#ue4-general
1 messages Β· Page 916 of 1
yea no matter what i do its always valid
so that means it does not set the material
wtf
how else can i set it?
oh
i was setting mesh
and i have a plane
huh
im litteraly crying over my retardedness
i may be now exiled from this planet for my low iq
Awww don't cry
should be possible
does anybody had tried?
a trackpad is basically a mouse so I'm not sure why you wouldn't be able to
When will ue5 be out
it might be a bit awkward to use but I think it should work
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?
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.
what do you mean
do you mean only the character can pass through the walls? I assume it's single player
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
what about props and things?
but i do believe i can just repeatedly update the location rather than just attaching it to let objects inside
i don't want things to be able to walk into it
but if the player happens to walk up to it it can be allowed inside
you need to look into collision channels
What are Unreal Evangelists are for?
they showcase the content at colleges, schools, companies, and promote the content
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
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.
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
What am I missing here?
I'm not allowed to append another array to an empty array?
I can't cast an entire array it seems...
can't append to nothing
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?
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?
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
HELP
turns out the name of the parameter was wrong
how can i add footstep sounds in first person?
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?
Do you mean play sound at location? or play sound 2d?
or do you mean in the animation, you can add a play sound event to the actual animations
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
Hello, guys. I need your help.
My AI don't sense damage.
Any damage. I dunno why.
Please, mention me. I can be AFK.
question
is it possible to "Emulate" a VR headset?
I plan on trying VR development, but I lack any HMDs
@hearty walrus no
Yes, don't use VR?
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
I'll probably adapt it to mouse movement or something
since, I'm guessing, a LOT of this project can be done without a hmd
with non VR support, but designed for VR
since it's essentially a homescreen
sounds messy
Does anyone know how to change the colour of the water with the water plugin? Thanks
Figured it out now
Can someone help me run this project please? https://drive.google.com/file/d/1N6NZBdEv3pV3OUrbwKWUnOhmE9E2fJFS/view?usp=sharing I'm getting an error no matter what Blueprint I try to open or right click on. It's a simple game I've made for a company. I had to work on a mac book over the holidays and now I'm stuck opening it on windows again. Delivery is in like 10 day lol. Please can someone have a look?
it's a BP only project
@lime girder 2D
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
or to make it seperate components
and simply set their rotation
How can I see stat.fps if I play in a new editor window?
Why is my material using different compression settings than my png?
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?
try Casting
Has Epic ever actually contacted anyone? Does sending this ever make a difference?
dependig on the crash, that may help them prevent it in the future
they most likly wont contact you though
without having debug symbols installed, a crash report is pretty worthless
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?
Counting*
honestly I guess it just depends on what you prefer, I think both ways can end up with pretty much the same result but Id just do whatever Id find easiest in this case
epic mesh btw lol
hi everybody
does anybody knows why my tree gos dark when i activate two sided
thats shadow, the faces werent rendered previously and therefore couldnt get a shadow.
@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
the rigs resting position is this one, i dont know why it suddenly bends over
Old school mappers here these are some nice hidden tutorials for Unreal Engine 2.0 (Rainbow Six 3, SWAT4, Unreal Tournament 2k4 etc) about movers and making an elevator! I still make Rainbow Six 3 maps.
elevator https://web.archive.org/web/20151210162437/https://lodev.org/unrealed/movers/elevator.html
movers https://lodev.org/unrealed/movers/movers.html
yeah aim offset and look at rotation stuff can be pretty annoying to set up to be fair, but theres a way
I get this every single time because I turne don the python stuff for the blender tools
I've gotten used to it jsut crashing π
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
Im trying to setup my HDRI in unreal and get this error on my texture. Any help?
@lime girder for me I think it's crashing due to modifying structs and pins not being refreshed correctly
4.24 anyway, structs seem very unstable
how can i open a new level using a keyboard key (when i'm in the triggerbox)
any idea how i could detect on hit where did arrow land on pawn ? (head,body, legs-arms)
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?
I'm using a trace line, and use the bone name with a switch, where I just multiply my damage by a value (*2 head, *0,75 other) tell me if you find another way to do that
i have and idea but need to check
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...
preview mesh is only visible in editor
posible reasons:
1.Scale is bad
2. its main points is off center
click on mp7b and press F
loading in a default project be like
when will this end
it's been over 10 min
and my computer is smoking up
it's gonna explode and my entire neighborhood will die
Bruh
Imagine that with a threadripper
1200W only on the cpu lmao
I've seen articles about that
even with a threadripper it still takes up 100%
it's insane
Too blurry to see what does the message say?
no what
Coercion failed: Materialfloat3 Local 4 = (Local 1/Local 3)
Float3 -> float2
Why would you kill it
Is that compiling shaders?
Bruh
I can't even open the project ;-;
It looks like you you should add a texture to that texture sample node
Killing ue4 while loading a project could destroy the project so beware
There's already one but something isn't quite working.
Im following a tutorial online about how to set it up but maybe I've missed something.
The green node is rotate about axis
Weird I gotta get on my computer and try something
I'm gonna try something
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...
Ok
Holla if you succeed
what is th compression settings for the texture image you are using?
try changing normalize to component mask get rid of the normalize node
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
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)
I am getting a build error, which appears to be related to this issue - https://issues.unrealengine.com/issue/UE-94535
anyone know of a workaround?
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)
And could someone please explain why my 4 slot material has 6 in Unreal?
Does anyone ever reply in this chat to questionsπ
yes
sometimes there aren't a lot of people around to answer. or nobody knows the answers/hasn't seen the questions yet
Fair enough. Just checking that there isnt another area for questions
a lot of questions get flooded
And that people are posting in the wrong area
I bet they do, its useful to have a community where you can ask questions in all fairness
At least I know now thanksπ
there are lots of channels for more specific problems that people may redirect you to
np
Yep. I am new to this discord so wanted to check
Sometimes google cant answer everything unfortunately lolπ
yeah and it's even worse when nobody else can answer either haha
Yeah π especially when it comes to ue4's newer features
Like I cant figure out how to make river rapids with the water plugin π
But Google isnt of any use :(
have you tried other formats? I've had a problem like that before. sometimes it takes a while, especially if the fbx includes lots of loose parts
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
Yeah, someone somewhere will know. Thanks for the help anywayπ
how can i open a new level using a keyboard key (when i'm in the triggerbox)
or how can i make the triggerbox to activates after amount of time?
duration is the amount of time. change it to how many seconds you want
i want to teleport me to the next level only if i'm inside
of trigger box
because now if i go in trigger box and then leave fast after 0.2 seconds it will still teleports me
if you know what i mean
no hold on
okay
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
yeah
ok
put that between the begin overlap and the delay
then after the delay, add a branch node and connect "shouldTeleportPlayer" value to the condition
ok
then connect the open level node to true
yep just like that
okay now let me try
no it's not finished yet
now right click your graph and search for end overlap event
and from there, set the variable you made to false
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)
ShouldTeleportPlayer?
yeah
yep that should work now
what do you mean?
somebody else may be able to answer you, but you should try to find a section about licensing on the website/assets
yeah that's right
Very thank you sir!
Who knows about hierarchical instanced meshes?
I want to make there transformation so that one is say 20 up in z direction , then next is 20- and so on
Smth like this
Up , down , up down
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
Oh blueprint
no problem :) I hope it helps you understand it a bit more too
yeah
Its a component we can add in actor and adjust its setting in bp
Youβre correct i must ask in bp
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
Will do Thanks
no problem :)
I am new to unreal engine and I just want to know if bodygroups are a thing and how I could apply them
hello im useing the learning videos from Epic but idk how i can get the exorsise file from the marketplace https://learn.unrealengine.com/course/2906316?r=False&ts=637458967928800026
its in the "More information" tap
anyone got an idea why the volumetric clouds always do this to me?
is there another format that supports mesh + skeleton?
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
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)
lots of morphs, that have to be recalculated once the mesh was triangulated by UE
is there a chance you could triangulate in your 3d software first?
no, blender doesnt support that on a mesh with morphs
or at least, i couldnt figure out how to do it
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 π
yeah I was going to suggest that if it doesn't take too long to do
@plush yew thank you i found it π
yea tried with modifier. you have shape keys on the mesh, too?
blender tells me it cant apply the modifier on a mesh with shape keys (if i try to apply the modifier)
i can add the modifier, but not apply it
i need to apply the triangulate modifier before the export
and the shape keys should stay intact, so that i can use them in UE
wheres the off topic?
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?
why did unreal autocreate this foldeR?
One message removed from a suspended account.
One message removed from a suspended account.
You missed to spray it with the bug spray.
Hello
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
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
i want to to go on forever procedurally
so you want to create infinitely generated landscapes?
yupp
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.
well it does not really matter how i do it as long as it works
Which is a better way to go about bulding the foundation of your UE game: Blueprints or C++?
@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.
if you need something in C++ you can always handle it in the base class too. Like complex math operations
Thank you @kindred viper
im gonna take a closer look into it tomorrow
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.
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?
setup.bat = no.
generate project files = yes after you merge the changes
I see, is there a way to avoid rebuilding the entire engine from scratch when you update?
I was concerned cause I saw this when running Setup.bat
well it shouldn't rebuild the entire engine, just the changes
I see, if I dont have any changes to merge (since I didn't modify the engine files) would I still need to re-run "generate project files"?
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.
oh I see, thanks for explaining!
no worries
@formal maple yeah but when i go in the triggerbox it has a bit of delay i mean it teleports me after 2 seconds
or something like that
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 ?
if I got the mesh from "JoeRock78" , i just add "joerock78 to a txt file ? and thats it ?
and a link to sketchfabs CC license?
Link to the location of the asset's license so it can be viewed, and then if you modified it, you list that so people don't bug the creator about why their asset doesn't have the cool changes you made
all sketchfab liences link to the same page.
is it asking for a link to the MESH or the license?
or to the webpage that shows the license i guess.
Put both, I don't think it really matters
It's mainly so you don't pawn it off as your work
thanks for the tips.
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?
Are there any good UE4 Sketchfab plugins ? im searching google, im not sure
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
i have a question how does down but not out work in unreal engine?
@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 π
it wouldn't actually work but yeah it's a dumb idea. It's late. Im tired. It sounded funny π
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?
can UE load external resources so players can add mods like in Godot you can load pak files from the user directory
@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.
there is movement towards a more friendly mod approach right now I believe. Not sure how far it's come along though.
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
Scratch that. Seems I can see the structs in blueprints (as a variable), but not in the struct editor?
Opening/Saving changes the icon to the reference in BP as well
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?
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.
How would I go about Migrating things that are not in the content window ? like lights, or geo.
export them as FBX and re-import them
They won't retain the settings
there is actually a new plugin for 4.26 that is in beta that enables exporting assets as text files.
well it should migrate. Where are you trying to access it from?
The lights are just dragged into the world
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
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. =/)
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
Thanks Marc, maybe I'll make collections
@pseudo pulsar if you read what you are asking, it's kind of impossible. OnHit is a collision event
You could have another volume handle it but it's all about your setup
Cool, I'll try that also. Thx
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.
@pseudo pulsar add a custom collision shape to your character blueprint to interact with the bushes
Oh okay. I'll try that. Also thank you both!
that way you can use hit without it impacting your character movement. have the character itself ignore your bush collision type
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.
Read up on collision channels. Colliding depends on item type and the defined rules for that type vs. every other item type
Choosing what collides is obviously very important, but it can be tricky, and itβs 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. Weβll talk about the differe...
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?
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
like when you see grass folding under the players its just scaling the mesh or using world position offsets
Also I'm doing it through the material, but the hit detection is through a BP
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
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.
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
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)
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
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.)
im so confused on so many levels..
Its HDR (RGB,no sRGB)
Tho its 8K
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!
Heya
Anyone know settings that will help me get rid off those under landscape navmesh?
manually removing them is pain in the back
Not sure but do you know you have a texture streaming pool exceed?π
thats ok, i didnt changed pool size its something about 1024mb right now π
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
:no_entry_sign: gameDev#8186 was banned.
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
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
why not use the ue4 marketplace?
Is there no meme channel?
Meme breaks are essential to coding
I need a good laugh after so much pain from development
comon does someone have a answer to my problem or are people just going to berry it with all the messages
probs berry
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.
Connect "try get pawn owner" to your "is valid" node in your first screen shot @waxen vector
So - Can I put the builds folder inside the project folder for organization's-sake?
eg:
Or will this confuse the engine?
A good.
but make sure to put the hole build in its own folder
so make a build folder
then put it in there
It makes sense for me to have it within the folder structure...
So you're suggesting:
Project/Builds/Buildv01
Thanks, it worked @hearty shell
Project/Builds/BuildV02
Gotcha, thanks
@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
thanks, i hope it gets answered soon!
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
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
oh i used to have this problem
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
can anyone help me solve this . 4.26 is not showing me enable gradle option.
can anyone help me with multi user editor
hey π
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
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.
how do I show my EGS a way to Engine? I really don't want to install it once more...
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
Foliage.forceLOD gives very weird and unexpected result. 0 just disabled all foliage
there are no good out of the box solutions, but some people write use something like behaviour trees as a basis for their own custom tools
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)
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....
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 ?
probably
kk
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)
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
I can watch at this all time.
<_<
:(
i have 8 levels, how do i select which one to be first when i start the game?
How to set the default editor and game Levels for your project
ok
A question about animation: Does the number of game frames of the player affect the time to play a complete animation?
it shouldn't
Thanks
How do I enable the live link plugin between ue4 and substance painter?
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...
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
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
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
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
its simple rotation with isValid check
but even with isValid i get lots of error
why so?
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?
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
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 itβs for retrieving the value for current player. I would like to show who is on the top of the leaderboard is this possible?
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?
Standalone from the editor or packaged?
if editor, check the logs. if packaged run it with the log command and check the output log
from the Editor. Logs show nothing in specific
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
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
-nosound was enabled in command line. Enabled it...thanks a lot
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
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
Guys! any feedback on Epic Leaderboard plugin? is it reliable? A bit worried because its free
depends on the way input is set up
if your input is polled every frame, then yes. if its a fixed polling, then no
Wait a minute, you're the amazing YouTuber
Thanks for your informative vidoes...helped me in getting started with UE4
Ohk thanks
for ue4 more than likely your are using the normal polling so yes it would be every frame
Ohh alright thanks a lot π
how do you build engine plugins from source? I want to use landmass
engine plugins should build when you build the engine
Ok so get back to my time branches
i have this simple on clicked event
it changes time * on clicked
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
and on event tick i have this branch
just build the engine normally, build the UE4 project
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
@grim ore oh man, that actually works. I don't know why but it does. Thanks!
what are you using to store your time?
this is your problem
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
im using timeline + simple math
there's no tick where your time is ==12
https://i.imgur.com/xdX3W2P.png
how do I get my navmesh to consider the dynamic actors?
this is at least my assumption from the BP snippets you've posted, but it makes sense to me that this is your issue
Generally speaking, you don't. Runtime nav mesh generation is very slow.
@wary wave so how do I stop them from running into each other and getting stuck?
custom logic?
so whats the solution?
yup, you'll need avoidance logic of your own devising
I can't say without seeing more, but I assume you really want to check if the hour is >= 12
@wary wave are there any events or something I can hook into?
I have timeline with 86400 value and simple math that makes seconds, hours, minutes
branch found 12 hours, just not fast enough
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
#gameplay-ai is where you want to go, this is not a short conversation
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
^ the more time changes each tick, the more likely you are to miss an interval
ok, thanks
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
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
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
it's a problem you should understand though, because it's pretty critical to making real time stuff, haha
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
thank you, now its a new knowledge to me
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
the thing is that branch is not fail, it just feels like its not fast enough
but know i at least know why π
how can i add Footsteps sound in first person?
Probably with an animation notify.
it's not working
Can you show what you got setup?
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.
i have head bob
imagine if crusher ever followed a tutorial, how far he could be
Ahh the return of the Crusher
So how did you setup head bobbing? You can just tie the sounds to that system to synchronize them.
after bob play sound?
Ok, I can read it now, hehe
what
how do you get the head bob event my brother
i don't know, i watched a tutorial on youtube
i made head bobbing a month ago i think
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
Hi, I'm trying to make a first person game, but I'm not how to go about making the camera go up and down as player walks or runs forward. I've looked up
ok?
Or take a look at that project here: #ue4-general message
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.
your asking how to do something, without wanting to learn how to do it or follow instructions/tutorials on how to do it
oh
yet you all keep helping crusher over and over :p
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.
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?
Why is my projectile causing objects that simulate physics to fly across the stratosphere
https://gyazo.com/ce974475f683113a0cf017a961ab1b24
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?
so you want the Z of the hit object to match the Z of the sphere?
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
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
does unreal run on linux?
Yes
@dawn gull do you have a visual so you could explain?
uhhh i can make one
could it run better on linux?
probably not
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
so the item is always facing away from the planets surface?
No, I just want to be able to move it closer or farther away from the planet
because its a laptop
running unreal
i guess the specs just wont do
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
and no linux will save it
i dont get why you think running something on linux would make it run faster, except for it not having as many background processes
ye
@grim ore Ok I'll try that
i thought it would be atleast usable
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
just ignore kostaxr - they've been aimlessly complaining about their hardware and asking the same questions over-and-over again for months
well i thought if linux would be any different
I mean
i didnt remember the answer
no you didnt
LITERALLY the first result for UE4 linux https://docs.unrealengine.com/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.html
lol
ye i have asked in the past
yes, and constantly for the past several months
I'm not unconvinced this isn't a troll account tbh
i am not trolling
if you're not trolling, then why ask the same questions over and over and over again?
i havent ever gotten an exact answer
at least i can purge my own posts XD
I mean you can, but was it necessary, hehe?
i didnt want them to show up if i need to search my own images some day
idk what to do
well its not that simple...
i do know how things work
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
oh!
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
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.
I see, thanks.
@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
wich file do you mean? should i copy the entire project directory into the engines binary folder?
no, the unrealversionselector.exe file
everything works fine except for the verision selector, i can launch the project just fine
can I get some help with github here, or should I go somewhere else
the closest i can find to that one is UnrealVersionSelector-Linux-Shipping. or does it exist in some other folder?
its in the binaries folder in the launcher, assuming you are using the launcher
its a source build
then you might have to build it from the solution
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
ah thats different, what error does it give?
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
well i guess a laptop wont be a choice to dev on then
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.
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?
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.
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
how do I reduce fireflies in my raytracing? I'm saving to a video file, so FPS isn't an issue.
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
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
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.
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
ok serious business game dev question >O>
has anyone here used x-muscle on their models?
thank you, my minds melting, appreciate the time
an example would be like object 1 has 2x 2y 2z object 2 4x 4y 4z add them = 6 divided by 2 is 3 which is inbetween np
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 ;-;
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```
that call stack is meaningless, I'm assuming you do not have debugging symbols installed
yes in the launcher for the version of the engine, in the drop down
if they are not very big i can download them
oh. they are 30gb π
I can download them temporary and uninstall when i dont need
How do i use them when i have installed them?
just crash again
it will generate a call stack that tells you something (hopefully)
debugging symbols are kinda essential
how can i add footsteps sound in first person?
record yourself walking and play it back when you start moving
put the sound after your head bob starts... that was mentioned a few times
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
where
:no_entry_sign: Xv4DE3#0195 was banned.
he never learns
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
Now its done. I'll crash it and sent a trace
Is there something helpful in that?
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
gamedev in a nutshell right there
That's why I always run the engine from MSVS
There is the log: https://hatebin.com/uahklqiznc
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
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
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
lol
1'st crash
@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
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
I've never used a launcher build so I don't know anything about that
I use a custom source code build
but your glad its sticking together sommehow xD
yes, me too
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
oof
HUH?
If you launch it from the sln file for the project, it starts the project right away
when is unreal engine releasing make game button >o>
Wrong sln
oh, so u generate ur projeft
Yes.
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
ok, I will try to fix the problems by debugging it then
GG. i created new project and now it works xD
idk why
Hot reload isn't a very stable tool
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
please read the #old-rules before posting @tranquil cedar
if you did, you didnt read number 6
"If you wish to find talent for your project or you are looking for work yourself please use the Job Bot to start a listing in #looking-for-talent or #looking-for-work ."
bot-stuff for that can be read on #instructions
Appreciate you thanks!
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
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
got any example? cuz u cant just drag out from hit comp the variable and it be there
How to use chaos in 4.26 please?
Please
I can't find the "fracture" mode in the editor
use the epic games version or whatever or build it from ue4 source(vids on it)
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
no you have to install 4.26chaos look at the versions in ue4 go all the way to the bottom
@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)
so by line trace how do i get the object that i hit then get a bool in there?
break the hit result
yep the hit result has the hit actor
yeh how do i get a bool from that hit actor and not the other actors
waht other actors?
the hit result is the item you hit. the EXACT item and only that item that you hit
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 ?
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
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
@plush yew check this out: https://www.youtube.com/watch?v=oMIbV2rQO4k
How to render millions of polygons with Hierarchical Instanced Static Mesh in Unreal Engine 4.
Get project files: https://techartaid.com/products/
Optimize draw calls, reduce CPU overhead, avoid common mistakes in Construction Blueprint and have fun creating a massive asteroid belt.
Cool usage of foliage tool for asteroids, by Illusion Ray: h...
thanks β€οΈ
@median hound which part of that is where you want to get the result?
Other Actor > Cast to the class you are using in "Get Actor of Class"
oh lol... your uh... not using the actual hit event to see what you hit
Avoid using "Get Actor of Class" when you need a specific object, unless you know for sure only one exists in the level.
no that get actor is me only me
well in this case he knows there is more than one
or this code is completely weird... looks like it sweird
ok so i got myself right
Thought a line trace was involved?
this code, where is this code. what actor is it in?
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
so where is this code at
thats the object that i pick up
so this is inside of tthe cube that you are checking to see if its below something else?
yes but if the cube is duplicated then it will be like true/false/true/false because its telling me both of their bools
your trying to get to step 5 without doing step 2 so relax
where are you doing the check for below at?
set timer by event checkifunder
so right now if this item hits the ground it goes red?
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
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
instead of this i need the bool from the hit object
ok so that code is no where in there is it?
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
oh
your player needs to talk to the cube it is holding right?
yeah
Can you not import custom collision meshes on skeletal meshes form FBX?
i can get the location of the object but not the bool
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
so i promote it to a var?
yep
and ill be able to get the boolean candrop from it?
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
hm
well read the warning
also it looks like you are getting the hit component and not the hit actor
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
nope they are definitely not the same
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
does anyone know how to set an actor yaw rotation so its in direction of player input?
maybe if i change every resize to clear
is there a solution
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
how would i separate this magazine mesh from the original skeletal mesh? I need the separate magazine mesh for something else
yes
@rough knoll if the mesh is not already separated you need to edit the mesh in a separate program
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
Greetings, can someone help me how can I delete or hide the UI when pressing a botton?
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
can we delete bones from Skeletal mesh?
is it possible to rearrange bone hierarchy inside unreal?
^ would be interested in knowing this as well
anyone good with lighting?
Does anyone know how to import XML files into something like Maya?
server pfp update
drag out the return value from the Create UI Starting Screen Widget and get the node "SetVisibility". You'll figure out the rest!
Thanks, I will try that
But I am struggling to make it disappear with any button
is there a way to make an action happen when the controller is touched?
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
Thanks, will look around
The issue is when that happen, like what kind of action I need to put
every tic?
I did it, it was with event tic
Something like this will remove on any key:
that could work a little better
Thanks, I did it little more complicated
haha its weird how most of us think about all the hard stuff when its right there in your face
With visibility instead:
does any key work with controller too?
Yeah, it should.
Let me try it
You can even make it an action mapping
Yeah I know, but I was sure there has to be a better way to do
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.
Well it works with the mouse, can't try it with the controller rn
Should work with gamepad too. I use it to switch between displaying keyboard buttons and gamepad buttons.
Nice, thanks
If you turn it into an action mapping in your project settings, then any button "any key" doesn't pick up, you can then manually add to the action mapping.
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
Something like this would also include moving the mouse as well as pressing any button.
There won't be any mouse input, like moving it, cuz the camera will be fixed
Gotcha, just a sample though.
I mean it is helpful, and something to keep in mind for next projects, but not needed rn
