#ue4-general

1 messages Β· Page 920 of 1

fierce tulip
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pbr is just physically based rendering, any and all styles work with it

plush yew
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For anyone out of the know PBR is a term meaning physically based renders and these also realistically lighting to reflect off of them as it would in real world

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Lol x3

fierce tulip
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it results in --somewhat-- accurate lighting scenarios

plush yew
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Ah so ny last question regarding that is

fierce tulip
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its the kinda thing you'd wanna google and read up on

plush yew
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Are the quixel bridge materials PBR >_>

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I did just wanted to ask you smart guys in case I'm stupid and not getting it properly

fierce tulip
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they are pbr

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and again, i'd look up what pbr is so you can start to understand it

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because its really important

grim ore
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Marmoset has some good docs on it

plush yew
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<:

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Okie because I think I figured out a sweet cheat!

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So I don't have to make a thousand stylized textures muhahaha

fierce tulip
plush yew
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@fierce tulip fine πŸ˜‰

tacit pumice
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can somone help me with a crafting system?

fierce tulip
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@tacit pumice in what way? what have you tried? what is the problem? and if you know the problem, try checking if there is a channel where your question would fit best.

loud meadow
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how can i fix this

tacit pumice
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i want a crafting system like minecraft and i dont know how to do it

loud meadow
tacit pumice
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i want a crafting system like minecraft and i dont know how to do it

fringe pivot
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@loud meadow it looks like you are out of RAM

loud meadow
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really

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how can i reload it

grim ore
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well th first error says it cant save the file, is your drive full/near full?

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otherwise you need to install the debug files and crash it again for more details or look at the code that has the error and see what happened

loud meadow
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ok

buoyant graniteBOT
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:triangular_flag_on_post: Radu Valentin#8849 received strike 1. As a result, they were muted for 10 minutes.

rough knoll
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crafting/inventory systems are usually quite complex

near pine
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how would i make a physics based movement (like karlson)

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heres what im going for

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this type of movement

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like bhopping etc

fringe pivot
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I think there are not even tutorials you can follow for an inventory system, just a few youtubers that drag blueprints here and there without actually explaining what are they doing. Took me like 15 days figuring out how to make mine work.

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Once you understand certain things you can probably code it in a day or two

tropic pilot
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LOVE the blueprint system Epic Games have on Unreal Engine!

and i have a question about that!

Would it be possible to code for ESP32 (microcontroller) in UE4 blueprints? is it possible? both using cpp so :S you can already connect to a microcontroller via UE4Duino but that is only to connect to the microcontroller not making code and uploading to it!

thick herald
fringe pivot
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if you say so

vale silo
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Is there a built-in tool to duplicate and snap static mesh when dragging it in the viewport of the Editor ?

plush yew
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is anyone willing to confirm if my pc specs are good for UE4 game development?

fringe pivot
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yes, just show your hardware specs

lucid grove
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heya

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i just updated my landscape materual with layers and stuff, but seems like old ones still appearing in paint mode. how do i remove them?

plush yew
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CPU: Ryzen 9 3900X
Ram: DDR4 64 GB 3200 mhz
GPU: GTX 1060 6 GB

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i also run a gtx 760 in the system if it can benefit me

lucid grove
knotty slate
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this sever is about ue i guess

plush yew
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alright, thank you!

fringe pivot
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You are fine but your setup is pretty unbalanced tbh, unless you have a good reason to have that amount of RAM, maybe some specific software that requires it

knotty slate
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He has an overkill cpu and so much ram

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but not a great gpu

past stag
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I am having f time deciding whether to use Unity or Unreal.
both have great games that i liked that are made with them.

plush yew
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Can I use the same variable in different actors? And if yes how do I do it?

robust tree
plush yew
fringe pivot
crimson vapor
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Hi Iam trying to android package my project

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and i am using a custom plugin

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during the packaging it spits out this error

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PackagingResults: Error: Could not find definition for module 'ctalyst', (referenced via default plugins -> ctalyst.uplugin)```
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Ctalyst is the name of the plugin i am using

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Any help would be appreciated

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TIA !!!

lusty scaffold
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is there a way to change image texture color after importing to unreal?

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like blender color ramp node.

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oh ,mabye lerp node

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something like that.

narrow plaza
sonic quest
lucid grove
sonic quest
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Then try to delete Saved & Intermediate directories & start the app again.

magic fern
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UATHelper: Cooking (Windows (64-bit)): LogOutputDevice: Error: Ensure condition failed: ToPin->LinkedTo.Contains(this) [File:C:/Users/Jota/Desktop/UnrealEngine/UnrealEngine/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 486]
UATHelper: Cooking (Windows (64-bit)): LogOutputDevice: Error: UEdGraphPin::BreakLinkTo Pin 'In' on node 'Unknown' not reciprocally linked with pin 'Out' on node 'Mesh'
ANYONE got this error?

ocean grove
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Question, I assume UE4 has an event log of everything, user input, game events, key presses. Is there a way to access this easily without C++? I want to access the event data to look at reaction times to different spawning objects.

civic otter
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Hey guys, I'm having a problem with getting an animated image sequence to load in the engine.

plush yew
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Hi guys! What’s the way I should look for if I want to record my actions in game and play this lvl again by another character and see myself just recorded, like I went back to the past?

lusty scaffold
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when making widgets, how can i send one image in front of another?

ocean grove
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@lusty scaffold reorganize the hierarchy via drag and drop

lusty scaffold
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oh,,, it's in reverse order

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ofc....

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why wouldnt it be

ocean grove
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lol, I find widgets very frustrating.

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I just watched the first 10 of these https://www.youtube.com/watch?v=abmzWUWxy1U&list=PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ today and found it helpful for adding widget functionality.

In this video we take a look at the finished project and step through each of the features that will be covered in this series. We show our functional Main Menu and its options, a lobby where players can chat with one another and select their characters for the game, some server options such as changing the map or match time as well as the abili...

β–Ά Play video
nimble warren
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So I’m having an issue in 4.26 with Apex Destruction, in editor half the time apply damage gets triggered the editor crashes, in a packaged build when it’s triggered the object that hit either goes through it and then the destroy component gets triggered after a few seconds or literally nothing happens and the destroy component gets triggered. Anyone know a fix?

tacit willow
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Is there like an in-engine model making tool of sorts or do I have to make my stuff in external programs.

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?

civic otter
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You can make basic shapes with the built in bsp tools, but I'd recommend using blender if you want a free modeling software that works with ue4

inland aurora
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can you loop through a enum?

wary wave
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in theory, yes - in C++ it's quite doable, in BP it's a lot harder

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the real question though, is why would you ever want to?

inland aurora
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cleaner code

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if I can't loop, I will have to create another big squid

dire crescent
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@night horizon Do you want to create a level or open a level?

wary wave
magic fern
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UEdGraphPin::BreakLinkTo Pin 'In' on node 'Unknown' not reciprocally linked with pin 'Out' on node 'Mesh'

zealous cloak
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what would be the best channel to get help in a transition level working, for a dedicated server? #multiplayer ?

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I can get my server to change between levels with all the players but no matter what I do I can't get a transition scoreboard to work :/

dawn gull
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What's "fract" as a BP node?

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Ok, I wasn't sure

lusty scaffold
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my project crashed when i tried to compile my blueprint

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now i can't open the file

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it crashes every time i open

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deleting the blueprint file fixes the crash... but i still need to get access to the blueprint

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how can i read the blueprint without crashing ?

wary wave
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you can't

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if you're lucky, there will be an old version in the backups folder (I forget exactly where this is, but somewhere in the Saved subdirectory)

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if there's nothing there, then you may have learnt a valuable lesson in the value of version control

stark shore
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Hi, I learn unreal engine and try create some simple car game. I have some problem with car speed. I want to my car start speed faster so I try change RPM, Torque curve, gera etc., but it's not work well, he always start go slowly and then his speed is incresed. What can I do to my car start faster?
PS: sorry if my english isn't good, i'm still learn ^^

vast pawn
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I have troubles running UE4 on android

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whenever I go to settings -> Preview Rendering Level -> Android ES 3.1 it does render but then after some time my screen turned blank

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also when I hit play as mobile preview e.31 it does the same thing.

grim ore
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running it on android device does this, or your preview does this?

vast pawn
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I think both

shell jacinth
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Hi Community!
I wanna publish a very simple game from a game challenge at the Google Playstore. I added AdMob Banners and i think the Game will make a few Cents. So i know that i dont have to pay something to Epic until I reach 1.000.000$ ? - something like that.

My Question is: Do i have to make Quartal Royality Reports when my earnings are maybe 1-2€ / 4$ (maximum) a month?

I hope someone can answer me this ^^ - I hope you have a nice weekend! 🍻

vast pawn
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@grim ore even when I hit play my phone does not display it.

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instead I was given a small window then shortly after my screen went blank.

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Also I am using an AMD processor

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Ryzen 5 2600x to be specific.

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Android Studios needs to install Intel Haux (I think that's how you spell it) which works on Intel CPUs that support virtualization.

grim ore
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well hitting play does it in the editor, you have to launch on the device if you want to see it on your device

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@shell jacinth per the FAQ Once you've begun collecting money for your product, you'll need to track gross revenue and pay a 5% royalty on that amount after $1,000,000 in gross revenue is earned. To report your earnings, complete and submit the royalty form on a quarterly basis. https://www.unrealengine.com/en-US/release?sessionInvalidated=true

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so yes you are supposed to but I can't say wether or not you need to as thats more up to you and your accounting practices and if you ever think you will owe them money

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@vast pawn UE4 moble preview does not use an emulator at all unless you are trying to deploy to the emulator (which I would not recommend). The preview should be fine assuming your GPU supports opengl

shell jacinth
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Ahh thank you :)! I ask to fast ... i found it, maybe i was an hour ago to blind to see it in the license documents -.- πŸ™‚

"In any quarter in which your product generates less than $10,000 USD, you do not need to report revenues. If your game or other interactive off-the-shelf product is no longer being sold, no revenue reports are due."

@grim ore Thank you for your answer

grim ore
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glad to see that, I missed that part as well but I figured something might be in there πŸ™‚

hollow sentinel
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does anyone know how to set leg ik? Ive got it sorta working but my foot rotates along with the rest of the leg, whilst on mannequin model it keeps it straight, anyone knows why?

vast pawn
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@grim ore I'm using a GTX 1060. I still couldn't figure out why my screen turns blank.

grim ore
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the entire screen or just the editor window?

vast pawn
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entire screen

grim ore
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might need to update your video drivers

vast pawn
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it's up-to-date

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maybe it has something to do with AMD.

grim ore
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shouldnt have anything to do with your cpu

vast pawn
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what about when I cloud save it

shell jacinth
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A little question before i do it wrong - The Developer Name isnt the company name right? I wanna add here the name which is also name i used in googles playstore - my company name is my first and last name - any ideas πŸ™‚ ?

vast pawn
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like I saved it on One Drive

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my project file that is

grim ore
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if your working on the project using one drive active it might cause issues when it loads/saves but shaders are not in the project folder

hoary holly
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Anyone here know how I can find where these animnotifies are being called? They're not in the animations, they're not tied to the skeleton, and the only time they're called in the entire AnimBP is right here

grim ore
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and your sure they are being used?

hoary holly
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Positive, the status will not update if those anim notifies aren't linked

grim ore
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try checking that filter in your animation asset browser

hoary holly
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nada

grim ore
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are you sure you have the correct skeleton loaded?

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i mean i assume you do but... thats odd

hoary holly
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It's the only skeleton in the entire project

grim ore
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damn that exhausts my ideas. The stack trace doesnt show the animation that calls it

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and you went thru every animation that is used in that BP and none have notifies?

hoary holly
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I can implement any animations, it will work with any animations without any notifies on the animations

grim ore
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so unhooking one of those causes it to stop updating?

hoary holly
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Correct

grim ore
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ok so technically the blueprint can call it, have you check the blueprints?

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right click, find references, then click the binocular icon to look thru all BP's

hoary holly
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Only references thru all BPs

grim ore
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yup. might need to ask the author or wait for smart people to comment.. thats.... interesting

hoary holly
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Product is dead, author is MIA

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Thanks for the help though, it's truly stumping me. The same kinda logic is found in the Dynamic Locomotion with the moving while landing

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This is the only part I can't figure out myself. I've already fixed and done everything else lol

plush yew
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I'm new to unreal should I do cpp or blueprints?
I already know quite a bit of cpp
never touched unreal before though

rancid lynx
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When I BUILD the level ,these lines dissappear, when I move a spline, they reappear, but when i watch tutorials ONLINE, the lighting and black lines dont appear when youtube tutorials Edit the Splines in online videos. why ? why do MY lines come back every time I edit a spline, but the people who make tutorials online never get these terrible shadows after moving one spline ?

rancid lynx
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maybe im wrong, maybe its easy to rework entire characters worth of c++ pathing. but its really fast and easy with blueprint nodes.

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not to mention the automatic error messages, make it so easy to spot trivial errors. no hunting.

sturdy vessel
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I think I really started understanding unreal via the C++ route, I just need to know the mechanics of whats going on underneath, if u already know a lot of C++, would recommend the C++ tutorial first, which gives u a taste of both, and does actors, which is everything u use in unreal (actors) @plush yew

plush yew
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@sturdy vessel what would you recommend as a first project

sturdy vessel
plush yew
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I'm thinking of a basic game where you can have clients connect to a server and it networks the positions and things

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or a third person movement system

sturdy vessel
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this is a 1 day tutorial, and ur gonna understand a lot from it

plush yew
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alright

sturdy vessel
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Just know u are gonna be making "Actor" classes in C++ or BP, and these actor classes have special functions that the engine calls so u can do stuff

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that's the jist of it

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U spawn it into the world with a position/rotation, then it does stuff program it via the functions the engine calls(like YourActor::BeginPlay(), YourActor::Tick(), etc)

plush yew
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and you can make it do things during these calls?

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and change the tickrate im guessing?

sturdy vessel
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yes

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two more things, mostly CPP related, is understand what the unreal macros are, UCLASS, UPROPERTY, you need those to define stuff that the blueprints can see and read, and the engine can garbage collect. You don't new() anything, you call NewObject< classtype >() or UWorld::SpawnActor() to allocate memory

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@plush yew

native bough
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How can I implement like downloading maps like this in my own game how to setup back end data base,, special servers needed or it can be done via Google drive

supple totem
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@rancid lynx make your lights dynamic would be a quick fix I think

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dunno how you'd hide them in preview for static lighting, its probably possible

valid atlas
dark briar
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the grass/land/trees look horrible so i want to use a different one

grim ore
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@rancid lynx those are due to using static lighting (hence the building fixing them). the people you watch must be using dynamic lighting so it doesnt need to build static lighting.

dire lantern
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Hey there guys, so my Nav Bound Mesh Volume is not displaying green when I press ''P'', how could i possibly fix that?

plush yew
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Go to project settings

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scroll down

dire lantern
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Sounds sweet!

plush yew
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Go to input

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Then bind the thing

dire lantern
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Okay

plush yew
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Wait im still tutorialing somebody

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ima share my screen to you later

dire lantern
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Alright no worries! Thanks!

dire lantern
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Hey you available yet

plush yew
gilded breach
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Hello, does anybody know any good tutorials for first person melee combat. Preferably swords, but anything can work when I find a method that works. I have looked but all I find is for 3rd person. Thank you

gilded breach
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Yeah, I have a bunch of animations for first person sword and shield, and 2 handed sword, and wanted to mess around with them as I have been making guns pretty well, but want to learn to make melee combat. If third person works and can be translated to first person I could attempt that but not too sure how well it would match up

plush yew
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I forgot I am downloading fortnite

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Internet is slowww

gilded breach
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Alright thank you, haven't went to marketplace yet as hoping to last resort find a tutorial but if not can spend a little on premade stuff.

plush yew
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It also includes a tutorial

gilded breach
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Ah, I understand that, can't even use netflix while something is downloading, so have to turn computer off to do other stuff. Oh good, tutorials are helpful

queen wasp
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Unreal Engine answer hub license expired? :S

hardy trout
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haha yea getting the same issue @queen wasp

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pls .. epic .. i need to fking google a problem so badly

queen wasp
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@hardy trout I even forgot what I was looking for, #toooldtocode

plush yew
queen wasp
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Got distracted by that message.. well well

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Ah, the construction script issues. Seems issues were introduced in 4.26 with construction scripts..

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My custom trees show up with no branches if I copy a placed actor

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Wasn't an issue in 4.25

plush yew
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No branched tress?

queen wasp
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@plush yew hehehe, yah a tree with just a root

hardy trout
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u mean like an asset of a tree ?

queen wasp
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@hardy trout yeah, something I made myself, the construction script adds branches

plush yew
queen wasp
hardy trout
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are they actors ?

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could try moving the logic to begin play to see if the construction script is the issue

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just for debugging

queen wasp
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@hardy trout they are actors, they need to be constructed for baked lighting, so begin play won't help I'm afraid

dire lantern
hardy trout
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i dont mean as a solution i just meant to narrow down the problem, but yea makes sense

plush yew
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lol

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wait I DM'ED you?

dire lantern
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We should avoid people like that

plush yew
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Thats a wrong chat

late verge
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does anyone know how i can increase the draw distance of my point lights? after a certain distance they go away ☹️

queen wasp
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Before I could copy one of them and then check "construct", a visible variable to if to generate new random, then uncheck it and it would have new random branches.. now, no branches at all ..

dire lantern
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@plush yew is trolling when i simply reached out for help

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<@&213101288538374145>

hardy trout
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@late verge is it not a setting on the point light itself ?

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not sure if this helps u

native bough
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How can I implement like downloading maps like this in my own game how to setup back end data base,, special servers needed or it can be done via Google drive
.... Again posting my question

late verge
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no matter how far i move the slider, the light still goes away unfortunately @hardy trout

dire lantern
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@snow crown can you do something about it?

hardy trout
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@native bough u could use steam work shop

maiden swift
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Hi.

native bough
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Can u tell me specific term for this

snow crown
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hi

dire lantern
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@maiden swift Hi there

hardy trout
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@late verge if u have it on some crazy setting and its still dissapearing it might be an actual Editor graphic setting u need to change

plush yew
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do you even know what the fuck a wrong chat is?!!!

maiden swift
# dire lantern

First of all, please don't share screenshots of private conversations here. If you have a concern like this, please DM a moderator.

plush yew
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And this is my fucking cue to uninstall discord in my pc

hardy trout
native bough
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@hardy trout

hardy trout
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@native bough if you host your game on Steam

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you can use the steam workshop to handle a ton of the work for getting downloadable maps

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assuming you want community made maps

native bough
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If for mobile games

hardy trout
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ohh mobile game

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you could look into VaRest and setup a REST api that connects to ur own back end which lets them download the map

maiden swift
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Second of all, @plush yew please relax and take this to #lounge if it's not related to Unreal support.

hardy trout
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im not too knowledgeable about mobile though

queen wasp
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The really weird thing, is that if I place a new tree actor it works, but when I copy one already placed it doesn't, either there's no branches, or branches only on one side (I have a for loop spread in full circle so it is very odd

native bough
#

OK I will try myself thanks

hardy trout
queen wasp
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There's no change since 4.25 on my part, it worked before.. So that's why I was thinking it is a bug introduced in 4.26 with construction scripts

dire lantern
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@maiden swift it was related at one point, hes wasting time by trolling those in need of help

queen wasp
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And when it works placing a new actor, why doesn't the same script work when copying an already placed actor.. makes no sense to me

late verge
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i'll give that a look, thanks @hardy trout

hardy trout
maiden swift
hardy trout
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@late verge no worries, i had some similair stuff where the frustrum culling was causing some weird glitches with fog but it was just an editor thing

dire lantern
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@snow crown Hey, I DMed you πŸ™‚

hardy trout
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@maiden swift is victor in the sidebar epic affiliated ? can we whotag him

maiden swift
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He is, but please be considerate about tagging Epic folks. It's very late where he is, and I'm sure Epic's team knows about the issue and is working on a fix.

safe rose
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Oh wow... they killed off AnswerHub? (I doubt they were in a bind for renewal fees)

hardy trout
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yeah im scared to tag him

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what if he hurts me MonkaGIGA

safe rose
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Well, @gleaming narwhal is 🟒 as they come and he likes staying up late and answering questions πŸ˜‰

hardy trout
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i dunno if they killed it off just looks like the web guy forgot to renew license

safe rose
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Well, looking at what happened to the wiki... there is precedence for it going bye bye.

wanton lotus
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Only one Victor can tag another Victor.

hardy trout
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yea i love it when i find the answer to what i need on google and then i get redirected o the deprecated wiki forum post

clear patrol
#

is there a way to render something in Unreal with Ray tracing without a RTX gpu?

dire lantern
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@clear patrol I don't think so 😦

clear patrol
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well that sucks

dire lantern
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I'm currently using GTX970 and I am not able

clear patrol
#

time to wait till I actually use my money saved up

dire lantern
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That's it pretty much! That's why I saved up an entire year and now I'm finally building a whole new PC Configuration

tender flume
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anyone knows how to play an anim montage when an enemy sees you then moving to the next attack sequence?

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can't seem to figure it out

dire lantern
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tender flume
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oh i figured it out but the animation wont stop looping.

dire lantern
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add do once node?

tender flume
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will that even work lol

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but its gonna reset and loop after that im sure lol

dire lantern
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Try and I guess we'll know

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Do once > reset > remove from parent?

tender flume
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remove from parent?

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nope

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reset loops it again

plush yew
median hound
#

its compiling shaders check task mgr im sure

plush yew
winter gale
maiden swift
clear patrol
#

am I the only one who sees it as bad that literally everything for Unreal is paid for

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plugins, models, code

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while I've seen higher quality models for SFM so then i just port those models for free

sonic quest
#

Guys, need some help debugging Shader Complexity issues related to landscape materials.
It's not terrible, but about dark red.

I have painted more layers(2 auto layers + 2 manual layers) on this dark red area. That's why it looks dark red. The greenish area only has those 2 auto layers.

Is this expected?
Any kind of help will be great.

dark briar
#

it's letting me apply it to EVERYTHING, or only what i set it as 'customdepth' but i want it where it applies to everything, but customdepth turns it off

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how do i achieve this

topaz ermine
#

anyone know why i cant install voxel to 4.26

hardy trout
#

@maiden swift woo !

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thanks for the headsup

neon bough
solemn marten
#

hey I have a problem, my editor just freeze every time I try to load some migrated assets, complete projects and download content, it's a "gamer computer", but it get stuck, and that doesn't happen on my laptop for some reason but well it's not enought powerfull

latent axle
#

Off the top of anyone's head, are there any immediate "gotchas" that would prevent this tutorial from working with the latest version of unreal? https://docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/HowTo/ColoredTransluscentShadows/index.html I'm trying to use it to replicate the sick light sem has at the center of his niagara particle system https://www.youtube.com/watch?v=ziwNVtOyKSU in this video

Guide for setting up and using Colored Translucent Shadows

Fix 4.26 : Scale Mesh Size modules

  1. Press on Niagara node
  2. Find Mesh Attributes
  3. Set mesh scale to Uniform
    (thanks hopelandgame)

I created this particle system while i was learning about Niagara by just fiddling with some forces really. The result was mind-blowing and because of a lot of positive feedback i've created a tutorial whe...

β–Ά Play video
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I've tried emissive material instead to no avail, but in his comments he says it's a "point light inside a translucent material" which makes me think something similar to the linked tutorial, "colored translucent shadows." Intuitively it does feel like what i'm looking for is a stained glass approach

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but no matter what i try, light that passes through my objects with this material on it, remains white when it lands on another surface. I have two sided on, and the lights are, as far as i'm aware, "static" (I've checked the "static" box under transform > mobility)

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Even if I view objects through my "glass," actually, said objects remain white, despite against the background my glass appearing "red"

solemn marten
#

me too, just try again, restart the browser

sturdy trench
#

No luck yet

neon bough
#

that wont do stuff, thats serverside issue

#

they probably forgot to extend the license, or the answerhub provider messed something up

latent axle
#

Right, my guess as well. TeamHub is a software kinda like wordpress they use to run their Answers site, and somebody somewhere either forgot to reup the license, let a key expire, or, TeamHub is just down across the board.

dire lantern
#

@tender flume yo i think you might wanna check that off

#
  • Looping
late verge
#

hey everyone. i'm trying to get access to a class but it appears that i'm locked out of it. is there perhaps a way to access it through the online learning library?

it's called 203.2 Lighting - Cinematic Fundamentals https://learn.unrealengine.com/course/3747048

tacit pumice
plush yew
latent axle
#

It's not us that pays for it, it's unreal / epic games

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Kinda like...

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Invision pro boards. Or stripe integration on your website

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or shopify, etc

#

you plug the tool into your own website, and it works as long as you pay the company

gleaming narwhal
#

@hardy trout feel free to tag when it makes sense - I was asleep but I can't really have sound on my phone at all unless I'm in a ping-party mood. @safe rose don't trust the green, I hadn't touched a device in 5 hours at that time...
not really sure what happened to answerhub but other than that direct link I've been browsing it without issues πŸ€”

#

oh logging in/out returns that

#

no - after I logged out/in I was no longer able to browse it

#

I've pinged the right folks but it's in the middle of the night for the support team

#

Well aware... not sure what's up, I know our license hasn't expired because I know when it's being renewed πŸ€”

rugged fjord
#

Is there a way to remove the friction of this or something?

gleaming narwhal
#

@rugged fjord Are the wheels simulating physics?

rugged fjord
#

yeah

gleaming narwhal
#

That will be tricky to get the results you expect - I'd suggest driving the cart along a spline, doing some simpler physics math to calculate the velocity

heavy yew
#

not sure if this belongs to content/Graphics or where.

My question:
Draw calls in forward rendering (VR) should I split geometry into smaller pieces when the parts wrap around player. ie. a cockpit of aircraft that I only see some parts at a time. is it better to split to L/R walls, ceiling, floor and maybe certain instruments etc. into own meshes (so that non visible parts wouldn't get rendered) or to try to minimize number of objects.

native bough
#

@kindred viper thats what I am asking for btw thanks for your time.....I am sharing so that any one can take help
Issue solved.. https://youtu.be/AJmMD-UIcd0

Play Asset Delivery allows for dynamic delivery of your game assets to the right devices at the right time at no additional cost. In this episode, Dan Galpin goes over how to integrate Play Asset Delivery with your app and the three delivery modes that it offers: install-time, fast-follow, and on-demand.

Check out https://goo.gle/3iCCiGF to lea...

β–Ά Play video
plush yew
#

I made a third person project and tried to create a class and it gave me some error about netfxsdk

#

so I closed the engine and re opened it and it re installed

#

and tried to open my project and it told me to recompile

#

so I did, and it didn't work, so tried to make a new project and it gave me this

gleaming narwhal
#

looks like you're missing a prerequisite πŸ€”

leaden garnet
#

could it be the .NET 4.6.0 SDK?
EDIT: Looked it up, and yeah you need to have the latest .NET SDK

plush yew
#

wtf

#

how

leaden garnet
#

You likely need to go to the "Visual Studio Installer" and install it from there

plush yew
#

yea but I have vs installed and all that

#

I think my windows is messed up cause I had some bad memory in before

leaden garnet
#

go into the installer again, uninstall it and re-install it

plush yew
#

and it caused random bluescreens and data loss

leaden garnet
#

yeah windows has likely had some errors

#

and then see if there's any issues there that need to be solved

errant mist
#

ohh so answerhub is down?

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I hope so! and I hope it will come back as the same I liked this answerhub so much

gleaming narwhal
#

We're on it, thanks for the report @errant mist

vapid karma
#

yo where do i find this free content downloads ??

plush yew
#

Can we not implement one player controller multiple pawns for the same keyboard

#

@vapid karma Epic Merketplace, Sketchfab, Quixel, etc

vapid karma
#

danke danke

plush yew
#

i do recommend you make your own stuff tho to avoid copy right or well the real owner getting upset

fierce tulip
#

if its from the aforementioned places then the copyright stuff is all as it should and you have nothing to worry about <_<

plush yew
#

haha yeah

naive dune
#

Anyone else getting license expired when visiting Unreal answerhub page?

#

ok, can't see the answers 😦

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oops! 😝

boreal epoch
#

Hi, I'm looking for a sepcific plugin in the UE marketplace but cant remember the name; basically what it does is changes the connectors in the BP page to be neater and more geometric, rather than the default curvy lines that you use to connect two nodes

#

Anyone have any idea what I'm talking about?

eternal otter
#

this?

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@boreal epoch

next badger
#

@rugged fjord physics implementation is prone to bug, it will bug

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@eternal otter does ABP nodes got fixed?

boreal epoch
#

@eternal otter Possibly, i think it was very similar

#

Either way, thanks

#

actually its the same author; it's called Darker Nodes

honest vale
#

it logs me out

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and it's acting out really weirdly

#

shit's fucked, yo

fierce tulip
#

epic knows, they are on it.

honest vale
#

@fierce tulip okay good, thanks πŸ˜„

next badger
#

How the F i can select translucent mesh in ue4 viewport?

#

wh..a... what's it for?

#

and, thank you

#

why it's not enabled by default

fierce tulip
#

it is

#

you prolly pressed a t somewhere

#

:p

next badger
#

another question, more tricky...is it possible to make object contribute to static lighting w/o enabling a shadow?

plush yew
#

hello mah brodas. im new to UE. i’ve tower which i need to do lighting as this image. using colored spotlights and light lines around some objects. where do i need to start it ? using substance painter ? , blender or can i use only UE ?

shell compass
#

I'm having an issue now where when I open the UE4 editor, even if it's just the "Project Browser" where you create a new project, my screen begins to slightly flicker and the performance of the editor drops so that it runs at like 30fps or something. Very noticeable when dragging the window around on my 144hz screen. Then it's smooth as silk for a few seconds, and then another flicker and it's 30fps again for a few seconds and on and on it goes. Anyone know what gives?

plush yew
#

I’m having an issue now where when I open the UE4 editor, even if it’s just the β€œProject Browser” where you create a new project, my screen begins to slightly flicker and the performance of the editor drops so that it runs at like 30fps or something. Very noticeable when dragging the window around on my 144hz screen. Then it’s smooth as silk for a few seconds, and then another flicker and it’s 30fps again for a few seconds and on and on it goes. Anyone know what gives?
@shell compass

did u tried to use command line to lock fps ?

next badger
#

@plush yew that probably will be ue4, but those lines may need to be a geometry

shell compass
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@plush yew It's not really the game but the editor itself

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Also is the ue4 answerhub down for everyone right now?

plush yew
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@next badger thanks. is there specific name for those things ? which i can find on youtube πŸ™‚

shell compass
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Seems like their license ran out

next badger
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@plush yew there is no name for it, it's just a geometry with emissive textures, may be translucent emissive

iron glacier
#

Hey
I'm totally new to gamedev
And unreal

fierce tulip
#

hey hey, good luck on your quest to learn and tackle ue4

iron glacier
#

Yeah

iron glacier
#

I need help

#

I wanted to start by making main menu/start screen

azure shore
#

damn answerhub scared me for a moment, should we just wait?

plush yew
iron glacier
#

I made the widget
But I have no idea how to do the visual scripting for the buttons

azure shore
#

on button pressed events lol

#

if youre using button objects (though I think you can click on other things too) then the click event will be right there

iron glacier
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Canvas: buttons

tight reef
#

is anyone having trouble with the PIE window's height getting smaller and smaller which each play?

next badger
#

@tight reefnever had this issue, sounds interesting

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have you checked the resolution in the settings?

#

the one that sets the pie window size

hoary flame
#

hey, i just joined because unreal seems to have advertised that it runs just as well on linux as it does on windows;
is this true, and how easy is it to just jump right into development?

#

so far unity doesnt work, and godot is confusing, so i have my doubts ^^;

dawn gull
#

Are there any good beginner tutorials for creating a custom C++ node

#

@hoary flame Yeah, it runs pretty good in my experience but takes more setup than on Windows (which is to be expected), and it's one of the easiest engines to get started in. The GUI is simple, there are Blueprints (which is a visual version of C++) so for complete beginners to code it's also easy to get into game design

hoary flame
#

ah ok

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is there a linux download for it?

dawn gull
#

I'm pretty sure yeah, on the site

willow tinsel
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Hello

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Can someone pls give me an idea for a game??

fringe pivot
#

I been using Linux from the late 90s, as end user and sysadmin, really love it.
That being said, I wouldn't even consider it for anything multimedia related, it's just the wrong tool.
@hoary flame

hoary flame
#

yeah but all the same, i find linux more user friendly than windows

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mostly because windows will use your computer to distribute updates, and enforce updates relentlessly

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also how do you get the linux installer for unreal

dawn gull
#

You go to the website

hoary flame
#

the websire only distributes a windows installer

winter gale
dawn gull
dusky dawn
#

hello guys, can anyone suggesting me sites like megascan?

dawn gull
dusky dawn
hoary flame
fierce tulip
#

besides textures.com and whatever substance-allegorytmicantwritethatword? not many top notch ones

dawn gull
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Or that

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yeah

dusky dawn
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i dont even look for textures, im looking for premium enviroments

fallen flower
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@winter gale It works for me.

fringe pivot
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@dusky dawn

lucid grove
#

heya

#

Some of textures from marketplace (forest pack for example) have this visible edges tiling effect

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thats a texture issue itself or i need to made some changes in material?

hoary flame
rough knoll
tight reef
gray kindle
dawn gull
fallen flower
#

@dawn gull What's vec3? Unreal uses FVector

dawn gull
#

vec3 is a vector

next badger
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@dawn gull is that glsl?

fallen flower
#

Which library is that part of?

dawn gull
#

Regular C++ @fallen flower?

next badger
#

there is no vec3 class in regular c++

dawn gull
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@next badger I don't think so, let me try replacing vec3 with FVector and see what happens

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Oh

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Yeah then probably

next badger
#

ue4 uese FVector class, and it uses reflection for most of the objects...it's not c++ you got used to

dawn gull
#

Ok

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Also should we move to #cpp?

next badger
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@tight reef holy...you probably have a CVar setter somewhere

dawn gull
#

also generated_body in the .h has a red line too

next badger
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@tight reef i.e. logic that sets the window size

cinder minnow
fallen flower
#

@dawn gull Don't worry about the generated errors. Are you sure you can nest functions like that?

dawn gull
#

I actually don't know, I would assume not but when I move it out a bunch of different things turn red

winter gale
#

Can you access AnswerHub in incognito/private window?

fallen flower
#

@winter gale You were right. Though it's probably a cookie bucause I can load diffirent answers in my main session

#

wait, i lost my main session too

winter gale
#

πŸ‘€

dawn gull
#

Yeah

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Oh, this is the code I got from a shadertoy thing, and this all worked fine it for it there. This is really weird

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I have permission from the creator to use the code

#

The people before said Unreal uses FVector instead of vec3

winter gale
plucky hare
#

I downloaded unreal engine 4.26.0
When i try to create new landscape i saw it need to compile shaders but unfortunately compile stuck and doesn't move What should i do

fallen flower
#

Sorry, I didn't realize this was shader code

dawn gull
#

Oh ok

#

Nah it’s my fault for not specifying

#

float3 gets a red line when I try to use it

#

Oh, ok

#

The code outputs in float format with a heightmap, and I have some code that can take heightmaps and put them on a sphere so I'm trying to get the noise, and I would like to not convert the code to blueprints, are there any ways to make it a regular node that outputs the float?

tight reef
#

I think it's a hidpi issue, it works fine on my 1080p monitor

next badger
#

@fierce tulip ^ you heard of it? (it changes the size of PIE every launch)

plucky hare
#

I have problem

next badger
#

@plucky hare we aware, Unreal has lots of them

plucky hare
next badger
#

@plush yew using PMC or other implementation

vast pawn
#

I've already installed Android Studio 3.5.3

#

and I'm running on UE4 4.26

#

what should I do to get myself to accept the SDK license.

spare relic
#

I'm learning myself blueprints in unreal engine, and currently I'm working on animation. Just noticed my animation are played on a higher speed than it should when played. Following a tutorial and comparing with first person example map, but can't figure out what's wrong, everything looks the same, but my animation suddenly get more speed than in animation preview, anyone got an idea?

plush yew
#

is it possible to edit .ucas files?

fleet helm
#

Hey everyone! I'm having troubles finding the standalone resolutions in 4.26. Weren't they here earlier?

fleet helm
plush yew
#

How much resource consuming can it be to use Tick function to update a user widget once per frame?

fleet helm
#

I'd say depends on what you put in the tick πŸ™‚

plush yew
#

I just run a image translation on 2 to 8 images

zinc shore
#

how would i execute a BP function on a new thread

karmic ermine
#

hey hey!

#

so im new to UE, and im struggling to make a paint layer

#

this is as the tutoral says

#

but like, am i being completely dumb here

vast pawn
#

anyone?

fleet helm
karmic ermine
#

will do

#

i installed a bunch of materials and what not from the marketplace, got a little tangled lol

wicked tiger
#

Hey all - it looks as though AnswerHub should be fully restored at this point. Would a few of you hit the site and let me know if it's clear on your end?

fleet helm
#

Looks good to me at a first glance

#

Anything in particular to look out for? πŸ™‚

wicked tiger
#

If you land on the site, then that's what we're looking for! Earlier today there was a strange license error popping up for some folks when they tried to access the page

fleet helm
wicked tiger
#

That's a separate issue, but good call out πŸ˜‰

#

@dim kelp @plush yew @errant mist @naive dune @honest vale @shell compass - Sorry to ping you all, but you mentioned experiencing issues this morning with AH. Does it seem clear on your end?

honest vale
#

hang on I'll test

#

yup, logged in and went to the correct page from google search

wicked tiger
#

perfect, ty!

fleet helm
#

@wicked tiger can I use the moment and ask a quick question about the wiki

honest vale
#

@wicked tiger get the team some beers or something for working hard on a weekend πŸ˜„

wicked tiger
#

@fleet helm Sure!

#

Haha, we'll see what we can do πŸ˜›

fleet helm
#

Thanks! When I google questions I often land on this site https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1745504-a-new-community-hosted-unreal-engine-wiki seems like the old answers are not visible anymore, is it a work in progress?

honest vale
#

there's a community driven wiki nowadays

#

the old wiki was taken offline because it was plagued by spammers or something like that πŸ€”

wicked tiger
fleet helm
#

I see, thanks for the answers! Appreciate it greatly

wicked tiger
wary wing
wicked tiger
lucid grove
#

Heya! When im using Use Complex Collision As Simple UE4 cant identify physics material and showing it as Default Physics Material

idle garden
#

Hello! Someone already faced freezing problems on the editor when loading a project ?

errant mist
#

Does anyone of you has experience with motion control using a Nintendo Switch Pro Controller? (playercontroller -> get input motion state) Pls DM me

plush yew
#

Do you guys know why when I use my textures on a mesh they are good, but on a skeletal mesh they are really bad?

next badger
#

@lucid grove have you checked trace complex?

lucid grove
#

thank you for respond

left arrow
#

Hey guys I need help. Can someone please tell me why my material is that weird transparent? It should be 100% transparent.

next badger
#

@left arrow It's a decal

left arrow
#

What does that mean? And how can I fix it? @next badger

next badger
left arrow
#

Im working with a tutorial and there it works perfect

next badger
#

change it to translucent

left arrow
next badger
#

surface

#

shading mode translucent, my bad

obsidian nimbus
#

also u have nothing plugged into opacity

left arrow
#

Yes thanks it is working now!

obsidian nimbus
#

the shine is metallic or roughness

vernal crater
#

Hey everybody, I want to animate a character and I have a few animations, I thought about creating a shot in sequencer, but if I add more than one animation there, every one will start at the same place and won't have any transition at all. Should I do it not like this, maybe use animation editor and use sequencer more for camera movements?

novel rover
#

When I launched my game in Desktop/PC mode it works fine but when I launch it on mobile preview or on a mobile device for some reason things just dont work at all. Like the spawner doesnt activate for some reason and the camera gets all messed up

#

does anyone know what might be the issue?

bleak raven
next badger
#

@novel rover camera will be spawned in 0 if no actor can be fount to attach to

novel rover
#

thats wierd
because upon the level starting my actor spawns immediately also
do you know why the spawner might not be working? Its set to spawn once I press play which does work (the button works) but for some reason it doesnt spawn

plush yew
#

hi guys

#

can i convert c++ file to blueprint file ?

#

or

#

can i convert bp file to c++ file

next badger
#

@plush yew both are better done manually...ue4 can nativize the bp to cpp, but...it's a mess, and it can generate a bp from cpp...it's a mess too

plush yew
#

Do you guys know why when I add my textures on my ue4 character, the textures are much low res than in substance painter?

plush yew
#

or generally is it works good ?

novel rover
#

hmm
I just did more testing and switching it to mobile seems to break one of the widgets (the button doesnt work)

novel rover
plush yew
#

πŸ˜„ okay

next badger
#

@plush yew you may ask at #cpp

clever vault
#

um all the youtube tutorials are in blueprints

#

like wtf

next badger
#

@clever vault topic?

#

iirc MMO series all in c++

#

i guess it's only cause people who can make it in c++, don't need a tutorial

#

i.e. they can transfer BP logic to cpp

next badger
#

well, there is a C++ series on Udemy, by Ben Tristem, but i can't call one "extensive"

#

it's for beginners and providing basic foundation for ue4 develeopment

opal hornet
#

basic question, i cannot get static or skeletal meshes that are attached to bone sockets to follow animations. does anyone know what may cause this? im pretty sure i did everything i needed to but am stumped. ive done it before but now its not working?

#

omg im dumb, i made the socket on the IK >.>

limpid pike
#

Hello there, it seems that their is a bug with the Variant Manager in UE4.26! Level Variant Sets Assets cannot be opened; double clicking the asset does not open the Variants Manager.

steel geode
#

Hello! I have been experiencing an issue with the Sequencer. I am using cinecam for a cinematic scene which is panning. I render my Image sequences as PNGs in 4K resolution. Unfortunately, every time I try to render, some of my frames get corrupted and it's always random when it happens and it affects the other frames surrounding the corrupted frame because they are trying to pick up its color.

#

Has anybody experienced any Bugs like this before?

plush yew
#

Hi Guys!Cannot find the way what to start with/dig to.
so. there is an idea about time travel to the past. and I want to play a lvl and record all I've done there. and play it again and see myself doing what I've just done
how to record my actions?

fierce tulip
#

that should get you started (i cant help you though, never used it)

gaunt tide
#

Has anyone used the Modular Snap System Runtime plugin?

silent cypress
#

I tried it but I didn’t end up using it

mossy nymph
#

go AMD πŸ˜›

fierce tulip
#

we'd prefer it if hardware talk is done in #lounge

silent cypress
#

πŸ‘Œ

worn swallow
#

Just a quick question to anyone who lurks here a lot - what channel is best for posting ue4 advanced blueprints tutorials? Mostly multiplayer and animation stuff so far. some weapon and abilities tutorials.

fierce tulip
gentle trout
#

Guys its possible to create a good game without c++ blue prints??

grim ore
#

so without any coding at all? not very likely

#

unless you meant something else other than no C++ or Blueprints

gentle trout
#

hum cuz i dont know what c++ or blueprints can do, im new on game developer and i am starting developing my game but i dont know to much

grim ore
#

then start learning

#

your question was basically vague and no one can answer it but you

gentle trout
#

ok

gaunt tide
#

Blueprints can do anything you set your mind to as long as you can figure out how to do it

worn swallow
#

learn blueprints 8h/aday and you will start making first single-player games in 3 months. with some small level of complexity. Dont try multiplayer before a year+

pine urchin
#

Hi Guys, I need your tips and support. So far I have only made simple, small projects/games in UE4. Now I am starting a larger, multyplayer project in UE4 and would like to realize this with friends and freelancers.
How can I set up a collective platform in order to be able to work on it together with different hierarchical levels?
Is there a possibility to save the collective creation progress in a cloud in order not to suffer losses?
So far, I've only ever saved everything on my PC.
This is too risky for me to avoid losing any data.
What’s your opinions, experiences and recommendations?

crimson lake
#

Hey everyone, got a clue on how to change the graph action menu shortcut?

grim ore
#

@pine urchin you would look into using version/source control, there are a few types and epic even has some YouTube videos on the process

latent sonnet
grim ore
#

without any code how can we help?

#

but the obvious answer to the reason it is doing it, is you are telling it to. So where is the code that tells the AI to kill itself?

grim ore
#

you really should know the answer to that if you were learning

#

one of those is in the enemy BP and has the destroy actor node

#

and that only happens if it loses all of it's life. So are you sure the enemy is not taking damage?

latent sonnet
#

The destroy actor node is there because the player can attack the enemy by shooting. It should only take damage if the player attacks it.

grim ore
#

yep great. so it should. but its not is it?

#

thats the code that is being called, wether it should be is the issue but thats the code

#

and that code is being called based on damage being sent to it

#

so in your player and your enemy, what calls the damage nodes

#

once you figure that out, you need to learn to print string debug or breakpoint to look at the node that is calling the damage and see what it is damaging

#

hint chances are the enemy is damaging itself as thats the only thing causing damage according to you

#

then we look at the code in the enemy that causes damage, how is it picking what to damage

#

then we notice its finding anything of type pawn within a sphere and does damage to it

#

then we look at our enemy and see if it's of type pawn

#

then in the spehere overlap node we try and add a reference to self in the "actors to ignore" input array and see if that helps

#

and no, I don't know if this is the problem but based on the code and what is happening it makes logical sense

latent sonnet
#

OOOOOH. I get what you're saying.

#

Ah. it works! Thank you!

grim ore
#

yay now the question is did you miss that step in the tutorial or was there something else missed to "fix" this issue?

honest hawk
#

Hey my game have 3 media players running a sequence each. When turning them on, my game goes from using 20% of my cpu to everything it can take. Is it normal to use so much power?

latent sonnet
grim ore
#

ah that would do it yep

strange pawn
#

Hi All

#

total newbie here... feels like there's too much stuff to learn. What resources would you recommend for someone who has experience in programming but no experience with unreal engine?

#

aha of course, should have checked first

undone dock
#

I know a chunk of c# so I’m trying to learn c++

#

Blueprints just confuse me at this point I’m so used to typing my code out

grim ore
#

try and learn the C++ outside of UE4 if you can until you get comfortable with it then learn how UE4 uses it. You will still have to dabble in BP so don't try and just ignore them

#

once you realize BP's are just C++ code in pretty form they should be less confusing

strange pawn
#

I already know C++ fortunately, so thank god for that

#

the blueprints completely confuse me though πŸ˜…

undone dock
#

Well I’m taking a robotics class next year that teaches c++ foundations

#

So hopefully that will help

grim ore
#

you could wire them up to down but... don't

#

Unity's ECS VS system does top to bottom and I fricking hate it personally

#

its like a tree with branches left and right once you start hooking up the variables and such

undone dock
#

What confuses me the most with bp is creating certain things like variable and controlling them

#

It’s much easier writing them IMO

#

And referencing variables in written code

grim ore
#

you have the list on the left where you declare variables and set defaults, you have the top of your .c or .h file where you declare variables and set defaults

#

you go whatever = whatever in code, setting it to what you want it to be. in BP you use the setter version of the variable and set it. This is also similar to actually using protected setter and getter functions for variables which quite a few languages recommend

fringe bane
#

Hi! Maybe someone can point me in the right direction. So I have a top-down ARPG. I use GetHitResultUnderCursor to either move the character or interact with object through an Interactable interface. What is the best approach to check what exactly I've clicked on - an enemy, an NPC, an item on the ground or some other object that implements the interface.

grim ore
#

the interface would be the best way no?

#

if it implements the interface, have it fire off the event you want it to use when it's interacted with. if it doesnt implement it, its probably the ground for moving?

#

if you need the thingy that is clicking and checking to know what you clicked on, have an interface function that returns what it is or an ID or whatever to identify it back to the clicker and it can go from there

#

the alternative is casting and checking but why do that when interfaces make it much cleaner πŸ™‚

fringe bane
#

I'm talking more about what comes next. Lets say I have and NPC and an Enemy, both ACharacterBase, so I was thinking about the best approach on how to differentiate them. It seems a separate function that sends an identifier is the best approach.

grim ore
#

well you click on an npc to interact with it. should the clicker be handling what happens or the clickee?

fringe bane
#

you need to move there first

#

then interact

#

so it's a bit confusing on where the code should go

grim ore
#

what do you have handling the moving code?

fringe bane
#

I'm using the default top down template for now, so SimpleMoveToLocation

grim ore
#

so the player controller probably?

fringe bane
#

yep

grim ore
#

yeah might have to start thinking about systems then. Like your talking about queueing up stuff basically. Move -> talk or move -> attack

#

unless you want to just restrict it to one action such as click -> in range? no then move else interact/attack

fringe bane
#

no, it's more complicated

grim ore
#

but yep maybe have the item you interact with return what it is and then you can go from there in the controller deciding what to do

fringe bane
#

seems like the best approach, just wanted to get some opinions before going in. Thanks!

timid frost
#

Good day! I got a quick (and hopefully easy) question: I wrote a grid-system which is practically a huge actor with cube-mesh and a special material. I want to be able to rotate my grid; works fine so far but for some reason rotating it on the X by 90Β° gives me a roll of 89.999985 (Pitch is working fine; Yaw is giving me the same problem) which is a problem since I'm trying to align items on the grid that'll affect physics. Tried all stuffs; relative rotation; absolute rotation; world rotation; setting actor transform; just rotating the mesh; just rotating the actor itself... all to no success

grim ore
#

floating point error Precision, its going to happen 😦

timid frost
#

Nothing I can do against it? πŸ˜…

grim ore
#

as far as the engine is concerned its the same thing. If you need to do checks you can do a nearly equals check

timid frost
#

It's for a map-system and I'm concerned that this might give incorrect fades from one part to another :/

cinder flare
#

hi all, is there any tutorial or example that i can follow how to implement google play OSS authentication?

grim ore
#

someone smarter might have a solution but that's generally what it is and I don't know of any way to get "exact numbers" all the time when working with floats at certain precisions. when working with rotations it's also why the rotator exists to try and prevent stuff like gimbal lock when rotating past certain angles

timid frost
#

Alright, that's a bit sad but gotta live with it; Thank you anyway and have a good evening!

slender night
#

So am new to everything, where do i start

strange pawn
#

@radiant leaf there is a pinned post with a bunch of resources

radiant leaf
#

Lol wrong ping

strange pawn
#

lol myb

#

i foolishly expected there to be only 1 eternal

#

@slender night

slender night
#

Yeah

radiant leaf
#

It's all fine :333

slender night
#

Where is it

strange pawn
#

see on top where it has unreal-engine and the description? to the right there is a little pin icon, click that

slender night
#

Ah i see

#

Unreal engine 4?

#

Whats the difference between it and 5

fierce tulip
#

one is not released yet, the other is

coral shoal
#

im looking forward to 64bit location precision support

modest agate
#

hi, i have experienced long c++ compile times, about a minute or more for just changing a single line of code. is that normal?

grim ore
#

Depends on the code and it’s linked dependencies and such. You could try using live coding.

#

Also of course cpu speed matters

modest agate
#

i have an i5 16gb ram, ssd

#

i just did an testcompile of one of the basic examples and changed a bit of the cpp code just to test the compile time and it was really long

plush yew
#

@grim ore how would one limit the texture resolution to 1080 for their project so it doesnt rise in texture resolution past 1080 during working on it and after its done and ready to ship D:

#

i want to use quixel materials but i also dont want to have it at 4k lol

modest agate
#

@grim ore it also looked like it compiles the whole project every time, its really fast with blueprints for example

#

so my question is, is my system to slow for ue?

#

it unreal engine better than unity? unity compiles faster, but unreal seems to have a better architecture, and be more mature?

grim ore
#

@plush yew then when you export from bridge tell them to use a lower resolution. When in editor you need to open them up and change resolution on the textures.

#

@modest agate it’s might not be too slow you are just used to a scripting language that unity uses. Try enabling live coding

modest agate
#

live coding worked really bad last time i tried, 2 yrs ago

#

i will try again, maybe it compiles faster now

plush yew
#

o.o

#

ooooh nice

#

so i can use 4k textures

#

in 1080

#

nice nice C:

#

thank you ill look it up in a tiny bit

modest agate
#

@grim ore thanks, well i know its scripting, but i coded cpp, objc, and other c like languages too

#

i will just try again and tell you and try live coding, thanks a lot @grim ore

plush yew
#

does anyone know how to disable or do something to stop making particle like this i have fire but i dont want its just like in the picture btw i grab the torch fire from marketplace thx

grim ore
#

@plush yew do you mean you want it to stay on the torch when it moves? If so set the space to local space for the particle instead of world.

plush yew
#

the left fire

grim ore
#

So did you try what I linked?

iron kelp
#

anyone had issues with Does Path Exist decorator and how to use it correctly and willing to give advice ?

late verge
#

would anyone happen to know of some settings i could enable/crank up to increase the visual fidelity of my skeletal meshes?

#

i just found out about some of the shadow settings for them, and the results are excellent!

#

i want to know if there's more i'm missing out on

unique kraken
#

anyone knows why the sequenzer doesnt show character animation IF the character BP has a anim BP?

late verge
#

typically with Sequencer, you'll use skeletal meshes and animation sequences

#

i've personally never used BPs for Sequencer

#

(might depend on what you're using Sequencer for though)

unique kraken
#

i want to animate

#

well, yea the mesh works, i dont get my physics but okey.
thing now is

#

i cant add the additive ctrl rig

#

is there a reason it wouldnt be there for me?

#

my bones should be absolutly the same as the mannequin one, expcept some additional bones

#

ah nvm im dumb, also to tired

broken heath
#

Any idea how do we do this β€œactor list” thing?

#

Its a list where each time i add a member, it adds new actor so u can set its new variables

#

It’s basically like duplicating actors in scene but this happens inside one actor and you choose from the list

plush yew
#

What did ya need Syber?

#

i want to set so the particle system not like the image above

#

so its not left a fire

#

how can i do that ?

#

Do what?

#

did you saw the image above ?

#

when i run there a left fire

#

You want to remove the trail of fire the torch leaves?

#

yes the trail of the fire

#

wow im realy good at english πŸ˜…

#

Eh, langauages can be hard, although I do recommend you to get better at English.

#

yeah lol xD

#

how do i remove the trail fire

#

i mean fire trail

#

do you know ?

#

So I personally think the torch is spawning an unattached particle, you should find and remove it.

#

wait i think @grim ore was right its local space ohh god

#

Mathew often is right, he is great.

#

You should check out his Youtube channel, it is really helpful.

#

yeah he is pro xD

plush yew
sonic quest
#

Just started playing with Landmass plugin & wow, that's super cool stuff.

I can think of so many usecases of this. One nice tool would be connect with global satelight height map API and render real landscapes.

plush yew
#

Thank you @plush yew and @grim ore i tried local space and it works first try πŸ‘Œ

clever vault
#

i know c++ like low to medium, and i am following the gamedev tut ,i was looking for specific things like vault sistem etc

loud meadow
granite creek
loud meadow
#

8

granite creek
#

it says ran out of memory

#

any other program open in background?

loud meadow
#

let s see

#

i use 4.7 without unreal engine

granite creek
#

I recommend restarting and retrying the process without opening any other app !

loud meadow
#

ok

#

i will try

hard quarry
#

Can someone explain to me what exactly a "Component Tick" is? Where is it different from an "Event Tick"?

next badger
#

@hard quarry Event tick is for actor, that has this component, component tick is for inner logic of this component. You can have ticking actor w/o ticking components (with disabled components).

#

tick is a special function, that's getting called every frame

#

well, it can be set to be called on interval

hard quarry
#

@next badger Can I just disable it or has this any drawback?

next badger
#

drawback? it will be disabled, nothing else

#

in optimisation process some devs are disabling and enabling tick based on certain conditions

#

keep in mind, if component is disabled it can't enable own tick by itself

hard quarry
#

So disabled means it connot be moved?

next badger
#

component?

hard quarry
#

In my case I have StaticMeshes, so what does disabling mean to them

granite creek
next badger
#

SMC has no tick function

#

i.e it's not ticking from the beginning

#

if you want smc to tick you need to inherit a class and in cpp change the bCanEverTick bool to true

next badger
#

@fallen sphinx #work-in-progress (i recommend to remove the post to avoid mods wrath)

hard quarry
#

@granite creek I rotate some of my static meshes, this is done inside the actor not inside the component. Do I gain any performance if I disable it on all my StaticMeshComponents?

next badger
#

well, cause smc has no tick

hard quarry
#

@granite creek @next badger Thanks

dense bay
#

Anyone have a good idea for how to modify the third person character to have it's camera point towards another nearby actor, while keeping the character in view? I already have a mechanism for getting the nearby actor, just need to adjust the camera.

next badger
#

make a sphere of interest (inside which you will look for nearby actors), once actors inside it, you loop through them, looking for the closest, then you calculate camera looking vector in a way you can see own character and the target one, align the camera with that vector

#

generally that is done in camera manager

dense bay
#

Any ideas for how to calculate the camera transform that will keep both actors in view?

#

Well im not sure a transform is what I need. I thought I would be adjusting the spring arm rotation and the camera rotation through the components

next badger
#

it's just geometry...you can use spring arm but you still need to update it's origin and orientaton quite often

plush yew
#

how do I make a material with no depth test? I tried making a translucent one and enabling the "No Depth Test" checkbox, but I still can't see it through walls

grave osprey
#

How block all in bp working ? I make plane but it just fly pass through it.

#

I set it all o bloc all

grave osprey
#

Nvm it just need root

lusty carbon
#

Can anything be done to avoid these reflection circles around reflection capture actors? It's big environment I don't want to place them everywhere

spare elm
#

i couldnt open unreal engine

#

please help me

pulsar tendon
#

Hello, is this the server channel where a person would ask about technical engine crash type issues?

#

Okay so another person just kinda mentioned the same thing as I am talking about

#

While I can make the client/engine start, it will crash, even though it seems [according to task manager] to be operating, it is not on the task bar and I can not access it without using 'end process' and then restarting it, and then, just attempting to add modules from the library is enough to crash it again and again, and no error messages.

#

Also, I can not find where I have to even go to begin creating a new project.

#

So I have 2 separate issues here.

silent sail
#

We used to slow down and speed up the play rate of Animation Montages with a Notifie/Curve in UE4.19, to improve the anticipation and recovery of each Animation. I was wandering If there is other way to adjust it in the Animation Preview, maybe now in 4.26 or as an external Plugin?

spare elm
#

sorry

pulsar tendon
#

I take it nobunny on at this hour has an answer for this...?

#

I have a helluva hard time getting any responses from Epic Games at this point, but maybe they are simply falling behind on their customer support tickets, I do not know.

karmic ermine
worldly lynx
wary wave
wary wave
pulsar tendon
#

@here Does any person know reasons why UE4.22.3 would close its face, while its .exe continued to run? πŸ€”

pulsar tendon
#

Seeking information on how 4.22.3 should be used....

clever axle
#

tfw you try to scroll on a website by dragging RMB

storm vapor
#

Hey my game is 15 gb. If i package the project, is it gonna still 15 gb or gonna be less ?

plush yew
#

Also is there any way to like add a mutiplayer system?

#

Oh

#

I know

fierce tulip
#

^

plush yew
#

How do I change the pawns speed when I press right shift??

#

Nvm

torpid pollen
plush yew
#

Anyone help as to why my 3D plants from Quixel, and going in and out of this odd state?

fierce tulip
#

as long as you do it inside the content browser, and fix up redirectors after each step, both approaches are fine

half panther
#

When do you think UE5 will release? Is there anything else we know or can guess apart from "early 2021"?

fierce tulip
#

never seen that message in my unreal life, so something must already been broken @plush yew

#

@half panther nope, thats all the info we know

knotty heron
#

what do you guys use for safe backups?

fierce tulip
#

version control

knotty heron
#

thanks guys

warm stirrup
#

Hey everyone, I've been trying to find a tutorial on creating an interactive object that sends the player to the next level. So far all I have found on Youtube using trigger boxes, but I need something more controlled than running into that. I did try to have a go on my own, but I'm stuck, lol. Anyone have a lead for that?

knotty heron
#

you could use Line tracing along with collisions

plush yew
#

Hello guys, anyone know plugin with which you can build faster building cus I have scheme for building but it is so boring and hard to do it

fierce tulip
#

not really, just do it :p

plush yew
#

au shit 😦
πŸ˜„

mild merlin
#

guys

#

pleasee help

#

its urgent

#

i am opening a project sent by my friend

#

error is that c|++ is not opening
it is built with c++
and it is not opening

#

please tell the fix , it would help a lot

#

pleas

plush yew
#

hi, i have a slow rate of understanding words;

  • In the editor you can make splines, im searching for using the spline in the game itself.

got understanding in making a bridge with spline actor in the editor.

What Result i want?

  • (((Tick) count costs of making wall)).
  • You walk with third person character in game.
  • Open Build menu.
  • Activate Wall Build.
  • pinpoint wall Build.
    IF LANDSCAPE IS NOT EVEN THEN THE WALL ADJUSTED TO IT AUTOMATICALLY.
  • Start / endpoint .
  • Build if Resource is lesser then haven resource.

You have your wall
[14:32]
can someone have a little bid advice ?

winter gale
fallen flower
#

Will 'Force No Precomputed Lighting' turn static lights off or convert them to dynamic?

fierce tulip
#

it just turns off lightmaps

#

iirc

modest agate
#

hi, i install ue right now, is there anyone who worked with unity and ue and can short give a statment?

#

about what he thinks about both, liked disliked, why he changed to, or thinks ue is the better choice

grim ore
#

none is better, both suck, use gimp to make games

gaunt tide
#

Has anyone else experienced this when you create a new actor BP. You open the project the new day and you have to recreate the entire thing because when you go to open it. You get this? https://gyazo.com/a5904fb8ac8f058f6fff91895ba38b65 It is not marked as data only and I had nodes inside making it do stuff and now it is all gone.

grim ore
#

@gaunt tide did you try resetting your layouts to default then opening it again?

modest agate
#

@grim ore im not a fan of gimp

plush yew
#

Hello guys, I’ve created 3d arms in blender, I rigged and painted them in Substance Painter. The problem is that when I put the skeletal mesh in the mesh’s slot I can only see the base color I used in SP

gaunt tide
grim ore
#

darn, that usually fixes it 😦

gaunt tide
#

Yeahh. Wierd

modest agate
#

@grim ore i usually know why i use this or that tool...

gaunt tide
#

Well now suddenly its working lol. UE trips me up sometimes..

plush yew
grim ore
#

weiiiird

#

@modest agate then you need to learn the tools so you know why you use them

clear patrol
#

What is the worst people have made Unreal Look?

plush yew
clear patrol
#

because I can't even find a way to make it look bad

#

@plush yew hello

modest agate
gaunt tide
#

I gotchu. Wait till my game is done

#

I just installed the modular snap system runtime plugin so we shall see how this goes.

fallen flower
#

@fierce tulip That's what I thought, but I see specular highlights show up for static lights after I turn it on. This is with a Datasmith area light actor.

inland aurora
#

I remember a faster way to change elements in a array

#

I don't remember how to search it, anyone?

wanton lotus
inland aurora
#

and if I dont pass something it wont change right

wanton lotus
inland aurora
#

Thanks man, I forgot about it

wanton lotus
#

Get by reference helps a lot when dealing with arrays. In fact, I usually duplicate the "ForEach" macro and turn it into a "ForEachByRef" macro which comes in handy when you want to cycle through an array and change multiple array elements.

modest agate
#

Help me, please

#

My projectiles wont disappear after collision

inland aurora
#

do you destroy them

modest agate
#

They just stay there like pasted on the wall

inland aurora
#

and again, do you destroy them after collision

wanton lotus
#

Show your on hit event or overlap events, whatever you use to determine collision.

sonic quest
half panther
#

Yeah, mostly

#

But still, lumen and the polygon things are pretty great

fierce tulip
#

its not, its a new rendering and lighting system system

modest agate
fierce tulip
#

so its basically a new engine

modest agate
fierce tulip
#

just has the same tools

half panther
#

Not entirely

sonic quest
#

I am pretty exicited learn about polygon thing. I hope there is some remeshing tool bake into the editor or something.

half panther
#

I mean, it is even compatible with UE4 just like 4.25 is with 4.24

next badger
#

@fierce tulip I'd prefer to get ability to write custom rendering pipeline w/o compiling custom ue4

fierce tulip
#

Β―_(ツ)_/Β―

half panther
#

So it wont be as a big change as for example UE3 => UE4

fierce tulip
#

thats like saying blender is the same as 3dsmax because both can handle obj or fbx

#

totally different under the hood (engine)

sonic quest
#

So it's like Blender 2.7 to 2.8. πŸ˜„

modest agate
inland aurora
#

does it spawn the emitter and the sound

modest agate
#

yes

inland aurora
#

Do you spawn a seperate thing to act as the projectile

modest agate
#

no

next badger
#

@half panther ue4 still has ue3 code -_- even ue1 afaik

modest agate
#

this is the projectile BP

half panther
#

Thats normal

sonic quest
half panther
#

I mean, it wouldn't make much sense to design everything from the ground up

next badger
#

@sonic quest yep

half panther
#

I still think the difference between UE4 and UE5 will be a lot smaller, apart from Lumen, and the polygon stuff

sonic quest
#

I feel the same.

fierce tulip
#

nanite is what makes it a massive difference and warrants a new engine number

#

its a gamechanger like no other

thick herald
#

Hmm plus the other stuff.. lol Lumen will have a massive impact, but it's not as magical sounding as Nanite. The new grid system for open worlds and 64 bit precision will be big 'uns too πŸ˜„