#ue4-general

1 messages Β· Page 916 of 1

midnight gate
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yea no matter what i do its always valid

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so that means it does not set the material

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wtf

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how else can i set it?

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oh

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i was setting mesh

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and i have a plane

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huh

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im litteraly crying over my retardedness

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i may be now exiled from this planet for my low iq

dusky inlet
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Awww don't cry

shrewd mica
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Can I use the engine without a mouse?

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only with a trackpad?

fierce tulip
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should be possible

shrewd mica
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does anybody had tried?

exotic thicket
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a trackpad is basically a mouse so I'm not sure why you wouldn't be able to

vagrant hornet
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When will ue5 be out

exotic thicket
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it might be a bit awkward to use but I think it should work

brittle sundial
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How does one get nodes for vector is less than 0? for instance -1.0X 2.0Y 3.0X Vector < 0.0X, ending in a conditional that i can plug into a branch?

rough knoll
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I have this sphere bubble I want to use as a shield. How can I make it so nothing can get in or out, but the character can still be inside of it without automatically getting teleported out? I was thinking a hollow sphere somehow, but i don't know how to go about that.

plush yew
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what do you mean

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do you mean only the character can pass through the walls? I assume it's single player

rough knoll
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yes

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this shield will be attached to the player

plush yew
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in any case looks like you need to use collision channels to tell the sphere what kind of things you want it to collide with

rough knoll
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i want it to not allow anything but the player inside

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other than landscape objects

plush yew
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what about props and things?

rough knoll
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but i do believe i can just repeatedly update the location rather than just attaching it to let objects inside

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i don't want things to be able to walk into it

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but if the player happens to walk up to it it can be allowed inside

plush yew
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you need to look into collision channels

sturdy trench
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What are Unreal Evangelists are for?

fierce tulip
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they showcase the content at colleges, schools, companies, and promote the content

plush yew
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each object in the world has a tag called an object type and you can specify what object types you want to collide with, which you want to overlap (allowing you to trigger events) and which you want to ignore

fierce tulip
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they know a great deal about the engine, how to network and talk to/for big crowds, and in a way that promotes positivism and excitement.

sturdy trench
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I see, I remember an Unreal Evangelist came to my country and made a great meeting with developers, I wasnt invited tho.. Now I learned what they do. Thanks for the answer

glacial pecan
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I'm not allowed to append another array to an empty array?

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I can't cast an entire array it seems...

wary wave
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can't append to nothing

dawn gull
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So, I have a space ship actor and whenever I possess it and leave it i spawn to the side, super far away, how can I make it so I spawn a little bit above of it?

crimson lake
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Bois, quick question:
So I have a spritesheet that hold all the direction my character can walk in in one texture.

Is It more efficient to put every walking direction in one spritesheet, or to hold them all in one?

midnight gate
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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_CreateDynamicMaterialInstance_ReturnValue". Blueprint: 2DSideScrollerCharacter Function: Execute Ubergraph 2DSide Scroller Character Graph: EventGraph Node: Set Texture Parameter Value

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HELP

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turns out the name of the parameter was wrong

plush yew
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how can i add footstep sounds in first person?

lime girder
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Noobie question time

You can only Assign custom event dispatches if you cast right? there's no other way to assign to an event dispatch that's custom made?

lime girder
crude tulip
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

tough pagoda
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Hello, guys. I need your help.
My AI don't sense damage.
Any damage. I dunno why.

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Please, mention me. I can be AFK.

hearty walrus
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question

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is it possible to "Emulate" a VR headset?

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I plan on trying VR development, but I lack any HMDs

tranquil isle
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@hearty walrus no

hearty walrus
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.......shit.

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is there any way to adapt VR content to a display?

tranquil isle
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I've only worked on a couple of VR projects but my humble opinion is that if you don't have a harset don't bother

hearty walrus
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I'll probably adapt it to mouse movement or something

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since, I'm guessing, a LOT of this project can be done without a hmd

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with non VR support, but designed for VR

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since it's essentially a homescreen

tranquil isle
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sounds messy

cursive coral
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Does anyone know how to change the colour of the water with the water plugin? Thanks

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Figured it out now

tranquil isle
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it's a BP only project

plush yew
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@lime girder 2D

jolly mason
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i built a turret that i want to move just like a phalanx. meaning theres one part that only turns and another parts that only rotates up/down.

what would be better, making it a skeletal mesh and controlling it using animation blueprint

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or to make it seperate components

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and simply set their rotation

knotty zephyr
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How can I see stat.fps if I play in a new editor window?

plush yew
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Why is my material using different compression settings than my png?

hidden sparrow
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Hey, I have a button that changes a Variable to True when used. Then I have a door that can be opened only if the variable is True. But I dont know how to get that variable in a branch when someone tries to open the door. Can someone help me?

plush yew
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try Casting

proper quiver
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Has Epic ever actually contacted anyone? Does sending this ever make a difference?

cyan nacelle
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dependig on the crash, that may help them prevent it in the future

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they most likly wont contact you though

wary wave
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without having debug symbols installed, a crash report is pretty worthless

frank pumice
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I have a problem with my own created "Coin couting" system, do I just send my blueprints in here by screenshotting or is there another way?

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Counting*

azure shore
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epic mesh btw lol

timber minnow
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hi everybody

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does anybody knows why my tree gos dark when i activate two sided

jolly mason
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thats shadow, the faces werent rendered previously and therefore couldnt get a shadow.

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@azure shore thanks man, i went with the skeletal mesh approach, but no matter what i tick the rotation just wont work right.

in theory its easy, get the look at rotation to a target and set the bone rotation to that, add a interp node for delay etc. but in practice i already fail at this part

real bane
azure shore
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yeah aim offset and look at rotation stuff can be pretty annoying to set up to be fair, but theres a way

lime girder
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I've gotten used to it jsut crashing 😭

cursive coral
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Does anyone know how to make it so water has collision with rocks with a splash effect to create the effect of rapids in my river? Thanks help is appreciated

sleek karma
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hello can some help me please

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how do i convert the mixamo skeleton to ue4 skeleton

raw olive
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Im trying to setup my HDRI in unreal and get this error on my texture. Any help?

proper quiver
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@lime girder for me I think it's crashing due to modifying structs and pins not being refreshed correctly

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4.24 anyway, structs seem very unstable

winter gale
plush yew
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how can i open a new level using a keyboard key (when i'm in the triggerbox)

frozen pond
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any idea how i could detect on hit where did arrow land on pawn ? (head,body, legs-arms)

wet berry
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In 4.26 I keep getting a bug where dropdowns are collapsing as soon as they are expanded. Is this a known issue or something unique to me?

fathom rapids
frozen pond
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i have and idea but need to check

fathom rapids
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Can someone explain me why me preview asset is invisible? I even tried to set the mesh manually by adding a skeletal mesh of it to my character, it's there but when I had it to my socket it disappear...

frozen pond
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preview mesh is only visible in editor

fathom rapids
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But it don't show in editor, that's my problem x)

frozen pond
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posible reasons:
1.Scale is bad
2. its main points is off center

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click on mp7b and press F

fathom rapids
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Oups that's it

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I thought I checked the scale of my socket, ty

agile aurora
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when will this end

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it's been over 10 min

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and my computer is smoking up

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it's gonna explode and my entire neighborhood will die

plush yew
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Imagine that with a threadripper

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1200W only on the cpu lmao

agile aurora
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I've seen articles about that

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even with a threadripper it still takes up 100%

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it's insane

halcyon hawk
plush yew
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There are rumors saying that in ue5 that will reach 101%

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πŸ‘€

agile aurora
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help my CPU is dying

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whatever I'm killing it from task manager

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fuck this

plush yew
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Bruh

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No

agile aurora
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no what

raw olive
plush yew
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Why would you kill it

agile aurora
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cause it's killing my PC

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it's been stuck at 95% for over 15 minutes frying my cpu

plush yew
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Is that compiling shaders?

agile aurora
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I don't even have a bad cpu like wtf

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no it was loading the damn project

plush yew
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Bruh

agile aurora
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I can't even open the project ;-;

halcyon hawk
plush yew
agile aurora
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it's a default project

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I don't care

raw olive
agile aurora
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why does it take so much just to load in the project

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wtf

raw olive
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The green node is rotate about axis

halcyon hawk
halcyon hawk
raw olive
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https://youtu.be/dQ8bqHUg5To

Around 8:30 timestamp is where he setup what I want.

In this 4 part series, we'll cover how to light an ArchViz interior scene from start to finish. Through this series, you should gain a much deeper understanding of lighting and lighting principles when working in Unreal Engine 4. The principles taught in this series should apply to any lighting situation in UE4.

In Part 2 we cover setting up th...

β–Ά Play video
raw olive
halcyon hawk
halcyon hawk
next dome
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hey guys, anyone know if its possible to enable and use Custom Stencil pass on Decals?
it works with meshes but it seems not to work with decals

neon bough
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almost everytime i try to import my game character (50mb fbx) the whole studio freezes and might crash, is there any workaround? (idk how it even manages to crash as i have plenty of unallocated RAM/VRAM)

narrow plaza
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anyone know of a workaround?

light thunder
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I've got one texture labeled as height (I already have ones for normal, rougness, AO, and base color - any ideas where height would go) (it's a concrete texture)

cursive coral
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Does anyone ever reply in this chat to questionsπŸ˜‚

formal maple
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sometimes there aren't a lot of people around to answer. or nobody knows the answers/hasn't seen the questions yet

cursive coral
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Fair enough. Just checking that there isnt another area for questions

formal maple
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a lot of questions get flooded

cursive coral
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And that people are posting in the wrong area

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I bet they do, its useful to have a community where you can ask questions in all fairness

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At least I know now thanksπŸ˜€

formal maple
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there are lots of channels for more specific problems that people may redirect you to

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np

cursive coral
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Yep. I am new to this discord so wanted to check

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Sometimes google cant answer everything unfortunately lolπŸ˜‚

formal maple
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yeah and it's even worse when nobody else can answer either haha

cursive coral
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Yeah πŸ˜‚ especially when it comes to ue4's newer features

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Like I cant figure out how to make river rapids with the water plugin πŸ˜‚

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But Google isnt of any use :(

formal maple
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oh yeah I have no clue about the newer stuff. I don't really specialise in any specific area atm so the questions I usually answer are blueprint based questions

cursive coral
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Yeah, someone somewhere will know. Thanks for the help anywayπŸ˜€

plush yew
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how can i open a new level using a keyboard key (when i'm in the triggerbox)

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or how can i make the triggerbox to activates after amount of time?

formal maple
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you can use a delay after an overlap event

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if that's what you mean

plush yew
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oh

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yeah but i want after amount of time

formal maple
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duration is the amount of time. change it to how many seconds you want

plush yew
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i want to teleport me to the next level only if i'm inside

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of trigger box

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because now if i go in trigger box and then leave fast after 0.2 seconds it will still teleports me

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if you know what i mean

formal maple
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ah I see

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you can use an end overlap event too

plush yew
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where

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after delay?

formal maple
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no hold on

plush yew
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okay

formal maple
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so if you make a new Boolean variable called something like "shouldTeleportPlayer", add a set node setting the value to true after the begin overlap but before the delay

plush yew
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ok wait

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like this?

formal maple
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yeah

plush yew
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ok

formal maple
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put that between the begin overlap and the delay

plush yew
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ok

formal maple
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then after the delay, add a branch node and connect "shouldTeleportPlayer" value to the condition

plush yew
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ok

formal maple
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then connect the open level node to true

plush yew
formal maple
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yep just like that

plush yew
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okay now let me try

formal maple
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no it's not finished yet

plush yew
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oh

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ok

formal maple
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now right click your graph and search for end overlap event

plush yew
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ok

formal maple
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and from there, set the variable you made to false

scarlet merlin
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Hello, anyone you explain me one question ?

if i download 3D model's (Free) from site example: Mixamo, 3d Assets Free
i can use it on my project without problem's ? (For Release if possible)

plush yew
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ShouldTeleportPlayer?

formal maple
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yeah

plush yew
formal maple
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yep that should work now

plush yew
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wait

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this is sepparate

formal maple
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what do you mean?

plush yew
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is it good?

formal maple
formal maple
plush yew
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okay

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imma try

broken heath
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Who knows about hierarchical instanced meshes?

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I want to make there transformation so that one is say 20 up in z direction , then next is 20- and so on

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Smth like this

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Up , down , up down

plush yew
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noo waaaay'

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thank you sooooo much dude!

formal maple
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hmm I'm not sure which section that would go under. what are you using it for @broken heath ? you should try posting in one of the content creation or programming channels if this problem fits in one of them

plush yew
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i tried all day to figure it out

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i'm so happy now

broken heath
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Oh blueprint

formal maple
plush yew
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yeah

broken heath
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Its a component we can add in actor and adjust its setting in bp

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You’re correct i must ask in bp

formal maple
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you should definitely go ahead and post about this in the blueprint channel too then. you're more likely finding someone that might know the answer there. I haven't done this kind of thing yet myself otherwise I'd be able to help more haha

broken heath
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Will do Thanks

formal maple
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no problem :)

clear patrol
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I am new to unreal engine and I just want to know if bodygroups are a thing and how I could apply them

indigo viper
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its in the "More information" tap

round fiber
neon bough
formal maple
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oh right. im not actually sure about that sorry, I for some reason just totally forgot whilst reading it that you said it was a character

neon bough
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yea i guess im stuck to fbx, as if another format supports skeleton it might not support morph targets (which i guess are the main reason why my import is so stupid slow and may crash)

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lots of morphs, that have to be recalculated once the mesh was triangulated by UE

formal maple
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is there a chance you could triangulate in your 3d software first?

neon bough
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no, blender doesnt support that on a mesh with morphs

formal maple
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maybe that could help precalculate some things

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ah damn

neon bough
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or at least, i couldnt figure out how to do it

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i might retry later with a triangulated copy of the mesh and transfer the morphs, but well... got my changes of today imported after an hour of trying now πŸ˜„

formal maple
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yeah I was going to suggest that if it doesn't take too long to do

indigo viper
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@plush yew thank you i found it πŸ˜„

neon bough
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yea tried with modifier. you have shape keys on the mesh, too?

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blender tells me it cant apply the modifier on a mesh with shape keys (if i try to apply the modifier)

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i can add the modifier, but not apply it

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i need to apply the triangulate modifier before the export

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and the shape keys should stay intact, so that i can use them in UE

plush yew
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wheres the off topic?

magic fern
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Hey guys, I am trying to do a thing in multiplayer, from the players that are present on the game from the player array I choose one and store it's player Id, then in each player I go through the list and change the material of the player that has that ID, but on the clients all the IDS are the same. What is wrong?

topaz pebble
crude tulip
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One message removed from a suspended account.

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One message removed from a suspended account.

plush yew
potent edge
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Hello

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Ok so i am looking for a way to make height maps in engine so i can use it for the terrain. tried searching around a bit but i could only find info on how the painting system worked

kindred viper
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well there are many ways to skin that cat. You can simply generate a greyscale texture and use that. Or you can find a nice shader to apply. Or you can use the tools in the level editor/landscape section. It depends how you want to create it really. Most people tend to use an external program like WorldMachine, or lazy people like me convert geographical data and pray the scaling works ~:D

potent edge
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i want to to go on forever procedurally

kindred viper
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so you want to create infinitely generated landscapes?

potent edge
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yupp

kindred viper
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you might have issue with that for several reasons. But you can overcome most of them by not using the landscape system at all and generating procedural meshes. You will need to be trying to keep within floating point distances and level streaming won't be as optimal as a stationary system that generates "on the spot" of the player instead. Vertex shaders on your meshes can have the same effect as landscapes, although they are easier to generate at runtime, and are moveable if you wish. So your infinity works like a conveyor belt if you get me.

potent edge
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well it does not really matter how i do it as long as it works

kindred viper
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true

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the illusion works anyway. Ive used it before

plush yew
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Which is a better way to go about bulding the foundation of your UE game: Blueprints or C++?

kindred viper
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@plush yew Both. Make each of your classes a BaseClass in C++. Then derive from it with blueprints. That way you have a base class you can store shared info between the classes that derive from them.

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if you need something in C++ you can always handle it in the base class too. Like complex math operations

plush yew
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Thank you @kindred viper

potent edge
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im gonna take a closer look into it tomorrow

kindred viper
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Is anyone aware whether the Chaos Geometry Cache is broken right now? It's currently disabled for refactoring but not using it is kind of missing out on half the system of setting up workable scenes.

devout swift
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When I'm updating my source-compiled UE to a new release version (like going from 4.25.1 to 4.25.4), do I need to re-run "Setup.bat" ?
And do I also have to run "GenerateProjectFiles.bat" again?

kindred viper
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setup.bat = no.
generate project files = yes after you merge the changes

devout swift
kindred viper
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well it shouldn't rebuild the entire engine, just the changes

devout swift
kindred viper
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if you update the engine in any way you will always need to generate the project files unless the process that udpated it does it for you. At which point it won't hurt. But yes, anything new added isn't placed in the solution by default. Like plugins, new dll builds, etc. It needs to have a quick scan and generate info on the file structure.
You don't need to run setup.bat at any point except during the first install of an engine release.

devout swift
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oh I see, thanks for explaining!

kindred viper
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no worries

plush yew
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@formal maple yeah but when i go in the triggerbox it has a bit of delay i mean it teleports me after 2 seconds

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or something like that

rancid lynx
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if I use Free Models from Sketcfab listed CC creative commons lisence, can someone explain what this means ? I just put a Txt file with the list of creater profile names ?

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if I got the mesh from "JoeRock78" , i just add "joerock78 to a txt file ? and thats it ?

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and a link to sketchfabs CC license?

light thunder
rancid lynx
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all sketchfab liences link to the same page.

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is it asking for a link to the MESH or the license?

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or to the webpage that shows the license i guess.

light thunder
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Put both, I don't think it really matters

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It's mainly so you don't pawn it off as your work

rancid lynx
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thanks for the tips.

night bridge
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is there anyone here that has made a vr game? is there any way to make the left eye render just the alpha pass, and the right eye is the regular normal rgb? I understand the the VR integration in unreal is not really a blueprint that i can edit, so how can i edit what layers are shown in each eye?

rancid lynx
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Are there any good UE4 Sketchfab plugins ? im searching google, im not sure

vocal flume
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Does any one know how to get the Google Play License Key to put in the project settings?
No tutorial for that
the guy on the unreal engine official video says we have documentation for it but it doesnt say anything and just links to google's pages

restive zinc
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i have a question how does down but not out work in unreal engine?

kindred viper
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@night bridge not directly. The closest we have are stereo layers but im not sure that would help. You could strap post processing volumes over each eye in the 3d world I guess. Get the IPD and figure out how far they need to be apart. But that's hacky and would probably be stupid πŸ˜„

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it wouldn't actually work but yeah it's a dumb idea. It's late. Im tired. It sounded funny πŸ™‚

wet berry
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What might be the cause of the editor not finding defined structs in dropdowns after restarting? Opening the missing struct explicitly and trying again works. Is that supposed to happen?

zinc shore
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can UE load external resources so players can add mods like in Godot you can load pak files from the user directory

kindred viper
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@wet berry Not sure if you have restarted. Odd one. Is it a custom struct? Have you checked if it's blueprintable etc in the meta data?
@zinc shore Yes it can. The Asset Manager and Asset Registry along with some helper classes has everything you need to read an asset from disk, load it, register it and have it usable but you cannot ship any of those tools that do it. So if it's for a game you need to use another method. You technically could use the system in place and replicate it with your own code, but anything that is Editor code can't be shipped.

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there is movement towards a more friendly mod approach right now I believe. Not sure how far it's come along though.

wet berry
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They are custom structs, yes. Seems to maybe only occur when I have another bug happening in my editor - dropdown menus flickering and going invisible. I restart the editor to fix that error, and I can no longer reference structs after without explicitly opening them. I did a Verify on my engine install + disabled high DPI support and I'm going to see if it happens again

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Scratch that. Seems I can see the structs in blueprints (as a variable), but not in the struct editor?

silver mulch
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Hey guys, new here and new to unreal and such. Where would I run if I have a beginner question and can't find much online about what my question is about?

kindred viper
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often here. But 9 times out of 10 your first stop is the official documentation. The basic stuff is covered. If you find holes in the documentation, its usually complex stuff later on. Do the grind. Don't skip it. Learn about blueprint communication early. Start with a course if you can so you have direction and don't hit brick walls.

autumn elbow
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How would I go about Migrating things that are not in the content window ? like lights, or geo.

kindred viper
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export them as FBX and re-import them

autumn elbow
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They won't retain the settings

kindred viper
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there is actually a new plugin for 4.26 that is in beta that enables exporting assets as text files.

autumn elbow
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That's cool

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So, no Migrate for lights in 4.25 then?

kindred viper
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well it should migrate. Where are you trying to access it from?

autumn elbow
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The lights are just dragged into the world

kindred viper
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if it's an engine light thats another matter I guess you see. You would need to recreate the settings unless its was blueprinted properly. At which point you can migrate the blueprint

pseudo pulsar
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Hi! Anyone have any suggestions on how to make my onhit event work without player collision? I'd like the player to walk through the blueberry bush with the deformation. (None of the collision presets seem to make it work. =/)

grim ore
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migrate the map, then in the new project copy/paste the light between levels. lights are instance and are a part of the map. You could always have both projects open and try copy/paste between btw @autumn elbow

autumn elbow
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Thanks Marc, maybe I'll make collections

kindred viper
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@pseudo pulsar if you read what you are asking, it's kind of impossible. OnHit is a collision event

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You could have another volume handle it but it's all about your setup

autumn elbow
pseudo pulsar
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Right. I'm mostly confused because I've tried doing a trigger volume, and doing overlap, but it doesn't seem to have any effect.

wet berry
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@pseudo pulsar add a custom collision shape to your character blueprint to interact with the bushes

pseudo pulsar
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Oh okay. I'll try that. Also thank you both!

wet berry
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that way you can use hit without it impacting your character movement. have the character itself ignore your bush collision type

pseudo pulsar
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Well wait actually on second thought I'm not too sure how that'd work. At the moment this is my setup, and what you said gave me the idea to just make the character's mesh the thing that collides with the bushes instead of the capsule component, but I'm not too sure how I'd do that without turning off the collision for the bushes still which like Marc said would mean the onhit wouldn't get triggered.

wet berry
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Read up on collision channels. Colliding depends on item type and the defined rules for that type vs. every other item type

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Unreal Engine

Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...

grim ore
#

most of the time they are faked using materials, so keep that in mind. Are you deforming in the material using offsets or actually changing the mesh?

pseudo pulsar
#

Alright thank you I'll read through that. I'm SUPER new to doing vertex deformation of any kind so that'll be really helpful. lol

grim ore
#

like when you see grass folding under the players its just scaling the mesh or using world position offsets

pseudo pulsar
#

Also I'm doing it through the material, but the hit detection is through a BP

grim ore
#

what you should look at are material parameter collections

#

your player updates the MPC with it's location, meshes read in that data and deform as needed based on their world position and the players position relative to them

#

doing it your way tho why could you not use overlap instead of hit if you intend on letting the player go thru the bush and not be stopped

pseudo pulsar
#

I've never heard about MPC, but I'm reading into this now and it seems really useful. lol Tyvm! As for the overlap; I tried, but it doesn't seem to have any effect? I followed a tutorial online, but it's when trying to customize what they suggested to do that I'm getting some issues. For the most part it's just the events that I think I'm struggling to understand, but I've been trying to read up on why my collisions aren't seeming to trigger with them if overlap's on instead of block.

#

I kind of understand why though? I assume it's because my player capsule is set to block instead of overlap. I assumed that if my capsule is set to overlap then that'd just make my controller fall through the floor, but I haven't tried that just yet.

grim ore
#

well if your using overlaps it would be a different event than the hit, it would be an overlap event

#

your foliage would basically be set to overlap the player and the player would go right thru it

#

so like with these settings, this static mesh in this blueprint is set to overlap the PAWN channel (which the player is). and then the overlap event on that static mesh gets called and prints out the message

#

here you can see the capsule component in the character ( the root item ) is set up as PAWN for the OBJECT TYPE which is the channel i set above for overlap

pseudo pulsar
#

Ohhhh okay. I see where I'm getting hung up. Thank you so much! That makes a lot of sense, and that is actually working after testing it with a breakpoint. The place I've been getting confused is translating the hit event over into the overlap event. The way this BP is setup atm uses the Hit Location & Hit Normal; so I thought that using a Hit Event was the only way to actually do what I needed to do.

#

I'm gonna mess around with it to see how I can interact with the parameters setup in my material without the hit event though. Now that I know it's working I don't think it should be too hard, but I've never really worked with materials in this way before so going from things like booleans to values is SUPER confusing.

#

(Especially since I thought Booleans were basically values. Like a 0 or 1)

grim ore
#

yep but there are tutorials out there on this concept so that might help

#

and booleans are 0 or 1 technically soooo

#

and they are also not 0 or 1 depending on the programming language sooo.... programming languages are weird

pseudo pulsar
#

Alrighty. Thank you very much again for your help! I kinda get the gist about what's going on now. (And also for the MPC tip! That explains a lot of questions I've had regarding materials, but haven't had a reason to look into just yet.)

fluid wagon
#

im so confused on so many levels..

raw olive
idle needle
#

Hi everyone. I have a Widget for my player that is spawned on it's player controller. This widget is spawned correctly and works as expected. The problem comes when I try to create a binding for a text that is inside the widget. When I do this and I try to rebuild the project, it get's stuck at 75%. Without the binding it runs perfectly. The binding is a c++ int32 variable called from the gamemode blueprint . The engine version is 4.25. Any idea if I need to include a module or change any project setting? Anything helps, thanks!

lucid grove
#

Heya

#

Anyone know settings that will help me get rid off those under landscape navmesh?

#

manually removing them is pain in the back

cursive coral
#

Not sure but do you know you have a texture streaming pool exceed?πŸ˜‚

lucid grove
#

thats ok, i didnt changed pool size its something about 1024mb right now πŸ™‚

hot beacon
#

ight i need some help this is just not working so i am trying to make a switchable build mode but it just dose not work what so ever when it does work sometimes it does not place a block and sometimes it does

#

then when i add the brake switch (the destroy mode) it then just destroys and dosnt build

#

even when set to build

#

then when i remove the build mode switch and just make it perm build it is fine

#

this is what it looks like when it works fine (but i can not add the switch

buoyant graniteBOT
#

:no_entry_sign: gameDev#8186 was banned.

hot beacon
#

and this is it when it breaks

#

when it some times put down a block

#

and sometimes dosnt

#

and if you have a solution please contact me

clever vault
#

hello guys i am looking for low poly assets , can you give me some websites where i can buy or download for free some cool ones

fierce tulip
#

why not use the ue4 marketplace?

plush yew
#

Is there no meme channel?

#

Meme breaks are essential to coding

#

I need a good laugh after so much pain from development

hot beacon
#

comon does someone have a answer to my problem or are people just going to berry it with all the messages

#

probs berry

waxen vector
#

Guys I setup my animation blueprint, blend spaces.Both are working in animation preview editor window.
When I make the 3-d character blueprint and add the animBP it shows the character's idle animation but when I play the game the character just does idle animation for all the movements.
Which is weird.. cause I think i did all steps correctly.
Above is event graph.

hearty shell
#

Connect "try get pawn owner" to your "is valid" node in your first screen shot @waxen vector

haughty tangle
#

So - Can I put the builds folder inside the project folder for organization's-sake?

#

eg:

#

Or will this confuse the engine?

hot beacon
#

it wont confuse the engine

#

the engine will just ignore it

haughty tangle
#

A good.

hot beacon
#

but make sure to put the hole build in its own folder

#

so make a build folder

#

then put it in there

haughty tangle
#

It makes sense for me to have it within the folder structure...

#

So you're suggesting:

#

Project/Builds/Buildv01

waxen vector
hot beacon
#

sure

#

do that

haughty tangle
#

Project/Builds/BuildV02

hot beacon
#

yee

#

so that way you have the versions

haughty tangle
#

Gotcha, thanks

fierce tulip
#

@hot beacon we prefer it if people dont ask the same question (or to ask to look at the question) within the same hour, we'd appreciate it if you take that into consideration.
as for your question, why not try #blueprint

hot beacon
#

there ya go

#

i just moved it into blueprint

fierce tulip
#

thanks, i hope it gets answered soon!

proud narwhal
#

Does anyone know of a good free tutorial of how I can make a virtual flythough of my map? I want to set a route and have the camera follow it, stop at points, look around, etc

hot beacon
#

ok so i dont know if this game idea is already done nor do i care i shall do this game as it is the best game idea i have got in months here is how it goes (wait i just realised its like slime ranchers)
oh well

you have a little farm to collect different types of animals called Phrogs

each phrog is going to have a ability that the player gains
such as a Speedy Phrog will grant the player a 2X speed boost
but you can seel the phrogs to get currency to up your farm such as

bigger storage
better items
and some other things

i am still working on the idea but so far that is what i have
what do you guys think

#

i will also add a sandbox mode where you can add the phrogs in the one area and just have fun with them

autumn grail
#

hello , my packaging for windows 64 fail

#

can someone help me

hot beacon
#

oh i used to have this problem

autumn grail
hot beacon
#

ok good

#

now

#

ill tell you what you need

#

are you trying to make this for android?

#

because there are things here for android

#

oh wait

#

im reading the wrong bit

uneven robin
spring raptor
#

hi

#

can u make virtual cam in UE4

#

for obs?

shy rune
#

can anyone help me with multi user editor

half bay
#

hey πŸ™‚
when i use morph targets, the eyebrows and eyelashes don't move with the morph, even though the material is set to use morph targets

any ideas? i googled it but couldnt find much.... :/ thx

stark ledge
#

Anyone know much about automated testing in Unreal?
In particular the BP class: FunctionalTest
My question is - how do I automatically run all tests in all maps in a particular folder?
Currently I have to open up Session Frontend and click 'Run Level Test' but I'd love them to either appear in Session Frontend as normal tests, and in particular be able to launch them from cmd line.

signal flower
#

how do I show my EGS a way to Engine? I really don't want to install it once more...

sterile lichen
#

Hi, are there any good options to implement mission scripting in UE? I'm expecting that will have quite big mission scenarios for strategy game.
Making everything as a giant state machine in mission script actor blueprint will be extremely unfriendly to debug or extend
Alternatively was thinking on attaching something like lua or python but have no idea if it is possible to make a decent bridge between UE and them

lusty carbon
#

Foliage.forceLOD gives very weird and unexpected result. 0 just disabled all foliage

wary wave
#

we did this for our procedural mission system, and since it's a custom tool built-for-purpose it turned out pretty powerful

#

essentially each of our nodes in our graph is a C++ or blueprint implementation that decides how to flow to the next node

#

(and of course can do anything we tell said node to do when executed)

half bay
#

okey so i'll answer my own question from above, i found morph targets for the eyelashes and eyebrows which are identical to the head ones (eg: head twist - eyebrows twist), so i connect them and they stick to the face properly, for now....

dim arch
#

hi, need to debug an android crash (quest2) but when its deployed on runs on the device, it closes the connection (launch succesful) is there some way to get a debug log ?

plush yew
#

how do i release my game

#

i mean to launch it

plush yew
#

ok

#

thanks

#

i think i need to rebuild all lighting

half bay
#

probably

plush yew
#

kk

merry gazelle
#

is it possible to add some kind of timer in a function? I want to delete a added light component but don't have access to a delay, timeline or timer

(just added a delay outside function instead)

lucid grove
#

Is there a way to attach navmesh modifier to spline?

#

I want to make roads for NPC with modifier, but doing it by hand is a long story

tough pagoda
fierce tulip
#

<_<

tough pagoda
#

:(

plush yew
#

i have 8 levels, how do i select which one to be first when i start the game?

plush yew
#

ok

pure gulch
#

A question about animation: Does the number of game frames of the player affect the time to play a complete animation?

wary wave
#

it shouldn't

pure gulch
plush yew
#

How do I enable the live link plugin between ue4 and substance painter?

rigid marsh
#

Just a random question but does anyone know a good tutorial/video regarding Pose Asset? I've read all the ones in the documentation and some demo youtube clips but I still don't quite understand how to use it...

pastel yarrow
#

guys, can someone help me with colisions?

#

I am trying to make a mesh that works as a colision, hidden in game but blocking the pass

grim ore
#

there are blocking volumes in game that can do that if you just need something basic, if it has to be more complex you can tell it to not render the static mesh

pastel yarrow
#

I was looking for simple boxes, thanks

#

Idk if you wanna know, but I am trying to do a resident evil silent hill like game, from the camera perspective, and i want to have simple collisions

lucid grove
#

heya

#

im facing generic problem with accessed None

#

Blueprint Runtime Error: "Accessed None trying to read property LookAtRotation". Blueprint: Bed_For_Player Function: Execute Ubergraph Bed for Player Graph: EventGraph Node: SetWorldRotation

#

but even with isValid i get lots of error

#

why so?

grim ore
#

where is the look at rotation

#

I dont see it in that picture

lucid grove
#

ow, my bad - yes, its that one what causing problem

#

btw, @grim ore do you know is there a way to attach navmesh modifier to spline?

grim ore
#

not attach as far as I know but you can set the location of the modifier to points on the spline

#

technically you could try adding it as a child actor but I dont know how well nav modifiers work at runtime when moving

vocal flume
#

Does anyone know if I can get the top score from the leaderboard? There are only 2 nodes. Read from leaderboard.. and write to leaderboard and both needs the player controller as the input so it’s for retrieving the value for current player. I would like to show who is on the top of the leaderboard is this possible?

round elk
#

So I added a 2D sound at Event Begin play in the level BP so that it acts as a Background sound.
But when I'm playing the game as standalone mode, the cue isn't playing. It's version 4.26. The cue is playing in Viewport mode.
Does anyone know why?

grim ore
#

Standalone from the editor or packaged?

#

if editor, check the logs. if packaged run it with the log command and check the output log

round elk
next dome
#

hey guys, anyone know if its possible to enable and use Custom Stencil pass on Decals?
it works with meshes but it seems not to work with decals

grim ore
#

did you check the log itself or the one in the editor, if using standalone I beleive you have to check out the .log file. you might want to debug to make sure its working then, just use some simple print strings before and after the node to make sure its firing off @round elk

round elk
lucid grove
#

I just noticed that if playrate (or world time dilation) is high - branches sometimes skip numbers

#

like i have simple day time check

#

if hours == 12 then print string hello

#

with time dilation x2 - x5 all great

#

but with high numbers - it sometimes skip 12 like it wasnt there

#

is this really a thing?

#

in my check it branched 12 hours only at 6 day with high time dilation

#

but works ok with smaller numbers

wary wave
#

err, what are you doing?

#

show the BP

#

the explanation was a bit confusing

#

I suspect the issue is logical, rather than an actual bug

lucid grove
#

sure

#

damn, probably found it

vocal flume
#

Guys! any feedback on Epic Leaderboard plugin? is it reliable? A bit worried because its free

wary wave
#

depends on what you mean by 'reliable', I guess

#

as far as I'm aware, it works

winter gale
maiden socket
#

Hey guys

#

Is it true that playing games with higher frames reduces input delay?

grim ore
#

depends on the way input is set up

#

if your input is polled every frame, then yes. if its a fixed polling, then no

maiden socket
#

Thanks for your informative vidoes...helped me in getting started with UE4

grim ore
#

for ue4 more than likely your are using the normal polling so yes it would be every frame

maiden socket
clever axle
#

how do you build engine plugins from source? I want to use landmass

grim ore
#

engine plugins should build when you build the engine

lucid grove
#

Ok so get back to my time branches

#

it changes time * on clicked

clever axle
#

Oh damn, @grim ore, been watching a ton of your videos.

I figured as much but I don't know how to config it to build it with

lucid grove
grim ore
lucid grove
#

when hours is == 12 set time mult to its normal 0.02

#

the problem is, when mult is high it stops not on 18:00:00 but with some extra minutes

clever axle
#

@grim ore oh man, that actually works. I don't know why but it does. Thanks!

grim ore
#

what are you using to store your time?

wary wave
#

I don't know where that time variable is being set, but I assume it's being updated every tick

#

the problem is that Tick A will have a time that's something like 11:59 and Tick B will have a time that's something like 13:01

lucid grove
#

im using timeline + simple math

wary wave
#

there's no tick where your time is ==12

lucid grove
#

aha

#

interesting

clever axle
wary wave
#

this is at least my assumption from the BP snippets you've posted, but it makes sense to me that this is your issue

wary wave
clever axle
#

@wary wave so how do I stop them from running into each other and getting stuck?

#

custom logic?

lucid grove
wary wave
wary wave
clever axle
#

@wary wave are there any events or something I can hook into?

lucid grove
lucid grove
#

with time mult around 1 (x10 of normal speed) its stops at 12 hours

#

but with higher numbers it adds extra minutes

#

the more mult is the more it will add

wary wave
grim ore
#

there is a variable that can be used to store actual time in one type but like has been mentioned your going to have to do a bit more math such as only checking hours or checking for if its past the time then adjust as you will probably never hit dead on

wary wave
#

^ the more time changes each tick, the more likely you are to miss an interval

lucid grove
#

so it is a thing

#

but why? im just trying to understand πŸ™‚

wary wave
#

adjusting your logic to work with >= the interval you want to hit is your starting point

#

well, show me how you are calculating that time struct

lucid grove
#

First of all i have this timeline

wary wave
#

but in simple terms, look at it from a real time point of view.

Consider a game where you have a tick exactly every 0.033' seconds (perfectly precise 30fps). If you check each tick if the time elapsed is exactly 1.00 seconds, you will never hit it. Tick 29 will happen at ~0.957 seconds, tick 30 will happen at ~0.99 seconds, but tick 31 will happen at 1.023 seconds.

#

it feels to me like this is the problem you have created for yourself

lucid grove
#

Its not a problem since im gonna avoid it

#

I never thought about tick in this manner

#

In my mind tick is something like exact 1 for example

wary wave
#

it's a problem you should understand though, because it's pretty critical to making real time stuff, haha

lucid grove
#

But seems liek its not

#

Today i learned more πŸ™‚

wary wave
#

in my example a tick was perfectly 0.033' seconds, but a real tick could be 0.036 seconds, or 0.037 seconds, it's not perfectly stable either

lucid grove
#

thank you, now its a new knowledge to me

wary wave
#

in any case, if I needed to know if 1 second has elapsed, I can't check if time == 1.00, because it's almost guaranteed to fail

#

instead I check to see if time >= 1, because when I get to tick 1.023, the test will be triggered

lucid grove
#

the thing is that branch is not fail, it just feels like its not fast enough

#

but know i at least know why πŸ™‚

plush yew
#

how can i add Footsteps sound in first person?

wanton lotus
plush yew
#

it's not working

wanton lotus
plush yew
#

it might not work because i have head bob

#

but idk

wanton lotus
#

You could also just "fake" footsteps. Have a timer setup on a loop to constantly play footstep sounds and then have your movement trigger that timer to pause/unpause.

#

Have same timer also do a line trace to test the ground below the player to change the sound as well.

plush yew
#

i have head bob

fierce tulip
#

imagine if crusher ever followed a tutorial, how far he could be

thick herald
#

Ahh the return of the Crusher

plush yew
#

uhh

#

no because i already have the sound files

wanton lotus
plush yew
#

yeah

#

can you help me?

grim ore
#

after bob play sound?

plush yew
wanton lotus
# plush yew

Does your head bobbing work? Not even sure what this is doing, hehe.

plush yew
#

better screenshot

#

yes

#

it does

wanton lotus
#

Ok, I can read it now, hehe

inland aurora
#

but like

#

you just bob no matter what?

#

how do you get the event?

plush yew
#

what

inland aurora
#

how do you get the head bob event my brother

plush yew
#

i don't know, i watched a tutorial on youtube

inland aurora
#

and you don't know what you did?

#

alright, gotcha

#

I'm out kappa

plush yew
#

i made head bobbing a month ago i think

wanton lotus
# plush yew i don't know, i watched a tutorial on youtube

Checkout something like this for head bobbing, then you can use the relative Z location to determine when to play your footstep sounds: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1653910-how-to-make-a-simple-up-and-down-head-bob-for-first-person-game-s-camera

plush yew
#

ok?

wanton lotus
#

I'm not 100% sure how you would sync sounds to a camera shake effect. I'm sure it is possible, but there are better solutions to head bobbing if you want more control over it.

grim ore
#

your asking how to do something, without wanting to learn how to do it or follow instructions/tutorials on how to do it

plush yew
#

oh

fierce tulip
#

yet you all keep helping crusher over and over :p

small jay
#

Not sure if this is the correct channel - Where would I find the procedural foliage volume in 4.26? I can't seem to find it is Project Settings.

inland aurora
#

I have a actual question, let's say ur project starts lagging a lot on compile or creating a function

#

how can you check the logs for what is happening?

kind dew
potent bridge
#

nvm

dawn gull
#

So I'm doing a ray trace from the center of a sphere and then setting the location of an object as the hit location, how can I adjust the height of the object based on the sphere?

grim ore
#

so you want the Z of the hit object to match the Z of the sphere?

dawn gull
#

I guess?

#

Yeah

grim ore
#

then that is what you do

#

get the current location of the object you want to move, break that vector into X Y Z, replace the Z with the Z of the sphere

dawn gull
#

Oh I misunderstood. I want to be able to move the object up and down as if wherever on the planet it was placed was pointed up in the world

weak cypress
#

does unreal run on linux?

dawn gull
#

Yes

grim ore
#

@dawn gull do you have a visual so you could explain?

dawn gull
#

uhhh i can make one

weak cypress
#

could it run better on linux?

grim ore
#

probably not

weak cypress
#

vs windows

#

sigh

#

so i guess

#

only an upgrade can save this

dawn gull
#

Like this but not having to manually move the planet every time i want to add an object

#

(for 5 its rotating it back)

#

i forgot to add the arrow

grim ore
#

so the item is always facing away from the planets surface?

weak cypress
#

like

#

my laptop is running unreal like trash

dawn gull
#

No, I just want to be able to move it closer or farther away from the planet

dawn gull
#

running unreal

weak cypress
#

i guess the specs just wont do

grim ore
#

well the planet surface should have anormal if you cast a ray at it

#

whic is a vector or angle representing the direction away from the surface

#

then you can move that item in that direciton or the negative of it

weak cypress
#

and no linux will save it

dawn gull
weak cypress
#

ye

dawn gull
#

@grim ore Ok I'll try that

weak cypress
#

i thought it would be atleast usable

grim ore
#

well it might be, but its not a miracle worker (linux)

#

what are the laptop specs

past stag
#

Anyone know why is my Unreal Engine crashing when trying to do a hot reload? Re-instancing Character_CPP after hot-reload. is latest entry in the log. I am using rider for unreal engine

wary wave
#

just ignore kostaxr - they've been aimlessly complaining about their hardware and asking the same questions over-and-over again for months

weak cypress
#

well i thought if linux would be any different

wary wave
weak cypress
#

i didnt remember the answer

grim ore
weak cypress
#

i looked it up

#

and saw that it was only windows and mac

#

i just wanted to confirm

grim ore
#

no you didnt

wary wave
#

lol

weak cypress
#

ye i have asked in the past

wary wave
#

yes, and constantly for the past several months

#

I'm not unconvinced this isn't a troll account tbh

weak cypress
#

i am not trolling

wary wave
#

if you're not trolling, then why ask the same questions over and over and over again?

weak cypress
#

i havent ever gotten an exact answer

wary wave
#

you've been given plenty of good answers, including by myself

#

^

fierce tulip
#

at least i can purge my own posts XD

wary wave
#

I mean you can, but was it necessary, hehe?

fierce tulip
#

i didnt want them to show up if i need to search my own images some day

weak cypress
#

well its not that simple...

#

i do know how things work

plush yew
#

hey guys, I'm a real noob, and trying to follow a tutorial. In the tutorial it was instructed to create a new C++ actor class, but when I try to create it after naming it, I get an error saying I need to recompile. But then I try clicking the compile button and it fails.

#

If I paste what is in the output log, would anyone mind taking a peek at it? I'm too much of a noob to know how to debug past that point

wary wave
#

compile in visual studio

#

that's what the message is telling you

plush yew
#

oh!

wary wave
#

it could be a simple compilation error that causes the failure, which the output log will usually show

#

but if in doubt, compile in visual studio - because hot reload has failed

trim dawn
#

does anyone know where you can specify the path the the UnrealVerisionSelector? for some reason my project has an invalid path to this one wich no longer exists.

plush yew
#

I see, thanks.

grim ore
#

@trim dawn if you copy the file into the directory with the exe for the editor and run it, it will map that directory and version to the launcher

trim dawn
#

wich file do you mean? should i copy the entire project directory into the engines binary folder?

grim ore
#

no, the unrealversionselector.exe file

trim dawn
#

everything works fine except for the verision selector, i can launch the project just fine

hollow ridge
#

can I get some help with github here, or should I go somewhere else

trim dawn
grim ore
#

its in the binaries folder in the launcher, assuming you are using the launcher

trim dawn
#

its a source build

grim ore
#

then you might have to build it from the solution

trim dawn
#

what do you mean? the project compiles and runs just fine. it has the correct engine verison linked there. but GenerateProjectFiles wont work. wich is the base problem

grim ore
#

ah thats different, what error does it give?

trim dawn
#

if i try to run GenerateProjectFiles on the .uproject it spits out: Could not find the program '/home/user/Programs/UnrealEngine-4.26.0-release/Engine/Binaries/Linux/UnrealVersionSelector-Linux-Shipping' wich is a test engine i built and has since removed. for some reason when i built that one it remapped the path to the verision selector for all my projects

#

so, im wondering how i can map it back to the correct file =P

#

maybe i could run the UnrealVerisonSelector for 4.25 (the correct engine) and specify the path to my uproject instead

#

ah yep that did the trick.. thanks for the help.. hehe

weak cypress
#

well i guess a laptop wont be a choice to dev on then

plush yew
#

So i have this world blueprint to make an asset appear when you walk within the trigger box. However i want to make it so the asset disappears when you enter the trigger box.

languid panther
#

Hi, got a question for a friend.
Today when he opens a project, his computer hard freezes, so he has to restart the PC to be able to interact with windows again.
It worked fine yesterday, but today no matter what project it is, even a fresh one it hard freezes his PC.

Any ideas what the reason for this could be?

hidden sparrow
#

guys what happened. Some of my things just moved right or left for no reason I dont know how i did that and the worst part is that it isnt registered as a move so I cant undo it.

plush yew
#

i have a serious question

#

i know it might sound silly

#

but

#

how much time do people actually put into actually working on their game

#

not the time they say its time to work on said game for

#

but actual literal time pressing the game dev buttons

#

just curious tbh o.o;

#

if any of you guys actually count that lemme know lol

clever bone
#

how do I reduce fireflies in my raytracing? I'm saving to a video file, so FPS isn't an issue.

fierce tulip
#

back in ued 1 up to 2.5 you could see actual map-time, where it recorded the amount of time you spend editing said map/environment.

#

would be funny to log that for ue4

plush yew
#

i'm not gonna dock your pay promise >O>

#

i'm just curious about actual productivity i heard recently and even noticed in my previous jobs that id be working hard for 8 hours straight trying to race against time to get stuff done as soon and efficently as i can like if it were a video game, whilst my co-workers just hang around like they were on a lunch break for most of the time on the clock this happened in 3 jobs

#

and i heard apparently people are productive to less than 2 hours out of 8 hours or more

#

so seems like what i noticed and was curious if its the same even with hobbies/careers like game dev stuff

meager frigate
#

im trying to find a vector between two vectors, its not vector - vector? im grabbing a rock and when i grab a second rock i want to adjust the pivot vector to be the middle of two grab vectors.

median hound
#

a vector inbetween two vectors is when you take two vectors add them together then divide by two which that gives u the vector inbetween the two vectors

plush yew
#

ok serious business game dev question >O>

#

has anyone here used x-muscle on their models?

meager frigate
#

thank you, my minds melting, appreciate the time

median hound
plush yew
#

im just curious if shape keys are the same as morph targets and if so how does one distinguish between shape keys for when limbs bend properly and something like morph targets for character creation ;-;

past stag
#

Why is Unreal Engine crashing after hot reload? ```Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000138

UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_HotReload
UE4Editor_Core
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll```

wary wave
#

that call stack is meaningless, I'm assuming you do not have debugging symbols installed

past stag
#

yeah, i think i dont. can i install them somehow?

#

I can download them.

grim ore
#

yes in the launcher for the version of the engine, in the drop down

past stag
#

if they are not very big i can download them

#

oh. they are 30gb πŸ˜„

#

I can download them temporary and uninstall when i dont need

past stag
grim ore
#

just crash again

past stag
#

okay.

#

I'll report what i got when i have finished downloading them. like 5min.

wary wave
#

it will generate a call stack that tells you something (hopefully)

#

debugging symbols are kinda essential

plush yew
#

how can i add footsteps sound in first person?

grim ore
#

record yourself walking and play it back when you start moving

plush yew
#

oh

#

what

#

where

grim ore
#

put the sound after your head bob starts... that was mentioned a few times

plush yew
#

ok wait

grim ore
#

then someone asked if you know when head bob was called and you said no, I dont know what I am doing I just followed a tutorial blindly

plush yew
#

where

buoyant graniteBOT
#

:no_entry_sign: Xv4DE3#0195 was banned.

fierce tulip
#

he never learns

dire coral
#

compleatly off topic and wrong engine i know but im doing a school work where i need to build a app using Android studio to control a car and im making the UI and i came accros a nice style and the creator says hes using "projection well" any one know what is that cant find anything online

past stag
#

Is there something helpful in that?

inland aurora
#

im really mad right now

#

ue4 editor crashes when I tell it to destroy actor

#

why can't I finish a project smoothly for once

fierce tulip
south ridge
#

That's why I always run the engine from MSVS

past stag
south ridge
#

So if it crashes, it doesn't die and I can usually step out of the error

#

Then I can save and restart

#

Because 90% of these crashes are just check/assert failures that can usually be ignored by cutting straight to the end of the function

wary wave
#

I mean, it tells you where it's crashing at least, so you could check out that section of the code and make some educated guesses

#

it also seems to be character related, so you could also just not hot reload the character

south ridge
#

Oh

#

Hotreload

#

Should have looked down the callstack. The solution is, don't use hot reload

#

The hot reload spawns all sorts of random crashes that you can't easily step out of or that end up with state corrupted beyond repair

barren timber
#

Hello !

signal flower
inland aurora
#

@south ridgehow do u do that?

#

mine starts and when i select my project it starts a new window and i dont see it in msvc

plush yew
#

game dev is like being thrown into a castle of legos

#

made of legos

#

but all of the pieces are everywhere

#

and the castle is made of pieces

#

and you gotta run around the castle as people throw more lego pieces at you

#

and half way through you dont even know what youre building

south ridge
#

I use a custom source code build

plush yew
#

but your glad its sticking together sommehow xD

inland aurora
#

yes, me too

south ridge
#

So when I generate a sln file for the project, it generates code for UE4 + project for me

#

I launch it from the sln file for the project

#

And not sln file for the engine

plush yew
#

oof

inland aurora
#

HUH?

south ridge
#

If you launch it from the sln file for the project, it starts the project right away

plush yew
#

when is unreal engine releasing make game button >o>

south ridge
inland aurora
south ridge
#

Wrong sln

inland aurora
#

oh, so u generate ur projeft

south ridge
#

Yes.

inland aurora
#

ur project in c++

#

and when u start it u can debug it?

south ridge
#

Yes. It's C++ - you don't need anything but a single game module though, you don't need to have C++ code in it

#

When you start it, it starts it with debugger attached yes

inland aurora
#

ok, I will try to fix the problems by debugging it then

past stag
#

idk why

south ridge
#

Hot reload isn't a very stable tool

past stag
#

Now its not working..

#

maybe i need to disable it

#

its also weird that it works in visual studio.

#

Hot reload works as long as i dont have the cpp character placed in the scene.

#

that is really weird

fierce tulip
#

please read the #old-rules before posting @tranquil cedar

tranquil cedar
#

I did, bit confused on what i did wront

#

wrong*

fierce tulip
#

if you did, you didnt read number 6

tranquil cedar
#

Appreciate you thanks!

median hound
#

can you get a boolean from a hit component? cause i have two of the same objects and they are sharing bools(when the object is below me it sets to true) but theres also the same object ontop of a floor so that means false and so it loops true/false

grim ore
#

can you get a variable from a hit component? yes if you know what it is or you use an interface. Its like any other object you get a reference to

median hound
#

got any example? cuz u cant just drag out from hit comp the variable and it be there

autumn grail
#

How to use chaos in 4.26 please?

#

Please

#

I can't find the "fracture" mode in the editor

median hound
#

use the epic games version or whatever or build it from ue4 source(vids on it)

autumn grail
#

Yes but the vids say in 4.26 it is a plugin integrated in the version

#

i enabled it but i can't find the fracture mode

#

i can just create a chaos solver

median hound
#

no you have to install 4.26chaos look at the versions in ue4 go all the way to the bottom

autumn grail
#

Oh thank you

#

im in

grim ore
#

@median hound correct its a hit component, it doesnt know what you hit that is what cast is for (telling somthing generic what it is specifically)

median hound
#

so by line trace how do i get the object that i hit then get a bool in there?

atomic anvil
#

break the hit result

grim ore
#

yep the hit result has the hit actor

median hound
#

yeh how do i get a bool from that hit actor and not the other actors

grim ore
#

waht other actors?

#

the hit result is the item you hit. the EXACT item and only that item that you hit

plush yew
#

hey guys i didnt get yet what differenties there are between Instanced Static Meshes and Hierarchical Instanced Static Mesh, can you help me making me understand ?

atomic anvil
#

if you pull out from the hit result, select "break hit results" and you will have a ton of choices in there for what data you are trying to get

median hound
#

the cube has stuff into it like bools, if i duplicate the cube they both have the bools and i only need the bools from the object im hitting

atomic anvil
plush yew
#

thanks ❀️

grim ore
#

@median hound which part of that is where you want to get the result?

wanton lotus
grim ore
#

oh lol... your uh... not using the actual hit event to see what you hit

wanton lotus
#

Avoid using "Get Actor of Class" when you need a specific object, unless you know for sure only one exists in the level.

median hound
#

no that get actor is me only me

grim ore
#

well in this case he knows there is more than one

#

or this code is completely weird... looks like it sweird

median hound
#

ok so i got myself right

wanton lotus
#

Thought a line trace was involved?

grim ore
#

this code, where is this code. what actor is it in?

median hound
#

i made it where if an object hits the floor or goes under me it turns into a red material and cannot be dropped

#

but if i dupe them it wont do the same stuff for both, so i need the bools from the object that i hit instead of both objects for it can work fine

grim ore
#

so where is this code at

median hound
grim ore
#

so this is inside of tthe cube that you are checking to see if its below something else?

median hound
#

yes but if the cube is duplicated then it will be like true/false/true/false because its telling me both of their bools

grim ore
#

your trying to get to step 5 without doing step 2 so relax

#

where are you doing the check for below at?

median hound
#

set timer by event checkifunder

grim ore
#

so right now if this item hits the ground it goes red?

median hound
#

on component hit yes, the under thing just checks if its a certain distance below me then turn red so both will turn red and set the bool true

grim ore
#

ok so then if this is unique where is it getting confused?

#

each item in the world should be unique and its unique variables unique to that instance

median hound
grim ore
#

ok so that code is no where in there is it?

median hound
#

thats in my player so when i release G it gets the bool from the cube and checks if its false but sense theres two cubes and im getting actor of class for just the whole pick which is all cubes then it goes true/false/true/false

grim ore
#

yes so the problem is in the player not the cube

#

so we didnt need the cube code

median hound
#

oh

grim ore
#

your player needs to talk to the cube it is holding right?

median hound
#

yeah

grim ore
#

so how does it hold it, what code calls that

#

what does the "hey cube hold me"

median hound
#

line trace

summer verge
#

Can you not import custom collision meshes on skeletal meshes form FBX?

median hound
#

i can get the location of the object but not the bool

grim ore
#

ok so after you line trace, and you grab the component do you keep track of that item?

#

basically you need to save a reference to the actor you are working with in that line trace, the one you grab, because you want to talk to it later right? then when you are done with it let go of the reference so its back to nothing

median hound
#

so i promote it to a var?

grim ore
#

yep

median hound
#

and ill be able to get the boolean candrop from it?

grim ore
#

assuming you are talking to it correctly yes. you will have to cast to the correct class since a hit actor is just an actor

#

line trace -> hit some actor -> cast actor to the class that actor is -> do whatever with that class

#

if you plan on talking to that actor later, promote that actor or after casting promote that specific class of actor to a variable and use it later

#

alternately I dont know "how" you are doing your grabbing and such but if you are attaching it or it is being held by some part of your character then you might be able to find it later if its part of your character now and then talk to it

median hound
grim ore
#

well read the warning

#

also it looks like you are getting the hit component and not the hit actor

median hound
#

yep thanks, i kinda forgot about casting so its my fault as i thought get actor of and casting was pretty much same thing so i just stopped using casting

grim ore
#

nope they are definitely not the same

inland aurora
#

so, i destroy actor from array, i resize the array, and when i call the array again, it says that the reference cannot be done cause the actor is pending kill

golden bane
#

does anyone know how to set an actor yaw rotation so its in direction of player input?

inland aurora
#

maybe if i change every resize to clear

plush yew
#

blender is brain numbing

#

holy cow

#

3 hours trying to get the bone placed right

loud meadow
grim ore
#

there might be but that call stack wont help without debug symbols installed.

#

there is an asset that is bad right above it, maybe remove it

rough knoll
#

how would i separate this magazine mesh from the original skeletal mesh? I need the separate magazine mesh for something else

honest mango
#

what is the dafault time dilation value please ?

#

1 ?

proper quiver
#

yes

#

@rough knoll if the mesh is not already separated you need to edit the mesh in a separate program

azure flicker
#

hey guys, is there any way i can get some help on my AI behavior tree

#

been stuck on it for many hours and im not sure what to do

pastel yarrow
#

Greetings, can someone help me how can I delete or hide the UI when pressing a botton?

fluid wagon
#

Does anyone here use UE to make their maps?

#

Can it be used to make cities as well? I saw some videos on youtube people making scenery... and been following around the tutorial, I just cant ask "it" questions so I get confused on some things

lusty scaffold
#

can we delete bones from Skeletal mesh?

#

is it possible to rearrange bone hierarchy inside unreal?

rough knoll
#

^ would be interested in knowing this as well

real edge
#

anyone good with lighting?

plush yew
#

Does anyone know how to import XML files into something like Maya?

small sail
#

server pfp update

kind dew
pastel yarrow
#

is there a way to make an action happen when the controller is touched?

plush yew
#

I think you need to get the player controller then make a branch so if they are pressed then remove the widget, I havent done it before but you could do some research on it

#

@pastel yarrow

pastel yarrow
#

Thanks, will look around

#

The issue is when that happen, like what kind of action I need to put

#

every tic?

pastel yarrow
wanton lotus
plush yew
pastel yarrow
#

Thanks, I did it little more complicated

plush yew
#

haha its weird how most of us think about all the hard stuff when its right there in your face

wanton lotus
pastel yarrow
#

does any key work with controller too?

wanton lotus
#

Yeah, it should.

pastel yarrow
#

Let me try it

wanton lotus
#

You can even make it an action mapping

pastel yarrow
#

Yeah I know, but I was sure there has to be a better way to do

wanton lotus
#

You may want to set "Consume Input" to false though, so that lower priority input will still trigger, as well as the any key event.

pastel yarrow
#

Well it works with the mouse, can't try it with the controller rn

wanton lotus
pastel yarrow
#

Nice, thanks

wanton lotus
pastel yarrow
#

Gotcha, but it works rn, I so I will try that later if needed, now I will try to figure out how to add video elements into ui

#

I will try to find it on youtube, I am sure there are plenty of tutorials

#

Thanks for your time

wanton lotus
pastel yarrow
wanton lotus
pastel yarrow