#ue4-general

1 messages · Page 915 of 1

ocean grove
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Ahhh my boss was explaining that I needed to have them nested in a hierarchy and talked about them as if they were separate entities.

rotund scroll
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I mean that does sound like a behavior trees

fierce anchor
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@rotund scroll snapping both to grid (cntrl-end) served my needs for now

rotund scroll
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ah I see

fierce anchor
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cant find a way to snap to pivot or equivalent

rotund scroll
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one of these days I really want to get into blutilities to make a proper suite of snapping tools smh

fierce tulip
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< can open anything from marketplace in 4.26
quixel content crashes so hard I dont even get an error report.
O_o

rotund scroll
ocean grove
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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.

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And then something for the Event that would have pre, during, post, and end states.

rotund scroll
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I mean nothing like that exists by default

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sounds like custom logic

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or idk a market place asset

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which I guess is still custom logic

ocean grove
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He writes his own engines...

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Ugh fml...

rotund scroll
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but

ocean grove
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I assumed this was a feature of UE4 that I didn't know how to access.

rotund scroll
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if you're familiar with state machines and have about two months then behavior trees could probably fulfill your needs

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though outside of AI you'll be hard pressed to use them unless you make your own code

ocean grove
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😫

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I have about a week.

rotund scroll
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but I have successfully crammed BTs, fairly elegantly, into other systems like camera for instance

rotund scroll
minor gust
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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?

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new here btw hello everyone

ocean grove
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lol well I guess I'll be doing behavior trees

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Non-stop for the next 72 hrs.

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Thanks @rotund scroll

fierce tulip
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@rotund scroll 64gb of ram, 2080ti

rotund scroll
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oof

fierce tulip
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only the quixel stuff crashes it

rotund scroll
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maybe there's a memory leak in the assets or some such

fierce tulip
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can open all the files fine, but their map... nein

rotund scroll
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are other people having similar issues?

fierce tulip
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need to find someone who also downloaded from the mp

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id use bridge in normal cases, but well.. wanted to be lazy and check em all in one go

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¯_(ツ)_/¯

rocky radish
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time to get 128gb of ram kappa

plush yew
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Did anyone figure out how to use the water simulation on a custom water body?

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I placed the water simulation component in the scene but when i place the ripple component on impulse for testing it didn't work

rotund scroll
brittle spoke
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Hello, I’m new here.
Is this the section where I ask for help on ue4?

crude tulip
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One message removed from a suspended account.

grim ore
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loop thru the array with a loop node

brittle spoke
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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.

rotund scroll
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what's with everyone and card games today

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did a new tut get released

fierce tulip
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#blueprint comes to mind if you use blueprint, and you might wanna show what you are attempting to do.

plush yew
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Hello everyone

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I just have a question about UE4

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I just receive a Quest2+Link

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And I try to launch the VR mode with the Play buttom

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Is it possible ?

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I have Link + Steam VR installed

fierce tulip
plush yew
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Oh thank you very much

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I just asked them

brittle spoke
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Thanks for the redirect @fierce tulip !

vivid vortex
candid dock
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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?

thick herald
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Where did you hear this?

narrow mauve
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Anyone good with math

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lol

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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

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apparently it is something to do with whenever the cos or sin reaches 0 or 1 it messes with the math

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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

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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

plush yew
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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

fierce anchor
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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?

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environment artist?

narrow mauve
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LMAO

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if (bBspBlocks) { StandardTitle = (TEXT("LMAO"); }

midnight gate
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how come it cant read the value?

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stop calling command breaks all the time

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while be feed works just fine

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and yes i did check the literal name is correct

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it worked fine a couple of minutes ago

rotund scroll
fierce anchor
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ok perfect thank you

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trying to make sense of a workflow considering im delivering to myself 🙂

amber solstice
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Hi there - Does anyone know where i can post a job on here?

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Looking for an experienced Unreal tools programmer

rotund scroll
pearl hedge
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Thanks. I'm going to look more into how I would do this as there seems to be no documentation on it.

serene birch
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I'm not sure "no documentation" is the term here 😛

winter gale
rotund scroll
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probably better to put that in #released @winter gale nobody is keen on self advertising otherwise

winter gale
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Sure thing. Thank you @rotund scroll 🙂

pearl hedge
serene birch
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well that's not the Sky Atmosphere component issue in this case?

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it's because they don't have a sphere world to render in the first place (because a planet is HUGE)

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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

pearl hedge
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yeah my planets will be at most a few km wide

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that was my initial question essentially is

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that it seems that unreal intends for a world that fakes a sphere

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and making a true spherical world adds a lot of complexity to it unfortunately

clever axle
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What's the best place to hook into when the playercontroller is available on the server?

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and fully initialized

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I previously used rep notify for PlayerState but GameState isn't ready by then

plush salmon
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OnPostLogin @clever axle

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GameMode stuff

clever axle
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ok, I think this works. Now I need to know the same for the client

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unfortunately there is no rep notify for the gamestate

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I think APlayerController doesn't even have a gamestate, it gets it by getworld

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GameState's BeginPlay seems to not be called on the client

left elk
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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?

loud knoll
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Anyone know what the Epic Online Services are the launcher is asking me to install them?

lusty meteor
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Is there a way to get frontend automation tests for materials?

summer verge
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Will there be a 4.27?

hoary holly
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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!

long meteor
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i have error "the project could not be compiled."

vague scaffold
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I'm trying to trigger a blueprint based explosion inside the sequencer. How do I specify the timing so it doesn't fire automatically?

plush yew
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I liked the lerpy ambient shadow used in Jedi Fallen Order how can I find a script for something like that?

fallow oxide
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just want to confirm, it seems the unreal documentation page is broken, am I right?

regal mulch
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index looks fine to me

fallow oxide
regal mulch
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Ah

fallow oxide
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i have encountered many links which shows the same as above

regal mulch
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Different link, but correct info?

fallow oxide
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ohk thanks

regal mulch
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I went to the root page

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And then searched for it at the top left

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"cooking and" and then it showed

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In case that happens again to you

frozen pond
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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

pearl hedge
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Is there an easy way to change a minimum setting a value has for the editor?

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or can have

frozen pond
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variable value ?

pearl hedge
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yup

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found it

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opened the header file in VS and that ClampMin value is the one I would change

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probably opens me up to undefined errors possibly but we will see

glossy nest
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does any1 know why im getting an unknown error or any fixes?

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UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

harsh tiger
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[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

shell surge
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hey guys, any zbrush masters here ? I have a quick question

rotund scroll
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wasn't aware that zbrush was part of the unreal engine now kappa

shell surge
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it is not, but what if Im making a model that should be exported to unreal ?

harsh tiger
rotund scroll
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zbrush exports to unreal?

novel rover
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Anyone know why my UE4.26 might be crashing?
It seems to only crash after working for atleast 10 minutes

fringe pivot
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What does the crashlog says?

dull lake
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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.

fringe pivot
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Not an answer to your problem but, aren't you supposed to export to a lossless compression format?

zinc shore
weary grove
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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?

whole quarry
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Ive only seen finished games on EGS so far

hearty walrus
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Question

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how would I integrate a javascript API into either blueprints or C++?

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also, can I turn the APIs into blueprint nodes?

weary grove
late stag
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heys mods

thin frost
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how would you guys do pathfinding for cars?

late stag
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make me mod

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or

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else

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......

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jk

hearty walrus
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?

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wack.

hearty walrus
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**B Y E **

fierce tulip
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nah

zinc shore
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how would i make something similar to the storm in sea of thieves

hearty walrus
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and question 2

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can you change your text editor?

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I prefer VSC because of how fast it is

fierce tulip
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@zinc shore code/blueprint/niagara, and frankly... probably years of experience.

hearty walrus
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I've never actually used C++ before, I've always used blueprint

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?

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shit I accidentally made a blueprint project

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ack

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thanks

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bye

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attempt 2

grizzled kayak
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Someones has an idea of why my character from nowhere starts getin light in the dark ?

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I literally deleted all the light sources from the level to test, and it stills has it

fringe pivot
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I don't know Rick, I can see a directional light in your actors list

glossy nest
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does any1 know why im getting an unknown error or any fixes?
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

grizzled kayak
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I deleted everything except the Map 'FirstMap' and it's still glowing in the dark

rocky radish
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there's a light source in your screenshot

grizzled kayak
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I've deleted everything on the map

glossy nest
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have you built the lighting?

grizzled kayak
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yep

storm shard
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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?

fluid wagon
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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++?

fringe pivot
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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.

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Nobody cares about ray tracing

fierce tulip
rocky radish
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i was about to send it

rocky radish
fierce tulip
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unless your gameplay is created around raytracing features :p

hearty walrus
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joining this question quickly

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would an FPS be responsible to create in blueprints?

fringe pivot
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I always wondered if there is any complex game developed purely in blueprints

hearty walrus
fierce tulip
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there are quite some blueprint only and nearly only projects made and in the making. just use what you are comfortable with.

glacial solar
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Hey guys, does anyone know whats the status on water for 4.26?

fierce tulip
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its wet :p

glacial solar
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Unfortunately not for me as it doesnt work with the water plugin 😛

median hound
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the status workds for me in 4.26

glacial solar
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Do you know if it works with tiled landscapes?

median hound
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were both talking about the water that was introduced 4.26 right

glacial solar
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Yep

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Which is only available via plugin, right?

median hound
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thats how i got to use it

glacial solar
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Alright, than thats why^^

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Thanks ponkkis

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Did they say anything about when to introduce it for world comp?

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(tm)

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😄 Cool, cant wait for it

fringe pivot
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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

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With a flat landscape they seem to work, but who cares

hearty walrus
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Question

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how do I make a string editable in C++?

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so it shows as a textbox in the blueprint editor

fierce tulip
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this.

grizzled kayak
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Few steps on the right after that picture, the left point light will decrease/fade into no casting light anymore. Why ?

frozen pond
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any idea how i could fix that problem? my trace by channel is going slighlt down from camera center

late verge
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@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.

glacial solar
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If there is a world composition master here, please dm me! I would like to have some questions answered 🙂

frozen pond
calm pollen
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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

frozen pond
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go on

calm pollen
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it looks fine to me but im fairly new to this

frozen pond
calm pollen
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😂

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one second lmao

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heres the first half

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second half

frozen pond
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still can't see anything

fair field
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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?

frozen pond
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use cutting tool from windows

fierce tulip
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or gyazo

calm pollen
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good idea 1 sec

frozen pond
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if its child actor -> use get child actor on scene component then use function from it

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accualy you need to cast

calm pollen
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this might be a little better idk

frozen pond
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now its good

calm pollen
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then after the second "Set Magnet Active" is a print string and a destroy actor node

frozen pond
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and what is the problem again /

calm pollen
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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

frozen pond
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how do you pull coins?

calm pollen
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ill send the code for that

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if its a little blurry ill ss again

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this is all bound to a big sphere surrounding the coin

frozen pond
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lemme check that in a second, and thanks

gray kindle
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haha ive been working on something similiar for the last 3 days

frozen pond
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@calm pollen lemme send you something

calm pollen
inner cloak
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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

calm pollen
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the problem is that it never turns off

frozen pond
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works almost perfect thanks

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it's capsule overlap so its fine anyway - i just use it for highlightning objects

plush yew
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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?

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i know i can turn it off by pressing F but i want it to turn it off automatically when i click on play

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or to disable it when i'm in that level

frozen pond
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find event begin play and then turn it off from there

plush yew
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ok

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ok i found Event begin play. Is connected with camera

frozen pond
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add sequence node on front

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before first node

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and connect first output to existing nodes

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then second node to turn off flashlight

plush yew
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i added the Sequence node.

frozen pond
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after thinking for few minutes

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blueprint is geting info about magnes is being turned ON

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and he know its on

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but you don't tell orbs to stop cuz you turned off magnet

plush yew
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where is the first output?

frozen pond
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so yo tell orb come to magnet its on, but then you don't tell don't come anymore i turned it off

calm pollen
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i have a print string on the magnet after it is set inactive that says "Magnet Inactive" and it never shows

frozen pond
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what will happend if you set that delay to like 0.5 seconds ?

plush yew
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then 1?

calm pollen
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when i set a breakpoint, it goes through everything else then stops on the delay even if it was like .1 seconds

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its like it just breaks once it gets to the delay its weirld

plush yew
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what is the node to turn off the flashlight?

calm pollen
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i also have other power-ups with similiar coding and they also dont turn off

frozen pond
plush yew
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i only found get flashlight and set flashlight

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ok and then how do i turn it off?

pallid crown
#

hi im new to the discord

frozen pond
#

hi

plush yew
frozen pond
# plush yew

we don't know what it's this and where you got it from, default ue4 project don't have flashlight

plush yew
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i'm using a spot light

frozen pond
bitter iris
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anyone know why my particles dont show up when i simulate/play game

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(rain)

inner cloak
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Is there an easy way to move a folder with content in it to a new location in the same project ?

frozen pond
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yeah

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lemme open ue

fringe pivot
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It depends on what kind of content

inner cloak
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I know about migrate but can that migrate in the same project ?

frozen pond
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open that icon to see project exploler

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and then just drag & drop

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and select move here

fringe pivot
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For instance if you move textures it will broke the materials using them

frozen pond
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no it won't

fringe pivot
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It always does for me

frozen pond
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if you doing it inside unreal it wont break

fringe pivot
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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

dawn gull
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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?

inner cloak
#

Thanks, using the left side bar helped a lot !

knotty zephyr
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ISO good resources for proper FBX import workflow from Cinema4D. Thx!

gentle trout
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Anyone can help me in DM pls?

fierce tulip
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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

fluid wagon
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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?

gentle trout
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Anyone can explain to me how can i do a login system in my main menu? DM pls

inner cloak
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You start with one of them , then add the other variant manually .. could be from copying from a project of the variant you want

fluid wagon
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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

ionic lagoon
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Yeah probably

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even primarily first person ones use 3rd person template just because more is set up right off the bat

inner cloak
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Ya, 3rd person makes more sense at start if you want both

rain dome
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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?

novel rover
brittle widget
#

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.

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BindRaw also gives me the same error

novel rover
#

@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')

honest mango
#

How can i change gamemode in runtime please ? can't find on internet 😭

bitter iris
#

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

rain dome
brittle widget
#

Can you not bind to a delegate from another class?

dawn gull
#

Sometimes unreal devs have messed up and compiled it with the dedicated server option on

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I dunno why that’s a mistake, it should really be a default thing

rough finch
#

quick question

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so FBX is used for Skeletons and Character Models and stuff like that

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what file type should I use for basically static meshes

spare osprey
#

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?

sleek bone
#

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 😛

plush yew
#

how do you enable the fps counter on unreal engine? not like the ingame fps but the engine fps

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nvm i got it

plush yew
sleek bone
#

I wish that helped haha

jaunty haven
#

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.

plush yew
jaunty haven
#

@plush yew is not a bug though

silent cypress
#

Anyone know what this is?

thorny slate
silent cypress
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This is causing my project to not package

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@thorny slate

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How would I remove it?

brisk kiln
#

Please if anyone has a fix for this, you would be making my day👀👀

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Anyone???

brisk kiln
#

?

hollow sentinel
#

id like to use that effect, 'lighting only' as a node in my post-process material, is there a way to do that?

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so basically what I need is a raw lighting pass, without textures

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ok i just found that its not possible, so theres that

brisk kiln
#

Can you help me with my question

winter gale
kindred viper
#

Platform 'arm64' referenced in the project file 'ChaosDestructionDemo' cannot be found. ¬_¬

brisk kiln
#

Repeat

kindred viper
#

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

brisk kiln
#

It is a static mesh

kindred viper
#

then open it's static mesh editor, roll down the detail panel and there is a button. un styled because of course it is 😄

brisk kiln
#

It doesnt have unstyled and says LOD on auto

kindred viper
#

might have to switch to the lod you need to delete.

brisk kiln
kindred viper
#

there should be a panel called L0DPicker

brisk kiln
#

Nothing in there

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I just need it to not show up on the outputlog

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Then it wont run on the server constantly like that

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It pops up in the editor when my character starts moving

kindred viper
brisk kiln
#

Is there a way to set all console commands back to default

stark ledge
#

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

brisk kiln
#

I do have easy sky yes

#

How did you fixit

#

Did youdix it or remove it entirely

stark ledge
#

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

brisk kiln
#

Ill go back to truesky rather but i cant seem to get truesky multiplayer

stark ledge
#

I've not used truesky I'm afraid

brisk kiln
#

I tested now by removing easy sky it is that

#

Your a champ

stark ledge
#

If you just want to stop the log spam on dedicated server it should be a simple BP modification

brisk kiln
#

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

stark ledge
#

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

brisk kiln
#

K thax so much you saved me alot of time

brisk kiln
#

Found it, i just removed the nodes gonna test now

#

The console command nodes

native torrent
#

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

lucid grove
#

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

next badger
#

@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

fallow oxide
#

Hi Guys, what will be the impact for below settings in perspective of multiplayer Game.

hollow palm
#

fear

fresh scaffold
#

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?

rough finch
#

enjoy

#

me being stupid and accidentally typing in the wrong velocity for the projectile

pure gulch
#

Hey folks, I hope to get some official third-person character animations, but I can't find them in the marketplace. Any suggestions?

fierce tulip
#

@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)

fallow oxide
#

I have only few static meshes for which I enabled complex collision, not all meshes

fierce tulip
#

if they arent super-high poly meshes it should be fine

fallow oxide
#

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?

fierce tulip
#

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)

fallow oxide
#

yes you are right

#

i will try to simplify, thanks brother for input @fierce tulip

fierce tulip
#

aight

pure gulch
thick herald
nova portal
#

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

unique kraken
#

anyone can push around there physics object when hitting simulate?

pure gulch
devout whale
#

What do you guys think is the best and cheap solution to host multiplayer games on mobile?

fallow oxide
#

Gamelift, AWS, Azure, Google Cloud, Linode, DigitalOcean. Select anyone which is in your budget.@devout whale

devout whale
#

Ay! Thanks alot, ima go look into these options 🙃

plush yew
#

Hello guys, I want to make to read a text file from URL- for example: Blueprint
How I can do it?

fierce anchor
#

any pro/seasoned env artists spare me 5 minutes?

#

my googling hasnt yielded me much

uneven hemlock
#

and it shaders it kinda low poly

#

idk

polar finch
#

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?

fallen flower
#

how do I set the budget for Stat UnitGraph

nova portal
# uneven hemlock idk

I removed the material from the landscape but it's still the same, I can't sculpt it smoothly anymore

frozen pond
#

did you restart unreal ?

next badger
#

@polar finch nope, it's a known issue with low fov cameras ;_;

feral grotto
#

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?

gray kindle
#

can you speed up time in editor?

zinc shore
#

how do I install a plugin from the market place to a source build of UE

next badger
#

@zinc shore just downlaod one to Vault, then copy it to marketplace plugins folder in the engine

runic needle
#

I enabled the ambient occlusion but it's not showing?

dawn gull
#

How do I compile a dedicated server file without source building Unreal

north stream
#

anybody is in the Think Procedural Houdini Discord Server ?

grizzled kayak
#

How can I fix these shitty/lined shadows on movable or stationnary lights ?

rain relic
pastel yarrow
#

Guys, one question, where can I find any info regarding the amount of polygons I can use when moddeling fore unreal?

hollow sentinel
pastel yarrow
#

Thanks, because I have been looking for it but there are only people talking about main character, not assets

hollow sentinel
pastel yarrow
#

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

vague scaffold
#

I'm trying to trigger a blueprint based explosion inside the sequencer. How do I specify the timing so it doesn't fire automatically?

pastel yarrow
random lodge
#

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.

plush yew
#

Who likes my game?

#

Plus its trash

#

You cannot escape the game and no pausing of game 🙂

hollow sentinel
pastel yarrow
hollow sentinel
#

400 poly on pc will be fine 🙂

pastel yarrow
#

Since I want to add tons of stuff, It may add up later on, will try to fix it then ig

languid herald
#

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.

random lodge
#

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...

grave pollen
#

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

plush yew
#

how do I put my game onto a google drive?

#

Im trying to share this with my friend so he can work on it

dull lake
#

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

torn breach
#

I have an issue I am needing help with in the game I am creating. What channel should I discuss it on?

earnest violet
#

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

plush yew
#

How do i add Footstep sounds in first person?

frozen pond
plush yew
#

oh

#

i already have the sounds

#

i thought i can

#

thanks

frozen pond
#

no walking animation -> no foot sound moment -> no way to play sound

torn breach
#

You would would need a character fist of all

frozen pond
#

there is workaround that you can do tho

plush yew
#

oh

#

i saw in many games

#

first person games

formal maple
#

uhhh actually, your screenshot shows that you can have footstep sounds with what you have

plush yew
#

it's not mine

#

I found on youtube

formal maple
#

ah. do you have a character model?

plush yew
#

No

formal maple
#

in that case, you could use a timer

plush yew
#

oh

#

I mean it looks different for me

formal maple
#

?

plush yew
#

i don't have notifies

formal maple
#

oh sorry i meant in your character blueprint

#

do you know how timers work?

plush yew
#

No

#

yeah

#

kinda

autumn flame
#

If you have the run animation, just create a Play Sound notify on a frame you decide

plush yew
#

i don't have that

sand spear
plush yew
#

When i left click on the timeline i get Timeline options

autumn flame
#

So you don't have a Skeletal Mesh?

plush yew
#

it's first person

#

i don't have

formal maple
#

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

autumn flame
#

Still has a Skeletal Mesh

formal maple
#

yeah the arms should have a skeletal mesh

plush yew
#

Yeah

#

probably

formal maple
#

find the arm animations

hidden sparrow
#

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

autumn flame
#

Then open the arms Skeletal and get into the Animation section

plush yew
#

ok i'm here

#

i am already in the animation selection

autumn flame
#

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

plush yew
#

ok

#

yes

#

FirstPerson_Run

formal maple
#

yeah open that animation and try adding the notifies from there

plush yew
#

yeah but i can't

formal maple
#

screenshot it?

plush yew
#

Wait

formal maple
#

which version of unreal are you using?

plush yew
#

4.25

#

4.25.5

formal maple
#

the latest versions are kind of picky with where you right click in the graph

plush yew
#

oh

formal maple
#

make sure you're right clicking in the notifies section

plush yew
#

I see track

#

if i right click in the notifies section

#

add notify track

autumn flame
#

Add Notify -> Play Sound

plush yew
#

i don't have thst

#

That

dawn gull
#

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

autumn flame
#

You have to right click where the 1 is

plush yew
autumn flame
#

Not there

plush yew
#

Oh

autumn flame
#

Right

#

Where the squares are

plush yew
#

umm wait

#

squares

formal maple
#

yeah anywhere on the graph in line with the notifies section

plush yew
#

if i click on the 1 nothing happends

autumn flame
#

Wait

plush yew
#

ok

autumn flame
#

There

plush yew
#

Umm i don't find that

#

Oooh

#

I found it

#

THANK YOU so much

formal maple
#

haha glad we could help

plush yew
#

yaay finally

formal maple
#

honestly it confused me at first when switching to the newer versions too

plush yew
#

oh

#

okay

#

How can i expand the timeline?

fluid wagon
#

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

thick herald
#

Drag n Drop, you'll get a pop up, pick move.

fluid wagon
#

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

oak sedge
#

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.

plush yew
#

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

fluid wagon
magic plover
#

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

harsh tiger
#

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

tough pagoda
#

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.

harsh tiger
#

[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

light thunder
harsh tiger
#

does anyone know what "swapchain format not supported" means? when i google it, i get chain tutorials for ue4 😂

magic plover
gray kindle
#

is there something like lerping for vector4?

#

so i can smoothly change tint

harsh tiger
#

i can't submit a question on answer hub because i don't have enough rep points?????

magic plover
# light thunder How much work is this?

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.

light thunder
gray kindle
#

theres nothing in documentation or on google

fluid wagon
#

doesnt W come before X?

gray kindle
#

i mean its the screenshot from the official documentation but it looks the same in my bp

fringe pivot
#

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%.

fluid wagon
#

I havent got that far thru the tutorials to be able to help yet

gray kindle
#

do you at least know what W is?

#

i cant find anything 😄

fluid wagon
#

in the alphabet it comes befor X Y Z.... thats as far as my knowledge gets me

gray kindle
#

right 😦

fringe pivot
#

@gray kindle read about quaternions

fluid wagon
#

im new to this. I got stuck on step 5 so im waiting for some help with that

fringe pivot
#

Good luck with that btw

gray kindle
autumn flame
#

Here's the UE4 Doc for it

gray kindle
#

thanks 🙂

autumn flame
#

Found this, may be useful

nova portal
#

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".

gray kindle
#

jesus what is that

worthy forge
#

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

frozen pond
#

hi, so i got problem with sweep on overlap, not sure why it don't give anything like impact location etc.

harsh tiger
#

is "openXR" the new default VR plugin in 4.25? or am i free to disable it?

frozen pond
#

yeah but it does nothing and return impact location as 0,0,0

#

hit location from sweep

earnest violet
#

Does anyone know how to import asset packs into UT4 plz? I can never get an answer! =/

frozen pond
#

what asset packs ?

#

from marketplace ?

earnest violet
#

Yeah

frozen pond
#

launch epic launcher -> unreal engine -> libary -> and scroll down to vault

earnest violet
#

I just get empty folder when transferring via windows explorer

#

right

frozen pond
#

you dont do it like this

earnest violet
#

ok m8

frozen pond
#

it's protection against piracy and most of file wont work

thick herald
#

Can UE4 assets be used in UT?

frozen pond
#

open project -> click on main folder in project (inside ue4) -> migrate

frozen pond
thick herald
#

Unreal Tournament

fluid wagon
#

Autodesk Maya or Autodesk 3ds Max?

thick herald
#

He says UT4 not UE4

frozen pond
#

if you buy assets you can do anything you want

earnest violet
#

I had it working b4 but Its been a while

#

@frozen pond Where do I migrate them too?

fluid wagon
#

is there a difference between them?

frozen pond
#

it must be CONTENT folder

#

not any subfolder

earnest violet
#

I don't know what folder for UT4 Map

frozen pond
#

wait a second

earnest violet
#

ok

frozen pond
#

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

earnest violet
#

Is there a quick way to do batch export meshes?

frozen pond
#

i don't think so

rotund scroll
#

migrate

#

presumably

frozen pond
#

just select them all and then export

earnest violet
#

Yeah but where do I migraste themto for UT4 maPS

frozen pond
#

you will be prompted for each one of them

plush yew
#

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

frozen pond
#

if you open map first time its get compiled (shaders) so yes

rough knoll
frozen pond
#

do "generate hit events" need to have physic enabled ?

half bay
#

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

frozen pond
#

you send message to self

#

and self is bp_cameraLocator

#

and you want to fire event in cameraROTATOR

half bay
#

i see....

#

ill try it, thank you so much 😄

median hound
#

tota are those rust characters

frozen pond
#

nope

#

those are from CC3

half bay
#

i got this, but it still wont fire in BP Camera Rotator 🤔 😢

fluid wagon
#

Ok so im following the tutorial but it looks a little outdated?

modest trench
fluid wagon
#

but instead its this...

half bay
#

yeah it is spawned hmm

frozen pond
#

this isn't message

#

you need to pick node with "(message)"

fluid wagon
#

the opacity node isnt unlocked and neither is the other one

frozen pond
half bay
#

but then it asks for the target

frozen pond
half bay
frozen pond
#

lets say you want to send mail to someone

#

you need to know his adress to send mail

half bay
#

right

modest trench
frozen pond
#

so when it ask for target you need to say i want to send it to someone

half bay
#

but how would i get the target of BP Camera Rotator, in BP Camera Locator?

frozen pond
#

you got 2 ways

#
  1. save reference somewhere
#

OR

fluid wagon
frozen pond
#

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

half bay
#

i see, thanks a lot! 🙂

fluid wagon
#

Opacity and Subsurface color are greyed out

frozen pond
#

TRANSLUCENT or MASKED

modest trench
#

subsurface shading model will enable opacity as well but I'm not sure that's what you want

frozen pond
fluid wagon
#

im looking for that screen.. im in details

frozen pond
#

click on last big node named tutorialmaterial

#

then on left just under preview you will see details

#

or click somewhere on empty space

#

LMB

fluid wagon
#

ok

#

i changed that but they are still grey

frozen pond
#

not masked

#

transulcent

#

this will unlock opacity

fluid wagon
#

ok that unlocked that, how would I unlock the other thing?

frozen pond
#

check tutorial

fluid wagon
#

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?

teal tulip
modest trench
#

might be darker nodes

frozen pond
#
Gumroad

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$

fluid wagon
fluid lance
#

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?

narrow plaza
fluid lance
#

@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 😛

clever glacier
#

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

#

?

rough knoll
#

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.

plush yew
#

Is it possible to implement large-scale rts with good graphics on the Unreal Engine?

weak cypress
#

How would a 3600 and an rx 5500 do for ue4 dev?

#

Was that for me?

frozen pond
#

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

modest trench
#

I really want a threadripper for engine builds

pseudo pulsar
#

@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?

frozen pond
#

second object need to have proper colision too

clever glacier
#

no clue on reimporting heightmaps without loosing painted foliage?

frozen pond
#

is there a way to add 90* rotation in animation blueprint ?

vale summit
#

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

indigo totem
#

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 ...

▶ Play video
pastel yarrow
#

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

plush yew
#

@pastel yarrow i dont think you can for box brushes

pastel yarrow
#

Wait really?

pastel yarrow
#

Maybe my memory is sloppy, but I think I am pretty sure

#

I may be wrong tho

inland shell
#

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

plush yew
#

yeah thats with some other thing, dont know exactly how its done but isnt box brushes a static mesh? or

indigo totem
pastel yarrow
#

True that, they convert it to statick mesh later

plush yew
#

your welcome

indigo totem
#

So anyone have any suggestions to why my unequip/equip isnt working?

#

Hmm maybe. worth a shot

inland shell
#

alrightly, will do! thanks also I'll delete my image so it doesn't bury your question, cheers mate

plush yew
#

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

bleak copper
#

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()".

wanton lotus
lime girder
#

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...

wanton lotus
lime girder
#

I know, real noob :X

#

Also @indigo totem I second that, try get pawn owner works for me in cases like this

wanton lotus
#

Get Player Pawn will give a few errors at the start in animBPs. Try Get Pawn Owner is specifically for animBP.

indigo totem
#

i switched to get pawn owner and connected the set note and same error

bleak copper
#

@lime girder There's multiple types of draw calls.

wanton lotus
#

Can you show updated graph?

lime girder
wanton lotus
# indigo totem

Need to connect the set node still. From the cast to the set node.

bleak copper
#

@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.

indigo totem
#

nvm

#

i got it, lol for some reason i made two references to set character and i was using the second one

lime girder
#

@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

indigo totem
#

however now he isnt equipping it and only playing unequip animation XD

bleak copper
#

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

lime girder
#

oh god 😮

bleak copper
#

My advice is to just keep measuring. Constantly.

wanton lotus
bleak copper
#

If something freaks out then don't sit on it. Address it.

lime girder
#

so thats good to

#

alright diving back in :d

bleak copper
#

Yup

lime girder
#

Thanks man 🙂

bleak copper
#

@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.

indigo totem
#

if u can read that

wanton lotus
indigo totem
#

i unchecked the one at the end

wanton lotus
#

You have that first branch set to always true.

#

hehe

indigo totem
#

falling for you by the minute jesus the smallest things that slip by me

#

thank you 🙂

#

@wanton lotus it actually still doesnt work ?????? :/

wanton lotus
indigo totem
#

did that, still wont re equip

wanton lotus
indigo totem
#

now he wont sheath it when i remove that

wanton lotus
indigo totem
clever glacier
#

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

pliant creek
#

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.

pliant creek
#

Note: I followed Titanic Games's Survival Tutorial to set up the inventory system. Ot at least the skeleton of it.

wanton lotus
#

I believe it is called "Origin Rebasing" should help narrow down any searches for you.

winged flame
#

Any obvious reason why UE4 would crash/freeze when I checkout something? We use Perforce.

prisma seal
#

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

pliant creek
#

@prisma seal Have you tried World Machien?

prisma seal
#

I'll check it out

#

Ah, it's got a free version, didn't notice it the first time I went to the website

plush yew
#

Guys im done making my character and enemy blueprints. Can someone send the link for like an RPG Castle or RPG things RPG etc.

pliant creek
#

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

prisma seal
#

Yeah, theres an indie version for $120, I'll test out free version and then move to paid if I like it

pliant creek
plush yew
#

I was planning to create an RPG game.

#

And before was like kicking and pushing blocks

plush yew
pliant creek
#

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.

plush yew
#

And I spent my money on some particle system for Fx which costs 100$+

#

Wait I don’t need FX!

pliant creek
#

Lol

#

I will try not to spam it but I am getting desprite lol

plush yew
#

Wait I actually need some for the sword effects

#

And its smoke

pliant creek
#

Is there someone I could tag who typically is vary helpful and resourceful?

plush yew
#

Hmm good thing I still have the blade thingy models.

plush yew
#

I think Epic Games should add a Refund where you refund your one of your purchases and gives you back your money

pliant creek
#

Would you by chance have any idea how I managed to break UE from what I posted above?

#

With a reply to it?

plush yew
#

My reason: Bought a particle system and looking for sword effects and some are just colours: red, blue, etc but I need black

hexed grail
#

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:

plush yew
#

Hmm

pliant creek
#

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?

pliant creek
#

I am not sure what it is trying to tell you other than a setting is not properally set

hexed grail
pliant creek
#

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.

clear patrol
#

is there a way to still pose my character while still seeing my scene and not go into this blank area

pliant creek
#

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.

plush yew
#

I just found this guy Sjoerd De Jong on the official Unreal Engine Learning site, and he is really great at teaching about Unreal.

fair acorn
#

Whats the best way to display materials from a file at runtime in UI

plush yew
leaden garnet
#

isn't that a recursive function with no exit, since you call getX() within getX()

plush yew
#

Yes it is an infinite recursion as their is no escape/return statement.

indigo totem
#

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

white rain
#

no idea why but my unreal engine is refusing to install

hasty gorge
#

why does the sprite asset only allow for using 3d physics for collision?

#

am I missing something to make it 2d physics?

clear monolith
#

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!

lucid grove
#

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

sturdy trench
#

Do I need to be a company to buy a custom license?

next badger
#

@sturdy trench of ue4?

sturdy trench
#

Yes

next badger
#

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)

sturdy trench
#

I dont know how much it is cost exactly, but I am aware its something like 6 digits 😄 Just asked because of wonder

next badger
#

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.

sturdy trench
#

Okay, thanks

pliant creek
sturdy trench
#

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

next badger
sturdy trench
#

I was talking about that first

pliant creek
#

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.

next badger
#

@pliant creek maybe he has some project that worth more than 20M

pliant creek
#

...right

rich pollen
#

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

next badger
sturdy trench
pliant creek
next badger
#

@plush yew UE4 custom license, it's all written there.

narrow plaza
#

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?

foggy pasture
#

umm i am a beginner and i need help with something lol

#

can anyone tell me how this inherited thing on some objects works?

lucid grove
#

Why my Ai Move To fails with signal "Blocked" from time to time? It seems like it cant reach destination which is reachable.

brittle sundial
#

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.

frozen pond
lucid grove
#

Is there a way to move npc when its stuck to nearest accessible navmesh?

midnight gate
#

its not changing the texture

fallen flower
#

@midnight gate You've created the material, but not "Set Material".

frozen pond
#

+1

midnight gate
#

@fallen flower but i did set that exact material? on the character? do i actualy need to reset it in runtime?

fallen flower
#

Is the node actually being hit?

frozen pond
#

create dynamic material -> assing it -> change parameters on runtim

midnight gate
#

nope still nothing

#

yea it goes true

#

print string works just fine

fallen flower
#

dynamic material output to the Set Material

#

wait i see it alrady is.

midnight gate
#

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

fallen flower
#

try saving create dynamic as a variable

midnight gate
#

or it does not set but not being created is more likely

#

yea thats a good idea to test

#

it claims to be valid