motion ignore collision?
Like i want character to lay on bed, but since its encounter bed collision - its breaking a little bit
Do I need to be a company to buy a custom license?
@sturdy trench of ue4?
Yes
Considering licence costs, i don't think any individual have so much money to spare. I hope you aware it's a 6 digits number. (if not 7)
I dont know how much it is cost exactly, but I am aware its something like 6 digits 😄 Just asked because of wonder
Never met anyone who bought a custom license and had no company. In most countries it's way easier to create a company than to spend so much money.
You can ask Epic directly, they have business contacts on their website.
Okay, thanks
Are you talking about aquiring a game lisence for an already existing IP?
No, I was just wondered if I need to be a company or not, but that would be a good thing to learn if you know. I am working in a small indie studio as programmer, my superiors talking about UDN thing and custom license a lot
I thought he was talking about UE4 custom license.
https://www.unrealengine.com/en-US/custom-license
I was talking about that first
Okay here is my question then. What exactly would warent the need for such a lisence?
This does not look like something the average indi or even bugger companies would shoot for.
@pliant creek maybe he has some project that worth more than 20M
...right
has anyone managed to make a packaged build run with oculus vr?
I tried various stuff from the forums but I can't get it to work
Just saw the message, sorry. If you are asking this to me, well I dont know lol, I just heard our lead developer talking about this, and wondered what is it about. Accessing to UDN might be a good deal tho, maybe thats why it interests them
It's all good mate, it was more of a general question and one I will probably dig into over the next few days.
What is this?
@plush yew UE4 custom license, it's all written there.
I am hoping to release a game in a couple of years (ha!), and was wondering about Marketplace assets I have aquired - I got them under a derpy user account, but would like to publish the game as my business name - is that legal? Do I need to demonstrate that I got the assets under my other Epic account or should I publish as the derpy name?
umm i am a beginner and i need help with something lol
can anyone tell me how this inherited thing on some objects works?
If you have something inside parent actor it child will have it also.
For example on parent character you have Print String Hello on begin play, your child will have it also.
Same works for everything like mesh inside actor and stuff.
Why my Ai Move To fails with signal "Blocked" from time to time? It seems like it cant reach destination which is reachable.
Could someone assist me in figuring out why I can't click buttons on a UI I integrated? The button click events don't even fire. However it works perfectly on the included demo character and controller. There's no errors.
any idea why sweep result is allways empty ?
Is there a way to move npc when its stuck to nearest accessible navmesh?
@midnight gate You've created the material, but not "Set Material".
+1
@fallen flower but i did set that exact material? on the character? do i actualy need to reset it in runtime?
Is the node actually being hit?
create dynamic material -> assing it -> change parameters on runtim
ye its not working
idk why
im pretty sure my material is setup correctly
it seems the create dynamic material node is not working
or set dynamic mat is not working
ye the material does not create
try saving create dynamic as a variable