#ue4-general

1 messages Β· Page 921 of 1

modest agate
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nevermind, I found it

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the light emitter is still going on after spell's destruction

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I turned it off

inland aurora
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I finished my complicated calculations and array construction and now my ue4 crashed

next badger
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i wonder if it will really be a game changer...

thick herald
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why do you wonder that?

tame compass
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how do you get references

sonic quest
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I think nanite more focused on Virtual Production rather games. Because, I think if we directly import the highpoly mesh that'll affect the file size as well. Right?

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Anyway, maybe there are build-time tools to optimize that.

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I hope they need to support fortnite mobile. So, i bet there's some sort of option.

tame compass
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im tryna make a paused hud and when i make a reference to it from my character to my player controller the pins wont link and it says "Character object reference is not compatible with my character object reference"

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im so confused

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pls help

sonic quest
next badger
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@tame compass you need to cast probably

thick herald
frank oar
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Hi guys,
Can anyone advise me on the easiest way to create iterations of a project ?

I'm not very knowledgeable so I am always scared to change things that work as is... even if they are not ideal.

Initially I thought it would be ok to create a copy but in my experience so far unreal doesn't like it when you do that and I get issues with the copy.

I would be very greatful for any advice on this.

tame compass
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@next badger wdym?

next badger
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@tame compass you know what casting is?

tame compass
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not really

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i just started

next badger
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read about inheritance and casting then

novel rover
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ok so I fixed my mobile issue now there is a new problem
my widget doesnt display points from a save game object for some reason
but I didnt touch
I even redid the setup and it still doesnt work
maybe a bug?

next badger
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@novel rover debug, add breakpoints and backtrack it

ember shadow
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(The UV map has pixel textures! Its just very small haha)

knotty heron
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How can I play my video cutscene in fullscreen?

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@ember shadow right click on texture > sprite actions > apply paper2d

ember shadow
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Still blurry

knotty heron
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When i add a widget to my viewport it always looks different depending on if I'm in F11 mode or not how do i make it auto adjust?

next badger
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@ember shadow to make one pixelated, open a texture, and in settings set the aliasing to nearest, there are 2 places

ember shadow
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Ahhh i got it

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I needed to place the material again on the object once applied paper2D

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its sort of like a minecraft texture

next badger
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@knotty heron F11

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or your media texture is not scaled?

knotty heron
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Would widgets auto adjust to the screen size if it's not the same as mine right now?

brittle sundial
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How do I make an actor permanently disappear on overlap only for the client that overlapped it, but it does not disappear on any other client? I have it set up already but its disappearing for all clients on overlap.

next badger
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@knotty heron only if you made them this way

drowsy tusk
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Ok I need some help here

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How come whenever I try and load up Pavlov, it gives me a crash report

karmic ermine
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hey, im struggling to find some good grass foilage, any reccomendations?

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im also a cheapskate, if that aids your suggestion variety

terse jewel
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Does ue4 have any good generic solutions for adding hitboxes that conform to a skeletal mesh? Or should I just be strapping on various colliders to sockets?

fallen flower
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@drowsy tusk Ask the Pavlov devs. This is a channel about developing in Unreal.

echo zealot
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BP_CrystalField_2 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false.
How can i fix this? It's a static Actor and i can't find a CastDynamicShadow checkbox..

kind dew
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what's the best workflow for teams who need to have 1 guy who uses a source build of unreal. Everyone else can use standard unreal

drowsy tusk
fallen flower
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Had a annoying issue involving Anisotropic materials and VR in #virtual-reality if anyones tried out 4.26.

karmic ermine
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sp, ive downloading assets of epic store to use, and im not sure howt o make them a paint layer?

lime gull
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Hey I have a question. If I wanted to do a party system, how would I go about saving each characters variables, like health and mana and such. Is there a way I can make a variable inside the game instance that holds all that information, or would I need player 1 hp, player 1 mana, player 2 hp etc

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Is it possible to save variables into an array?

terse jewel
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Why not just keep a reference to all of the players in the party, and access their properties like players[0].hp

remote bloom
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has anyone here used alembics inside unreal?

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I get a weird thing were if I export a group of objects in an alembic then drag it into unreal all the models sit in 0.0 worldspace

gloomy creek
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I'm curious if anyone knows, can you instance a static mesh by adding it to an actor blueprint, or is the only way to do it is to set it up as a foliage?

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I'd rather avoid the wonky rotations of instanced foliage meshes.

lucid grove
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Anyone have experience with simple material and particles? I have rain effect which is look exact what i wanted, but from one direction it becomes not visible.

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seems like when i look at particles from some angle - im only see its part with opacity without white part

harsh tiger
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I'm using the wall model in the starter content. But it's giving these horrible seams after lighting. Any ideas on how to fix?

lucid grove
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In character editor with particle system its more clear

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front and back is ok

agile nova
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Hi i am updating the engine to 4.26 and this popup still shows and won't go away, where can i set it? thx

modest agate
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whats the best resource with tutorials to learn unreal?

lucid grove
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And the last but not least, in editor this particle have this breach which is moves with my camera, but only in one direction (Y)

modest agate
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best thing no video tuts

dawn gull
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How do games like Outer Wilds keep the player and ship on the planet while it's moving around? The planet just sorta moves out from underneath my player when I have orbits set up

wanton lotus
leaden tangle
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Um, hi can someone help me with some trouble with UE, it only allows me to create projects with blueprints, they're nice to use, but in fact i want to know c++.

dawn gull
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@leaden tangle if it doesnt let you create a C++ project just right click in the asset browser and create a new C++ class

pearl hedge
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I'm running into what seems like a pretty severe race condition in Unreal- I think it has to do with garbage collection. Is there some way that I can track/see what all is being collected?

leaden tangle
dawn gull
fierce tulip
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yuck, docked content browser :p

dawn gull
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@fierce tulip >:(

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I like it because I can easily drag stuff in

final dawn
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Destructible meshes in blueprint, despite large chunk threshold being an ungoldy large number, still has collision. Does anyone know whats going on?

inland aurora
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do people actually use any other layout other than the default of the unreal engine?

clear patrol
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whats the worst people have made Unreal look?

inland aurora
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wait, why is rat band unreal engine looks so weird

clear patrol
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because I wonder if it is possible to get as bad of lighting as Source

inland aurora
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and u use that?

dawn gull
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yes

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It makes unreal not looks like windows xp

plush yew
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πŸͺ΅

clear patrol
dawn gull
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Not necessarily

clear patrol
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oh lit

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also why is porting models from blender to Unreal so annoying

dawn gull
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Β―_(ツ)_/Β―

clear patrol
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just props

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not rigged characters

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I mean a simple plugin which does it automatically costs $60

brittle sundial
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Is it possible to have GPU particles or GPU Niagara particles, effected by "Actor Collision" such as a capsule overlap. If so, is there a tutorial/video/guide anywhere? Or can someone explain how please?

final dawn
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Destructible meshes in blueprint, despite large chunk threshold being an ungoldy large number, still has debri collision. Does anyone know whats going on? In blueprint i change the collision profile to a preset that only blocks world, but doesn't seem to update the collision.

mint thunder
sonic quest
inland aurora
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how should the format be?

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content/maps/test?

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test.umap?

final dawn
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No idea what reregister means in the grand scheme (I figured that was what i was doing to begin with), but I appreciate the help. But I notice that when you make blueprints for destructible things like crates and barrels, and have the collision profile be set to like block all. Even during overlap you set the collision profile name to something that only overlaps with players, the debris will be still be blocking. I notice that whenever the mesh destroys and cracks and creates debris, it uses the currently set "Default" collision profile, regardless of if you changed it.

My work around is to simply set the collision to my special "Debris" preset but then on begin play, change the collision to blockall untill damage is applied. the mesh destroys and is seemingly set back to the default profile, even though i told it not too.

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I see, that makes sense, i'll try that just to see if it works.

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Your like my inner thoughts personified. (My name is also mike)

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Thanks for the tip!

narrow mauve
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Is it just me or is there a real lack of UE4 c++ videos

plush yew
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I don’t think that will never happen, but it could be a lot better with ue5

fierce tulip
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@plush yew who hopes that bp could replace cpp?

dusty pulsar
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Hey everyone, can someone please point the direction of how to do something like this:
https://gifs.com/gif/D1XDPB

What I want is allow the player to select the area and then I can save this selection points.
Any "keywords" that I can search to find materials?

slate vessel
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does anyone have experience using the movie render queue/render pipeline? is there a way to specify engine scalability or is it max by default??

plush yew
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what is more taxing on the game during and when shipped and ready to play performance wise

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adding a chunky blueprints code set into every material on everything in the landscape

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or a post processing effect over the entire game landscape

plush yew
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Would it be graphics driver related if it says "Unreal Engine is exiting due to D3D device being lost."

warm hornet
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Attempting a hybrid lighting setup on an interior scene but after baking I get wildly buggy looking lightmaps. In the attached my brick wall should be white. using just 2 lights to simulate window light. An area (Rect) light with Ray Tracing disabled and a Sun (Distant Light) with Ray Tracing (cast shadows ) enabled.

Using default settings to Build my Lightmaps. Attached 2 versions, one with low lightmap resolution and one with resolution increased to 4k.

Can anyone suggest what is happening?

echo falcon
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either yiu coukd have overlapping lightmap uvs or the brick walls have no lightmap UV's at all. you can see that on the lower gray part. that amost looks like a full lightmap just pasted onto the wall

clear patrol
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how could I make a transparent texture

modest agate
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wow unreal examples looks cool

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are you coding more c++ or blueprint?

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i dont know blueprints look kinda strange

clear patrol
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I would recommend pinging him

modest agate
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are blueprints for ppl that dont understand cpp?

clear patrol
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ye kinda

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I don't even know how to use them though

modest agate
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i mean its much more effort all this drag and drop

clear patrol
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I would love to learn a programming language though

modest agate
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so you can do all cpp

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its no disadvantage?

clear patrol
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no there are disadvantages obviously

modest agate
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like?

clear patrol
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don't know

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never used it

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I just know there are

modest agate
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lol

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another question

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is there some doc i can install in VS

clear patrol
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visual studio?

modest agate
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yes

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like the api doc

clear patrol
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no idea

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I'm new to Unreal and am just trying it out instead of rendering in gmod

late verge
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hello! i'm currently using an exponential height fog to simulate god rays. while i'm getting really nice looking fog, i'm not noticing any clear individual god rays, if that makes sense. what settings can i adjust to help make them stand out?

fierce tulip
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they where talking about that in #graphics (world rebasin)

south ridge
hollow ridge
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o wait nvm im thinking of materials...

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it should be similar tho

plush yew
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Hello, Recently i got a new computer since Unreal wouldn't run on my laptop. I installed unreal and quixel bridge and it was working all perfectly and then a few weeks later i now go into my unreal and after a few seconds it will freeze so i go to task manager and close the application and then it gives me the blue screen of death. Can someone please help me?

latent axle
plush yew
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@latent axle seems to always crash, reinstalled the program multiple times.

latent axle
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that's sick

plush yew
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Lol thanks bro, too bad it doesn’t work 😦

latent axle
latent axle
latent axle
latent axle
plush yew
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I just been going into epic games and uninstalling it through that but noticed some files stayed, any idea how to complete wipe it?

latent axle
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after you do that double triple check your graphics drivers, and make sure windows update is running and is up to date

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what graphics card do you have?

plush yew
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Yeah I tried that before uninstalling unreal, epic games, quixel bridge and they leave files behind

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So not sure how to remove them completely

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Got the 3070 atm

latent axle
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WHy you coding just go play cyberpunk bruh x.x damn i'm jelly haha

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But yea i dunno, you'd have to manually delete those files after uninsntall i guess

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but that seems a step unecessary

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what is quixel bridge, one sec lemme google

plush yew
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lol don’t fancy bug simulator

latent axle
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OH, as a debugging step, i'd try running unreal without quixel bridge

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if that's possible

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I'm new to unreal i dunno if it comes boxed in or what

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Huh, it's just like, an asset management software?

plush yew
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Nah, it’s this plugin that allows you to import assets

latent axle
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Somehow I doubt that's the cause. Let's take this to DM btw we clogging up the general channel

plush yew
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Aight

plush yew
# modest agate like?

One of the major disadvantages of using just cpp would be the issue of errors that are harder to track.
Another thing is that some stuff is just plain faster/more convenient to do in BP.
You would also want to do most of the 3d stuff in BPs and it is faster to set up a collision box's size in BPs then in cpp.

plush yew
kind dew
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hey I'm looking for someone to help test my games multiplayer if anyone has a moment and would like to help, feel free to dm me

plush yew
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How would you go about making a custom sky? I got the material i just need a way to change the default sky with my new sky material

pale verge
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So I am trying to save values for my audio slider in my main menu scene and have those values carry over to the metrics scene. Any thoughts?

midnight bolt
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are there any helicopter/plane templates, like the built in for vehicle game mode?

clear patrol
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how could I make only certain parts of a texture glow

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I know I would need a mask texture with black for the ungloed and white for the glowed but how do I apply it

midnight bolt
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plug it to emissive

clear patrol
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I know it is with that node but only certain parts of the model should glow

midnight bolt
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that's the white parts

clear patrol
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and what about the rest of the actual texture?

midnight bolt
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black

fair field
winter gale
small panther
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would this be the best place to talk about creation and characters and such (not the models but archetypes and stuff once you have the out of editor assets)?

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feel free to @ me if you respond so I see it

fierce summit
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Hi, i am a big fan of this talk https://www.youtube.com/watch?v=4aw9uyj9MAE and i would like to know how something like this could be created with ue4. I dont mean "minecraft-like" procedural world generation, i mean you generate once and then iterate on it, but it is still procedurally done

GDC

In this GDC 2019 session, Insomniac Games' David Santiago describes the open world pipeline of 'Marvel's Spider-Man' and how each procedural system was originally designed to support iterations, and dependencies.

Register for GDC: https://ubm.io/2yWXW38

Join the GDC mailing list: http://www.gdconf.com/subscribe

Follow GDC on Twitter: https://...

β–Ά Play video
autumn stratus
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Why the elder scrolls 2 map is 161,600 KMΒ² lol

late loom
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guys any1 knows how to make a camera follow two targets

rare fern
autumn stratus
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yeah but i thought there's reason behind choosing a huge map

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lol

fringe bane
serene birch
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Daggerfall is from that period of gaming history where weird ideas could actually be coded in but people didn't ask yet if they should have done it

shell compass
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So many fine games sprung from that mindset

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Like... all Bullfrog games

serene birch
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yes, it was a wild ride!

shell compass
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Okay, simple question, hopefully: If I want to have a simple flick switch (or for this arguments sake say I want a thousand of them), what would give the best performance? A rigged mesh with a simple animation or two static meshes (base and switch) where the switches up and down animation/position would be moved through code?

serene birch
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I'd say it's likely that a single mesh/draw call would be better?

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it's a weird place though

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unless your base mesh is SO complex in polygons you want to relieve the GPU of doing mesh skinning for all of those

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it's likely you'll lose a lot more performance from nearly doubling the number of draw calls I suppose

shell compass
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It's a generalization, cause I'm curious about such cases. A lot of places where you just want to have a thing that has 1 super simple animation, for example a building being built etc

serene birch
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it's really hard to say without experiencing/testing first

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especially if you really have a thousand of them

shell compass
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But yeah I figured draw calls would be the main culprit

serene birch
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performance probably can be a concern at that point indeed

shell compass
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VR project... gotta squeeze them numbers

obsidian nimbus
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are they all visible at the sametime?

shell compass
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No probably not

obsidian nimbus
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than it doesnt matter, culling wil do the trick

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as long as they dont tick when not in view

serene birch
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well then, how about :

  • hardcode a vertex shader/material just for that specific mesh
  • you know exactly which vertexes correspond to the switch part
  • if the light is on, you mirror the vertexes positions (and normal) as approriate for the switch part only πŸ˜›
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problem : this technique doesn't scale at all per "fixture type"

shell compass
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Pretty smart. I haven't looked into vertex skinned animations.

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Sounds overkill though πŸ˜› Gonna go with the rigged mesh route for now. It seems the simplest in terms of organization

serene birch
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well it IS overkill, it's the kind of thing you will think of when you are desperate for the last inches of performance you need!

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but VR is pretty performance dependant so who knows?

loud meadow
late loom
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guys any1 knows how to make a camera follow two targets

dim arch
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@loud meadow is your engine folder called /++UE4/? may bug out one of the commands, seems like it is failing to save the package

loud meadow
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no

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UE_4.26

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i name it that

dim arch
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not sure then sorry

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try to remove CP_Weapons_metalic and see if it packages, then its a problem with that asset

loud meadow
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ok

floral agate
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Stupid questions maybe πŸ˜„
Is there a channel where i can ask for advice for math operations&logics of loops and basic stuff like that?

inland aurora
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can you remove a colour from a param2d?

waxen narwhal
loud meadow
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you need to download nvidia codework

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and android n21d

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after you download them you need to go to the project settings

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and go to android sdk

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and add the file to there correct places

fallen flower
shell compass
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@inland aurora I think when you make it a param it turns into a 3 vector

waxen narwhal
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Just check the documentation again and found something manually. Why unreal engine only supports android studio from 2 Years ago πŸ˜…

shell compass
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But you can rename channels so that for example R = X and G = Y

lucid grove
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Does quantity of layers in landscape material critically affect performance? Cant really check myself, dont have some generic GPUs, only working strong one.

rocky epoch
fierce tulip
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the more layers, the more needs to be loaded

rocky epoch
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Even if a component use only 2-3 of them? Does it make a great impact, for example using 7-8 or 16?

fierce tulip
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you might wanna ask in #graphics for more detail as I havent set up a proper landscape in ages, but afaik even if a component isnt used, if its part of the material, its loaded.

short stratus
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I dont get why it isnt spawning 😦

rocky epoch
shell compass
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I can't understand why my PIE performance is abysmal. It's a very minimal scene, forward shading, shadows set to low, 1280x720 res on a GTX 1080TI. Getting 38-45fps

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in the editor I get a whopping 78 fps... :S

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On a completely blank scene

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Whenever I get a tooltip in the editor, the FPS plummets from 144 to 72

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and 72 seems to be the max fps I can get while playing

south bolt
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what does stat memory and stat rhi tell you? I would start there.

shell compass
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It's all green. Not sure how to read them, but 150k triangles and 500 DrawPrimitive calls when looking at the sky

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A completely vanilla FirstPersonTemplate also goes up to 72fps and stays there

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It only feels smooth with motion blur turned on. If I turn that off, it feels choppy like 72fps

waxen narwhal
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How would you translate Real Life scale into unreal engine 4 scale ?

Case: I want to build some kind of RL minimap. I have a plan rl blueprint of the building with the correct measurements and I want to put this image on a plane and then let an actor mirror my movement in the real world to the unreal engine app on the plane with the building plan.

How would I translate 1m Real Life to a movement inside Unreal engine ?

shell compass
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1m is 100 unreal units

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1 uu = 1cm

waxen narwhal
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Ahh okay thank you πŸ™‚

coarse turtle
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In the new water system, can you negate the water volume? Let's say deep in the water, you can place a square box/volume that will be clear of PP and water volume. So that you can walk around

south bolt
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@shell compass That's not a heavy load on your GPU, next look at stat Unit, this will break down code execution in ms.

shell compass
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@south bolt shouldn't be a issue with just the blueprint fps template. I'm betting this is something different. Some other software that is interfering, but I don't know what. I don't use either Geforce or Discord overlay.

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Okay, I think the problem was SteamVR starting when starting the editor. Even if I shut SteamVR down after starting, it still caused it to happen, and only when digging into the Engine/Plugins/Runtime/Steam and setting it to not be enabled by default did it not start with the project and the fps stays at 120

fallen flower
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Anyone interested in getting anisotropic working in #virtual-reality? I think i found I workaround.

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I can't be the only one seeing this?

south bolt
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@shell compass Glad you got it solved!

shell compass
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Not as glad as me. ;P

lucid grove
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Can anyone help me with landscape material? Seems like im not understanding something.

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First of all simple thing, im trying to change material

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no luck, print string telling me that material instance is the same

lucid grove
fallen flower
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Where are you setting the variable 'dynamic landscape' to the mesh? I've only used indoor scenes, so I can't really help.

lucid grove
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With static meshes inside actor it working just great

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But landscape seems like having different behaviour

ocean grove
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@lucid grove I'm very new to UE but the code in your first image, are you trying to get the first actor of class Landscape and then loop thru that first actor and change it to a different actor?

lucid grove
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First screenshot is just a foolguard in case there is some hidden landscape actor. And no, im just taking all actors of class landscape and trying to change material to all of them.

ocean grove
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Then your for loop needs to be before the get all actors of class (I think)

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This way you would be looping through each actor in your Landscape class

lucid grove
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the node is ok, its working correctly with meshes, but not landscape

ocean grove
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lol

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Yup I misunderstood the documentation.

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Is there not a set material function you could use?

dusty pulsar
ocean grove
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Sorry mate thats beyond my skill level.

thick herald
modest agate
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question if my character blueprint class slides to the position and does not walk whats wrong?

wanton lotus
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Probably have it set to a single animation (like idle) instead of the animBP.

modest agate
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thanks @wanton lotus

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yes i saw now, now the char is running but not looking in running direction

wanton lotus
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Orient Rotation to Movement checkbox

modest agate
#

got it πŸ™‚

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blueprints are fun, im used to coding, but isnt it much more effort than code?

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to put all of this by drag and drop

ocean grove
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Are datatables still intended to be read only files? I'm having my player make a response to different actors and I want to have access to all their responses for each individual actor interaction.

wanton lotus
#

The most efficiently coded blueprint is less efficient than the most efficiently coded C++.

wanton lotus
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blueprints translate to C++, and you can never expect a translation to be better than the original.

ocean grove
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So then I want to have a struct array that I append with each interaction?

wanton lotus
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However, skill plays a major part, if you code bad, it will be bad in C++ as well as in blueprints.

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So do what you are comfortable

wary wave
ocean grove
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To avoid overwriting?

wary wave
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to avoid having colossal amounts of redundant data in memory

wanton lotus
ocean grove
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Blergh, I've read that.

wanton lotus
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Doing little tricks like using specific naming conventions for rows.... lame.

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I'd rather do sql, and then make a call that gets only specifically what I need at that time.

ocean grove
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Ahhh this is for a research study, it's extremely simple as far as what the player does, but I need to access the players response time to different actors and theres going to be ~200 ish

wanton lotus
fallen flower
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Why does collabviewer need to compile 8000 shaders and why does it have to be before a deadline?

wanton lotus
ocean grove
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Ok well looks like I'm either doing a plugin or messing with arrays... I'm not super worried about the PC being overloaded

wanton lotus
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Yep, that are pretty much the options, hehe

ocean grove
#

Has anyone worked with getting microphone input?

wanton lotus
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Not yet, but someone did just release a marketplace asset for voice chat, should give some hope, haha.

fallen flower
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collab has voip in 26

lucid grove
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If anyone facing same problem - this small checkbox enable material instances on landscape.

modest agate
#

its fun to work with bp

#

thanks for help @wanton lotus

#

makes the unreal pricing model sense for indy devs?

#

typo πŸ˜›

#

ok

#

google is your friend, i like unreal, epic is cool

#

last question for today, is there a blueprint archive online?

#

with useful blueprint for download

wary wave
#

marketplace

modest agate
wary wave
#

also learning tab in the launcher

modest agate
#

ok thanks

#

ue looks really so much better than unity

#

does the api change a lot or is it quite stable releases

#

well enought for today, thanks again guys

serene birch
#

UE4 is pretty stable

#

updating from one version to another is rather painless (but there are often new bugs to deal with)

#

in all cases, a UE4 target version upgrade should always be made under the cover of a source control system to rollback if something goes wrong

wanton lotus
#

Or at the very least, clone your game through the launcher or copy it in explorer and then upgrade with the cloned project.

gaunt tide
#

Yes. As a wise tutorial once said. When you open it in a new version always always make a copy in the event something goes south

serene birch
#

there is no sane pathway going to a lower version of UE4 than the one your current project is on

ebon marlin
#

Long shot, but does anyone know if (in materials science) there exists some value of a material that describes the variation of modal sounds an object has?

serene birch
#

none that I know off at least

plush yew
#

It's unclear to me how should I use HUD, if I have multiple elements to draw on screen and they could be grouped in different widgets, should I use the HUD as a widget container or just to draw directly on it?

wanton lotus
serene birch
#

I said "no sane pathway"
so the question would be, do you still have all your sanity left at that point? πŸ˜›

wanton lotus
wanton lotus
#

The copying process wasn't bad, but triple checking it to make sure I copied everything because it doesn't perform identical.... yeah that is driving me nuts.

gaunt tide
worn peak
#

newb question

#

i created a new project with fps template and created basic hud for health and ammo

#

after that i created a new empty level but when I press play on this new level the interface that i created also shows in this one

#

this works that way because of what ?

wanton lotus
worn peak
#

its just a empty level

#

black screen, no blueprints

wanton lotus
#

Where do you create your hud? In player controller or some other global class?

worn peak
#

firstPersonController blueprint

#

that comes with the fps template

wanton lotus
#

Controller exists every time you hit play.

worn peak
#

*firstPersonCharacter

#

sry

wanton lotus
#

Does the character load in the empty level when you hit play? If you have a game mode set and your default pawn is set to FirstPersonCharacter, it will load in.

worn peak
#

oh i click on the game mode right now and had something

#

its using the same gamemode that the default fps level

#

yea i switch to none game mode and doesnt show the hud anymore

#

it was the game mode so ?

wanton lotus
#

The game mode is loading the FirstPersonCharacter since it uses it as default pawn.

worn peak
#

theres any recommend place where i can learn about game mode

wanton lotus
#

You can move your hud loading to the level blueprint if you need it to be level specific.

worn peak
#

game mode can create things like character even if i didnt place any char on the level ?

grim ore
#

game mode does default stuffs like setting up stuffs. one of the default things it does is hold in the default pawn which is used if the engine needs a default pawn.

wanton lotus
#

It is odd that it would load the character, even with no character actually in game, but it does. Tested in a blank level as well, heh.

worn peak
#

yea

grim ore
#

you always need a pawn to represent the player and camera and such

worn peak
#

kinda strange but just cause i have no ideia how it works

#

i will read the docs math tnks

#

thanks u2 for the time slash

wanton lotus
#

But in this case, it is when you have nothing in the level it auto-possesses a camera by default, but also loads the default pawn class, even though the pawn is not in game.

worn peak
#

oh

#

thats why it possible to 'fly' around even if i have no player in the level when i create a 'default level'

wanton lotus
#

Nvm, it is loading the character in, haha. Just no lights to see him, hehe.

mental reef
#

I'm new to programming. Is the engine easy to use for a noob

gaunt tide
grim ore
#

@mental reef no it's very hard, you should not try and use it

mental reef
#

do you have any recomendations for any other engines

grim ore
#

depends on what you want to do

wanton lotus
#

What are you trying to make?

mental reef
#

a sandbox game

grim ore
#

goal, time spent getting to goal, experience, skills, etc...

mental reef
#

like minecraft

grim ore
#

then just mod minecraft

mental reef
#

i want it to be diffrient

gaunt tide
#

So you want it to be voxel based sandbox game?

mental reef
#

i want a engine where i dont have to code

gaunt tide
#

Uhhh.

#

That’s gonna be an issue

mental reef
#

lol

grim ore
#

code is anything you do to make stuff happen so unless you want to use the default stuff that will not happen

wanton lotus
#

I guess you can call nodes technically not code, but you are still going to be using logic which is the underlying basis of all programming.

gaunt tide
#

Nodes are code tho

wanton lotus
#

Picture code

mental reef
#

i dont want to write NEW code

gaunt tide
#

Visual scripting

#

Yeah well than you’re gonna need a programmer

grim ore
#

if you have 2 nodes that do things and you put it together that is new code

gaunt tide
#

Yep

grim ore
#

making stuff do new stuff is coding, doesnt matter how you go about it

mental reef
#

i mean i dont want to write new text

grim ore
#

tweaking properties on stuff is not coding, thats changing settings and that's fine

#

"I want the player to jump twice as high" is adjusting properties. I want them to double jump and slam into the ground when falling is coding

mental reef
#

ill do that

wanton lotus
gaunt tide
#

If you want to make a Minecraft like game than you will either need to learn to code or pay someone to code it for you.

wanton lotus
#

It is like any application, you need to learn to use it.

#

Also hit up the marketplace and spend some dough there too.

gaunt tide
#

Yeah like for instance. Marketplace has monthly free items or epic games content that is free as well

wanton lotus
#

Voxel plugin is free and will give you a huge jumpstart in the direction of minecraft-like worlds.

gaunt tide
#

Yep. Was considering getting pro version myself

#

Already bought MSSR as well for the attaching and previews but he’d need to definitely code to integrate it into a project

gaunt tide
#

Modular Snap System Runtime

wanton lotus
#

Ah, making your own building system?

gaunt tide
#

Yeah, Been trying to get it into my project and working the way I want

mental reef
#

what are you makeing?

gaunt tide
#

I think the meshes I designed aren’t made for this purpose though because I can’t get a preview of the item before I decide to place it using MSSR.

#

Well what I am wanting to do is have a person place ribs and the keel of their vessel into the vehicle editor than have a procedural mesh generated based on the sockets of the components. Also be able to change what material you are using say like wood, aluminum, or steel.

amber moat
#

HI there, how can I disable GameplayDebugger ? I did set None for the activation key in the project settings but it keep showing the GameplayDebugger on apostrophe pressed.

#

For now I'm capturing the keyboard input and execute the console command without consuming the event ... but it is kind of dirty that way !

fallow oxide
#

Hi, anyone experienced their game-files getting corrupted because of recent Windows 10 Update??

solar cove
#

aaaaaaah my pc was lagging and i just piloted the landscape lmao now its not going back to its place

#

what to do ?

#

I will distroy my pc these lags kill me

grim ore
#

move the landscape back to its defaults in the details panel

solar cove
#

i am trying for hrs

grim ore
#

lower your settings to low, if that doesnt help your not going to be able to use UE4 well

solar cove
thin urchin
#

Hiya guys, not sure which channel I should be asking this in but here goes. I am having issues packaging my Unreal project in 4.26. I cannot get it to package to Windows 64-bit because of a "DoesPackageExist FAILED: '/Game/TestScene/Geometries/' is not a standard unreal filename or a long path name. Reason: Path may not end with a '/'" error, I've got a bunch of these in the log and I'm unsure what the solution is. Anyone able to shed some light?

digital anchor
#

maybe your maps are not getting packaged? try adding the map names to the packaging section on project settings

solar cove
#

F i am dumb lmao the landscape rotation and location all zero

#

as default

thin urchin
#

@digital anchor I tried this but it did not seem to do anything

late stag
#

hey can i ask something

wanton lotus
#

jk, just ask

late stag
#

oh nvm i figured it out

#

i was gonna ask how to get the mannequin guy

#

but i got it

late stag
# wanton lotus jk, just ask

Im new but how would you get the spring arm compoenent to offset to like one of the sholders on the character in like most story games

#

im doing this in cpp btw

#

@wanton lotus

stuck swan
lucid grove
#

heya, im not really material guy, but just wonder if this normal behaviour

#

on 1 it looks like that

#

on 0.6 just like 1

late stag
#

Jesus

#

Put it to 100 πŸ˜‰

lucid grove
#

So basicaly i cant make smooth transition from wet to normal

late stag
#

oof

lucid grove
#

it doesn't have effect below 0 or higher then 1

late stag
#

how is this server not a level 3 boost yet

#

bruh

clever bone
#

is there anyway to get rid of these reflections in my planar reflection?

late stag
clever bone
#

you mean raytracing? it's already off

lucid grove
#

Might be found answer

late stag
lucid grove
#

It does affect on really small numbers 0,584

late stag
#

maybe change the lighting tho idk

lucid grove
#

hm

late stag
#

abt that stuff

wispy parcel
#

is there a channel for lighting?

plush yew
#

how to spawn my character after lvl reset?

dim ermine
#

Just looking for a quick noob solution - How do I add a new vector (with speed) to a newly spawned projectile?

dawn gull
#

How can I rotate a line trace so it's always pointing towards the player's down

modest agate
#

what means in blueprint vector by ref, i know what a reference is, but how can i get one inside blueprints?

hoary nacelle
#

Hi! Can i work on UE4 with a group of people on the same project whitout perforce?

modest agate
#

have it thanks

gloomy gull
gloomy gull
#

To collab together

dense shadow
#

Where do I post when I need help with a material?

gloomy gull
dense shadow
#

@gloomy gull thanks

hoary nacelle
#

@gloomy gull Thanks; We are going to try with Github :p

lucid grove
#

What could be the reason that dynamic material do pass the changes to instance and showing correct value in print string, but not actually make any difference in game?

#

It was working in my test chamber, but not in game build

jovial basalt
#

Hey guys I am pretty new to unreal and I guess I have one of the beginner problems but you see where the landscape meets the frozen lake the edge is very rough and I was just wondering how I can make it more smooth so I can achieve a similar effect like the one you can see on the reference photo. Thank you for your help πŸ™

dim ermine
#

Followup question: Managed to make a sticky projectile
How do I get the projectile to return to the player?

lucid grove
#

Landscape - correct
Original value - correct
New data - correct

#

No changes in game

#

The only clue i have is that dynamic mat instance was created for landscape, but not actually used

hoary nacelle
#

@gloomy gull Go have I to close ue4 before pushing and downloading or can i refresh runtime?

turbid vigil
hoary nacelle
gloomy gull
#

I would recommend using the ue4 live collab plugin

gloomy gull
hoary nacelle
#

Ok; I try

modest agate
#

ue is much better compared to unity

#

i can see that after one day

#

i also really like it that its cpp

stiff sail
#

i followed the quick grass start tutorial on the site to put grass in my landscape. but apparently the grass dosnt like my noise and ramps. cause they ether float above it, or barely clip from underneath. how would i fix this?

grim ore
#

@stiff sail is your landscape using world position offset or displacement? if so that's a "visual" change only and that is going to happen as the collision is not where the visual is at

stiff sail
#

i dont believe so, i dont what that is or how to do it so i dont think i could have set it.

grim ore
#

@turbid vigil the yellow "box" around your landscape? that looks like a lightmass importance volume and you can disable showing volumes in the viewport in the show menu at the top left

#

@stiff sail well you mention the grass doesnt like the noise and ramps? what noise

stiff sail
#

the landscape noise. the tutorial told me to add some for "purely for artistic reasons"

#

it added hills n dips n shit

grim ore
#

I gotcha. well the pivot on the foliage (usually the bottom) should rest on top of the collision for the landscape (usally the top) unless theres something that is offsetting it in the landscape material. There are also settings to adjust the foliage so its angled the same as the landscape. Otherwise... honestly... most games have that issue as well and it's not noticeable unless you look for it

#

you can also adjust the initial placement to have more of a Z offset so it goes into the ground

stiff sail
lucid grove
#

Hello @grim ore maybe you can help me. Im using simple dynamic material scalar parameter on landscape.

#

Its working great with fresh created landscape (with different tag ofc)

#

But not working on my current landscape

#

It has same material, same settings - everything is same

#

Maybe there is some limitations? Like landscape sizes or something.

#

Test one changed its roughness (both have same tag and dynamic instance) but the main one not. Most disturbing when i get param from it and print string it - its showing correct value.

autumn grail
#

Someone know why the audio FadeOut function is killing my audio component variable?

#

when i use fadeIn it gives me an error sayin the audio component is pending kill

#

I want to fade out without killing the audio compΓ΄nent

worn peak
#

newb question

#

the only way to 'tell' the unreal to posses a character its through 'game mode default pawn'?

autumn grail
#

@worn peak You can place your character BP in the world and set Auto possess to "player 0"

#

in the details

worn peak
#

this also works as a overwrite to gm default pawn or only if i dont set any on it ?

autumn grail
#

if you dont set it in gm

#

if you do there will be 2 character

#

one static and one possessed

modest agate
#

@grim ore hi, after i had a great look at ue with coding some cpp and doing bp as well i will drop unity and move to ue, its a super great engine

worn peak
#

guess i dont have the need amount of knowledge to got it -.-'

modest agate
#

and i think its lightyears ahead

worn peak
#

@modest agate i tried unity twice

#

just the fact that something basic as a dark theme its paid

#

dark theme its essencial to some peep that have light sense

modest agate
#

i really dislike its architecture, @worn peak but ue seems to be in any point a lot better and its cpp

worn peak
#

its cpp and has the best visual script at all of theses

modest agate
#

i also found bp which i dont like first quite useful today

worn peak
#

yea

#

bp are pretty nice

modest agate
#

especially if you combine with cpp

#

but well i have to work some time with ue

#

its just a first nice feeling

#

i like epic since they sued apple so i wanted to give it a try πŸ˜„

#

but this day i had more fun with ue than with unity in months

inland aurora
#

Can I change the instant disappear to a fade out in lods min draw and desired max draw distance?

#

Or do I need to make a custom function for that?

knotty heron
#

Is there an easy way to check if something is still overlapping a TriggerVolume?

grim ore
#

@plush yew what do you want to learn how to do?

thick agate
#

If it has not left it (endoverlap) ?

grim ore
#

@knotty heron there are nodes to check what actors are overlapping another, like the trigger volume

robust palm
#

So I have a mobile game I am making, where do I access the hud that the movement stick is on that controls my player character? i can't seem to find it. I want to add a jump button to the character as well and I cant find where that hud is located

latent pivot
#

at the risk of looking like a complete dunce, can someone explain how to scale this material? this looks awful. the material is from the starter content

grim ore
#

add a texture coordinate node into the material that goes into the UV

#

pick one skill then and start working on it then, no path

knotty heron
#

@grim ore I wanna know if it's overlapping any actor with a specific tag

grim ore
#

then get the overlapping actors and check their tags

knotty heron
#

Do i get all overlapping actors if i choose no class filter in (get overlapping actors)?

thick agate
#

[optional] If set, only returns actors of this class or subclasses

#

Yes, all Actors if left blank

knotty heron
#

oh lmao thanks

dawn gull
#

How can I make my procedural mesh component run faster? the actual generation of noise is almost instant but it takes 5 minutes at times. It doesn't use that many polygons either

robust palm
#

How do I make it so only half of my phone screen controls the jumping? because when I use tap thejoystick on one side it still triggers jumping

latent pivot
robust palm
#

how jumping is currently setup

wanton lotus
robust palm
#

how do I set that up?

wanton lotus
#

if x or y of location is greater or less than half of current resolution. Something like that.

robust palm
#

what is the Location pin node called?

wanton lotus
robust palm
#

and what would that plug into?

left arrow
#

Hey guys, I need some help. I bought a Water shader and now I want to import it into my UE4 project. But everytime I drag the "Content" order into my project I get 100000 errors that the import failed and after this nothing got important. Not sure what im doing wrong 😦

robust palm
#

I know I ask a lot of stupid questions I am very new to this

pseudo mountain
#

Can anyone tell me why thumb-stick input for my motion controllers isn’t being registered on an input axis node? The inputs are listed in project settings, but I don’t know if there is some other setting I must’ve missed. Any help would be appreciated greatly

grim ore
#

@left arrow where did you get the water shader from?

lucid grove
#

omg, found it why dynamic material not working on my landscape. its only cover some small square part.

#

@grim ore do you know why this happen?

#

when im changing roughness value from instance material - all working great

#

but in game dynamic mat instance only works on small objects (or landscapes in my case)

grim ore
#

so its only affecting one section on your landscape when you change it?

left arrow
grim ore
#

@left arrow you need to read the instructions they gave you hopefully. you do not import .uasset files, they go somewhere in your content folder on your disk

left arrow
# grim ore <@!215220671431573516> you need to read the instructions they gave you hopefully...

No there are no instructions on how to import this. What types of files could I import? Btw here the link https://www.artstation.com/marketplace/p/X9Gp/ue4-customizable-water-master-material-vertex-paintable Also this is for version 4.25 but I use 4.26 but it still should at least import it or?

grim ore
#

@left arrow well thats stupid they dont have install instructions. It should yes but again you do not import .uasset files. .uasset is what happens after you import. Those files go directly into your project folder

left arrow
grim ore
#

you can look online but its like I said, those assets go in the content folder in your project.

left arrow
#

When I drop the full folder into my content folder nothing changes. The folder is just gone when i open my project

grim ore
#

you might need to put them in .25 then and see if they work, they should work in .26 assuming you put them in the correct spot

#

@lucid grove I just tested and it worked as expected here. I think you might be using the wrong nodes to do this. I made sure "use dynamic material instance" was checked on my landscape

lucid grove
#

Try to use big landscape something like 2048 on 2048

#

its working ok on small ones

grim ore
lucid grove
#

hm

#

maybe the trick that you doing it from level bp

grim ore
#

which code are you using to do what you want?

#

yep I even tried swapping textures and the entire landscape changed so its definitely working, I have a feeling your using the wrong node to change the landscape MID

#

scrolling back your not using the landscape node to change the material but the normal node

lucid grove
grim ore
#

yep your using the wrong node to change the paramaters on a landscape

#

you can also just use the Get Actor of Class node to get the 1 landscape assuming you only have 1

lucid grove
#

i have few

#

but i can took one with tag

#

gonna try your way

timid frost
#

Mathew you seem to know a bit of everything...Watched some of your vids (great stuff btw^^). Got a question that you can probably answer. It's super basic but I have 0 experience with material-stuffs.
I wrote a material that gives me colored edges and have this as opacity. I however would like to color the black differently. Is there a way to actually use some node to directly only switch the black out? Tried to multiply and that only affects my edges. I wanna be able to adjust the transparency amount with that and afterwards maybe recolor the half-transparent parts in instances

grim ore
#

so just replace the black with another color?

lucid grove
timid frost
#

Exactly that'd be awesome if I can switch it out with a vector-param

lucid grove
#

Thank you Mathew, now i can finally get to sleep

timid frost
#

Sleep well Jake!

lucid grove
#

Oh im gonna beat all shit of that pillow ha

grim ore
#

@timid frost I was going to suggest an if but that only really works on one float so you would have to use multiple ifs or lerps. 😦

timid frost
#

So no way do directly easily switch out the black by some other color? :/

grim ore
#

not that I know of but #graphics might. it seems like a simple thing lol

#

and it is until you realize the compare stuff doesnt work on the vector but the single floats

timid frost
#

Alright gonna try my luck there, thank you 😬
Ah that's a shame... Why is stuff always trickier than expected? πŸ˜‚

grim ore
#

basically does this pixels R and G and B all equal 0? the replace the R and G and B with X,Y,Z lol

#

just haave to code that up

timid frost
grim ore
#

maybe? I'm really bad at art 😦

timid frost
#

Alright thank you anyway! πŸ˜… Just gotta try some stuff out and hope that someone can help if I can't fix it myself^^

grim ore
#

there are some posts on the internet with some helpful stuff

#

just like google "ue4 replace color" or swap color

timid frost
#

I'm masking out a texCoord and practically that way move the borders up so that my mask is very intensive^^

#

I can color the red part in any color without any problem (multiply it after lerp with desired color)

thick agate
#

The "Scale" parameter on the node does just that

rancid lynx
#

Are repeat Timers with delay .02 and better to use than Event ticks with .02 delay or timelines on a .02 length? are they about the same i guess? because they run on the same .02 delay ?

#

if all run on .02 delay, wouldnt Event tick be technically best, requiring the least memory ?

#

basically the same right? if all running on the same .02 repeat ?

clear patrol
#

whats even the point in building lighting if it ends up making it looking worse

grim ore
#

better performance

worldly stump
#

player start only spawn 1 player?

thick agate
#

Yes, diffuse 1 can be manipulated with texcoords as usual, and the texture objects are manipulated by the "Scale" input param on the node.

#

Scale is in other words the "tiling" of the detail diffuse/normals. If you double-click the "DetailTexturing" node you can see how it works.

grim ore
#

@worldly stump player starts are basically randomly chosen among players spawning in. it will try and not spawn multiple people on the same spawn so if there is 1 spawn and 2 players it will try and find another spot to spawn them

worldly stump
#

no wonder my 2nd player missing pawn and controller

#

so if i make multiplayer game i have to put like at least 30 player start

kindred orbit
#

How's everyone

plush yew
#

Hello! I bought an asset that came with 2 textures that overlap each other in Blender. But idk how to implement that in Unreal. Its a creature and it has a "Skin" base color layer and a "Hair" base color layer. If anyone can tell me if I need to merge these somehow in photoshop or if they know some keywords for me to look up I'd really appreciate it.

#

These UV map on the mesh correctly individually.

plush yew
narrow prawn
#

Hi, I'm working for a team and we're looking for a freelancer or someone with experience to answer some questions our team has, there'll be payment for successful pipeline integration if it's possible, I didn't quite know where to ask since I haven't been on this server long enough

#

I'll be on tomorrow from 6 To 9, working hours if anyone wants to help

summer verge
#

Wasn't there a new feature in 4.24 or 4.25 that was like class static vars?

humble dagger
#

If two people are working on a project together, is there a way to share plugins? There's an expensive plugin we want, we'd hate to have to pay twice just to use it on the same project.

bitter iris
#

having problems still with fixing structs, i upgraded from 4.24 to 4.26 any ideas how i can resolve them, i look in the blueprints and just not fixing it

knotty heron
#

What's the best way to implement rendered cinematics?

#

Putting it as a widget?

dawn gull
plush yew
#

um

#

i cant seem to find this sort of information anywhere

#

but if my actor has a bunch of body morphs and they were clothing would the clothing morph to the actors body changes

#

or must clothing be given their own body morphs as well to morph with the actor properly

humble dagger
latent axle
humble dagger
#

Right, and I'm not interested in anything like that at all.

latent axle
#

If you're indie or a student they might have discounts or other license agreements...

humble dagger
#

We're sticklers about doing it right.

latent axle
#

legally that's sensical lol Β―_(ツ)_/Β―

#

which plugin is it?

humble dagger
#

Voxel Plugin, it looks amazing, and does exactly what we need.

#

I'm good at blueprints. Not so good at actual programming languages. So making my own voxel generator is out of the question, lol.

dawn gull
#

I made my own in BP, it’s doable but takes some effor

#

Effort

plush yew
#

does anyone know the the terms means or such to finding out how to make clothing morph with the actor properly or is this automatic as most who morph their actors seem to have their clothings morphing as well

humble dagger
#

I'll take a peek and see if I can find the licensing agreement, if not, I'll try contacting the dev, thanks for the info guys! πŸ™‚

plush yew
#

no around to help it seems ^^;

#

@plush yew I summon thee!

#

also how did the fundemental training go, if you went about practicing them?

narrow mauve
#

How often do you guys package your games while developing

plush yew
#

dont even know what that does x3

faint cedar
#

constantly

plush yew
#

what does packaging do o-o

faint cedar
#

the majority of bugs don't appear in the editor

plush yew
#

oh crap seriously

faint cedar
#

I mean sure, basic stuff will happen. But the way the editor allocates memory and loads resources means that a bunch of the trickier stuff won't surface until you're actually playing a packaged build of your game

#

(Packaging generates the final .exe of your game)

#

You always want your QA to play the build, never the editor

#

Off the top of my head, asset loading, texture streaming, multiplayer

#

those aren't representative when viewed in the editor compared to the actual game

plush yew
#

so even if the landscape or functions are setup properly or seems that way packaging it will show how broken or ok my game is?

faint cedar
#

Yes

plush yew
#

you can unpackage afterwards right?

faint cedar
#

I saw really odd bugs where for example, a bool parameter in a function was correct in the editor, but always appeared as false in the build. Saving it in a variable before using it fixed it. That's an extreme example of a bug with the BP VM but it's a thing that happens.

plush yew
#

o.o

faint cedar
#

How do you mean unpackage?

narrow mauve
#

lmao imagine that

plush yew
#

like if i package it to test my game will i still be able to go back into blueprints and make more edits

narrow mauve
#

packages game ..ue4 editor deletes all your files

plush yew
#

o.o

narrow mauve
#

lmao

narrow mauve
# plush yew o.o

DEFINITELY. I mean imagine packaging your game and then suddenly you could never make changes again? That would be beyond never ever workable lol

#

that means no game would ever make it passed its utmost first interation ever

#

Imagine fortnite pre-pre-pre-alpha

plush yew
#

ooooo oki

waxen raven
#

That used to be the standard lol.

narrow mauve
#

man

#

I remember packaging out games in the original source sdk

#

That was a NIGHTMARE to work with

#

There were always so many things that would come up

#

And holy crap it took....aggggggggggggggges

plush yew
#

hmmmm

faint cedar
#

Packaging just means generating the .exe

#

you don't lose your work files

plush yew
#

oooo oki

faint cedar
#

it's like exporting a .png out of photoshop

plush yew
#

ah

faint cedar
#

you don't lose your .psd edit file

narrow mauve
#

You learn something new everyday in game development

plush yew
#

yes you do

#

and its so fasnicating

errant arrow
#

Hey! Just wanted to ask is it true that you can use Python as your main scripting language?

#

Im suck at cpp but im pretty experienced in python

faint cedar
#

You can, in the sense that you can also stir boiling soup with your genitals.

#

You can, but why would you

errant arrow
#

Ah well, should've stick to cpp shouldn't i?

faint cedar
#

yes

#

UE4 cpp isn't even nearly as bad as "real cpp" even

#

it's more like C#

mighty copper
#

Quick Question for the Room... Where would I post an issue with the Epic Launcher Vault not showing all of the assets I own? More than that to get help fixing it... This goes out to anyone who can answer please.

wild cobalt
#

anyone familier with how to set up digging/terrain deformation?

faint cedar
#

@mighty copper - Forums / official support email only I think

#

@wild cobalt - Yes. You can't.

#

Although with the new landmass stuff it might be possible. I haven't used it enough though, but sure if BP brushes can be applied at runtime honestly.

#

I somehow doubt it though

mighty copper
#

@faint cedar Thanks

wild cobalt
#

@faint cedar Thanks, Why cant it be done?

faint cedar
#

Landscape height data is static at runtime

wild cobalt
#

I am reading and someone said it might be possible with the voxel plugin

faint cedar
#

(Again, this was true before the Landmass plugin, it could be different now)

#

yeah sure but that's not UE4's landscape

#

if you want to write your own landscape solution

#

then anything's possible

#

but using UE4's built in landscape tools... a bit harder.

wild cobalt
#

lol yeah i guess i was more so wondering if anyone knew of a solution to make do it

faint cedar
#

if you're asking if there's a solution to making everything on your own, you might as well be asking "how do I make mmo"

plush yew
#

does anyone here use marvelous designer

#

if so i have a question

#

do the clothing made on there copy the model imported's morph targets

#

or do you have to make the morph targets for the clothing made with it D;

faint cedar
#

the latter

plush yew
#

wait so the clothing cant copy the imported models morph targets?

#

@faint cedar D:

sonic quest
#

But I don't think they use unreal's landscapes. But some static meshes may be.

wanton lotus
#

Closing the editor for the day..... Crashes when trying to close it. 🀣
Good night everyone.

tight pond
#

so some one should let me know where to get unreal 5 lol

late verge
#

would anyone happen to know if there are settings i can enable or crank up to improve the visual fidelity of textures?

#

or is that something that can only be done outside of the engine?

novel rover
#

Can a save game object be used unlimited times?
I was having an issue where my points wouldn't save
Then when I got it to work
My player's skin doesn't save
Both saving the points and skin use their own variables inside the same save game object and different save game references once creating a save game object in the BP

bitter orchid
#

I'm having a problem with hit boxes. I have a collision box for an enemy set so that it will attack me when I overlap it and stop attacking when when I'm not overlapping it. The issue i'm having is that when I walk into the enemy everything works fine as it should. But if I jump on top of the enemy it sets the overlap to true but then immediately goes to end overlap even though I haven't left the hitbox and doesnt reset until I completely leave the hitbox and move back in. Anyone else ran into the same issue?

dim arch
#

does anyone know of a good auto-retopo tool for hard-edge simple shapes?

#

I tried the new max 2021 tools, they are terrible, the video was a lie

fallow oxide
#

is there a way to validate whether the variables in *.ini files are in effect or not?

#

for example I would like to validate whether if these variables are in effect or not.

r.Mobile.UseGPUSceneTexture=1```
mystic musk
#

Hi,
Does anyone know a way to capture 360 with ray tracing on?

thin urchin
#

Okay so I have figured out what the source is for why my project won't package and it's pretty strange. It's only when I import an fbx into level it throw a bunch of errors like the following "UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/' is not a standard unreal filename or a long path name. Reason: Path may not end with a '/'"

drifting geode
#

I am using device ID to identify multiple android devices but it seems that this ID changes with system updates or factory reset...
is there another persistent string or ID on android I can use to do that?

something like the ADB device ID - which I am not 100% sure seems to be permanent...
any way to access this in UE?

raven tendon
#

Everytime I make a project with RTX on, UE gets stuck at 39% loading. Does this take so much time or is it actually stuck

raven tendon
#

1080 i7 7th gen

clever axle
#

Where can I see the logs when I go "Standalone Game" in the UE? My game works well in PIE but doesn't seem to take input in standalone

fierce forge
clever axle
shell compass
#

It seems like 4.26 has added "Static Friction" to physical materials, but there's no documentation for it, and the tooltip is just copied from the regular "Friction". Anyone know what it's used for?

fierce forge
clever axle
#

? you mean that actors who are not seen are culled?

fierce forge
#

the meshes

clever axle
#

never done anything with this before but look into frustum culling

fierce forge
#

where ?

#

how i can activate it ?

shell compass
#

@fierce forge Anywhere, it's a general thing. But if you want stuff to be occluded by other stuff, that's called occlusion culling

#

But UE4 should do both frustum and occlusion culling by default

#

Unless your whole terrain is one single mesh. Then it can't hide just parts of it

fierce forge
#

it's a instanced mesh

shell compass
#

Hmm, haven't played with those. It should be able to handle those I reckon

fierce summit
#

I need to use the alt keyboard in my game but when i do alt+s in editor (when playing) it depossesses my actor. In the settings only F8 is attributed to that function. What can i do to avoid the depossessing?

mystic musk
# raven tendon 1080 i7 7th gen

1080 is not good for ray-tracing. when I tried lot's of capabilities of ray-tracing didn't worked and the scene had lots of artifacts in it.

keen mauve
#

good day fellow humans, i too am a human. i am struggling to get any input to work on my c++ PlayerController class, it is setup in my game mode and it is the one that is spawned in the scene once started. has anyone else has this issue before? i have googled and the solutions posted doesn't work in my case i have also checked in the input settings under project settings and mouse touch events is disabled but on the PlayerController in scene under Mouse Interface the Enable Touch Events is ticked and i dont know if that is normal.

fierce summit
fierce forge
#

i don't think it is anything else

shell compass
#

@keen mauve I have had issues with the input not working on the PC plenty of times. Sadly I keep forgetting how to fix it after each time I fix it.

#

In my case I think it had to do with having multiple Axis events and Action events mapped on the same key.

keen mauve
#

i dont have that issue

shell compass
#

But there's also the thing where pawns can override input

#

If they have the same events

#

Or the BP player controller that inherits from a C++ one can do the same

#

Have to make sure input passes through to children and isn't consumed somewhere in the chain

keen mauve
#

i am not using BP player controller

#

just straight c++ class

shell compass
#

Have you asked in #cpp ? They're also very human but generally smarter humans.

keen mauve
#

πŸ™‚ will take a look there, didn't know there is that channel

#

still new to this human thing

#

i mean this discord thing

#

;P

clever axle
#

You sure you're human? πŸ˜†

keen mauve
#

so my RTSPawn has a BP that inherits from it and the input isn't blocked and it doesn't auto receive input either

keen mauve
#

from my perspective you are all just figments of my imagination πŸ™‚

clever axle
#

how can mirrors be real if our eyes arent real

thick herald
#

pokes mICON in the eye...

clever axle
#

πŸ₯΄

#

alright, enough off topic.. @keen mauve have you looked at ShooterGame?

keen mauve
#

i have watched a bunch of youtube vids over rts player controllers

#

and read a bunch of docs and examples

#

shootergame?

clever axle
#

check the learn tab in EGL

keen mauve
#

EGL? sorry i am very new to ue4

clever axle
#

ther's shooter game in there, fully functional FPS in C++

#

Epic Games Launcher

shell compass
#

Shootergame is not a great place to begin with UE4 imo

#

It's massive and I'm not entirely sure that it's up to date with the latest UE4 standards, features and practices

#

Though Ark: Survival Evolved was built straight out from that example, so maybe I'm just an idiot

clever axle
#

Maybe you are ;P

#

I think it should be okay if he wants to know how to handle controls

shell compass
#

yeah true

patent apex
#

hello, i have a map of a small town and the player can interact with building doors and enter them (which are separate maps with OpenLevel). The problem is that when i leave the building i start in the beginning of town map and not on the door i used~to enter the building. what would be the best approach to fix this?

#

so far the best way i have in mind is to have somekind of parameter in the openlevel that i can parse to know the position to teleport

#

or use level streaming

clever bone
#

can I export a camera with its animations from UE4 to fbx?

glossy kraken
#

hello all!
i have almost no experience with game engines in general, but i wanted to ask about the feasibility of an idea i had, its a project im sure at least one person in this server would be extremely interested in, and hopefully shouldnt be difficult if my grasp on how it should work is correct. please DM me for more info, thank you in advance

fallen flower
#

@glossy kraken Someone makes a post like yours every ten minutes. Check the job board section.

lucid grove
#

Heya

#

Does anyone have experience with navmeshes or character avoidance?

glossy kraken
#

@fallen flower sorry i wasnt looking to make a job, just looking to see if what im asking about is possible

lucid grove
#

Mine get stuck often on each other. Avoidance make them push each other and sometimes inside non-navmesh areas

#

I tried to use dynamic obstacles and dynamic navmesh generation, that works perfect with player character, but NPC starting to avoid themself

plush yew
#

Good day everyone. I'm new to the server and I actually came here looking for help on a game crash. It's not a game created by myself but a game downloaded. Here is the problem, I ran the game and it's been running smoothly for about two months then my little brother was playing the game on my system and while the game was running, for some reason he pulled out my laptop battery and the system obviously shut off. I reconnected the battery and let it charge then I tried to run the game but ever since then, all I've been seeing was unreal engine crash. Please what can I do to resolve this? The name of the game is Dragons of the Edge.

stoic vapor
#

Hello mates, do you have any good free multiplayer frameworks to share

fierce tulip
#

@plush yew not sure we can help with that, but you can ask in #lounge

clever axle
serene birch
#

there is a blend weight but I don't see a way to automate a smooth transition much

#

wait no

#

Blend Radius seems meant for that

clever axle
#

yes, blend radius.. thanks!

midnight gate
#

it only finishes on move finish

modest agate
#

hi! whats the best multiplayer service for unreal?

#

and cheapest too

clever axle
#

@midnight gate set timer by event

midnight gate
#

i found a way to do it just now

#

i had to unselect lock all logic

magic fern
#

is it possible to ragdoll just everything below the neck and have the doll move with the head stuck in place and the body wigling? Like a ghost

midnight gate
#

i guess you have to somehow make the neck the root

#

so it holds

magic fern
#

but then as it is not hitting the ground how I make the head stay in place and move?

fathom rapids
#

Hello everyone, I still have an issue with my aim offset replication, so here's a few questions to help me fix this one time for all :
-What value should I use to replicate the pitch accross the network? Control Rotation?
-What variable should keep this value? Default camera?
-After that, I just use my Default camera rotation for the AimOffset right?
Here's a picture of my BP_character. And last question : to trace a line, I just have to use my default camera location for the starting point, and my default camera getForwardVector multiplied by a value for the end point right?

lunar sundial
wary wave
#

it means there's a bug somewhere, possibly something to do with whatever an 'Embree Aggregate Mesh' is

next badger
wary wave
#

if all else fails, disable Embree instancing in lightmass

lunar sundial
#

When I press Validate in the swarm it doesn't really seem to do anything. And how do I disable embree instancing?

wary wave
#

check the project configuration

#

if it's not in project settings you may need to disable it from an ini file (presumably lightmass)

lunar sundial
#

Alright thanks

next badger
#

there is r.DistanceFieldBuild.UseEmbree

#

but probably not related

#
(not sure if this actually works but judging from the source, it should use the default system for building the light)
Code:

[DevOptions.StaticLighting]
bUseEmbree=false

shell compass
#

One manager actor/subsystem with a tick that iterates over 1000 actors every tick ought to be better for performance than having all 1000 actors tick, right?

next badger
#

@shell compass yes...that's an ECS approach that Unity uses for some stuff (and i think Niagara)

shell compass
#

Yep exactly, that's where I got the thought from. Thanks πŸ™‚

midnight gate
wary wave
#

nav meshes are totally unsuitable for flying / swimming AI

#

you will need to write a totally custom solution

green lake
#

Yo, how can i get the Scale parameter on Material Instance and make it local for each object so i can edit UV scale on each object individually etc

wary wave
#

you'll need custom blueprint code for that

#

not sure I'd recommend doing that though, you'll end up with an absolute truckload of material instances

thick herald
wary wave
#

I don't think that's a solution, pretty sure it has no AI support

midnight gate
#

@wary wave they work well enough i made it work :D

#

tho its hard to get the ai to get back on the surface cause of my underwater enviorment

thick herald
# wary wave you'd probably want to start with something like this, if we're talking marketpl...

There is also a community run discord that has later versions of that compiled. The link to the discord can be found in the Marketplace Forums post here https://forums.unrealengine.com/community/community-content-tools-and-tutorials/74866-don-s-3d-pathfinding-flying-ai-system-with-full-source?p=1769250#post1769250

thin urchin
#

Does anyone know how to fix a FBX reference issue? My project won't package because of it

lucid grove
#

small quesiton

#

When you loop timer and set random float in range to its time input does it take random value each time it loops?

marsh sparrow
#

okay.. got a new pc.. last one died.. this ones a beast.. but.. just re dowloaded my code from source.. and.. all i see is the uproject file.. I dont' remember the next steps to getting it up again.. its been 1 year

thin urchin
#

@marsh sparrow Shouldn't there been content's folders and such? I thought the project file is essentially a collation of all those folders

marsh sparrow
#

yeah. i think i need to associate the uproject file to ue

thin urchin
#

Do you still have the content folders along with the uproject file?

marsh sparrow
#

yupp

#

all that jazz

#

i remember setting the repo up a year ago so that other people could build from rider from scratch

#

just can;'t remember the steps to getting it going again LOL

#

ooo i think i may be onto something.. opening the uproject with rider now

thin urchin
#

Ahhhh I get you now you're using a repo that's why

marsh sparrow
#

up just chilling here.....

#

hmm okay.. going to play with a thing or two.. new comp.. so lots of .net install windows coming up LOL

#

got it

#

launch ue26, it installs some stuff.. then go to the uproject and generate files

#

hmm missing a solution file though

#

thats weird

#

Running C:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/WIn10/Documents/DaddyMadeGames/bible_noahsark/bible_noahsark.uproject" -game -rocket -progress -log="C:\Users\WIn10\Documents\DaddyMadeGames\bible_noahsark/Saved/Logs/UnrealVersionSelector-2021.01.19-08.54.00.log"
Discovering modules, targets and source code for project...
WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
ERROR: Visual Studio 2019 must be installed in order to build this target.

#

hahahah

#

well that will do it

harsh tiger
#

my lighting has been really messed up since updating from 4.23 to 4.25.

could deleting the BuiltData files and rebuilding fix this?

#

or deleting the intermediate folder?

#

everything just looks really dark besides the materials that are set to unlit using emissive

marsh sparrow
#

@harsh tiger they changed a lot in the 4.25 around fixing some lighting math. I think you need a post process volume and mess with a thing or two in there to correct

#

mostly around exposure

#

@harsh tiger ^^^

harsh tiger
#

@marsh sparrow is this only for pc? because my project is running standalone on the quest 2

#

thank you for the link, will check that out too

marsh sparrow
#

that I do not know anything about

#

I just know they made a math error that everyone was using prior to 4.25

harsh tiger
#

i regret upgrading sometimes πŸ˜‚

marsh sparrow
#

hahah

#

i went from 4.24, 4.25, 4.26 in a month

#

it was fun!

harsh tiger
#

been a constant headache for 2 weeks

#

an i don't envy you mate haha

marsh sparrow
#

eh.. when im not managing engineers I still dabble in code.. so not that bad

harsh tiger
#

i wish looking online gave one answer. but instead it gives bits and pieces and when put together it adds up to one mess

#

do you think it would be safe for me to delete the "map build data registry" files and rebuild the lighting?

#

i'm getting really low on different ideas to try at this point

marsh sparrow
#

don't know anything about that

#

but I do know.. you need a post process volume to 'fix' or 'correct' your lighting

#

lol

harsh tiger
#

i've always had a post process around my areas. i might just be missing a setting hiding somewhere haha. thank you for the link πŸ‘

marsh sparrow
#

yeah you have to 'adjust' them

#

im just hoping to see how my project runs on this new box

harsh tiger
#

aka headbut my keyboard until it works πŸ˜‚

marsh sparrow
#

welcome to engineering

harsh tiger
#

RTX 3090, niceeeeeeee

serene birch
marsh sparrow
#

3950x.. couldn't snag a 5950x yet.

harsh tiger
serene birch
#

exposure is like photo
your scene emits a certain amount of energy towards the camera

#

either by bounces from your light sources on your materials, or directly from the materials themselves (as emissive)

harsh tiger
#

luckily my meshes was using a texture atlas. an the emissive was making the scene look really flat. so i've went back to "default lit"

#

one other strange thing is the scene sometimes looks bright inside the editor but dark inside the headset?

coarse heron
#

Hi all πŸ™‚ I am wondering if anyone knows a solution to the blurry fonts in the editor in windows 10? I have a 1920x1080 resolution, with font scaling at 1 (100%). Editor ui scale is 1. However my fonts are quite blurry in all the menus and ui. I have googled quite a bit, but nothing seems to do the trick. Any hints?

plush yew
#

Hii guys, everytime I build the light in my scene the engine crashes afterwards, like it freezes and I cant do anything. Anyone knows how to fix this pls ❀️

somber mantle
#

hello, anyone know a good youtube video for a storymode game tutorial. I am unable to find one.

shy ocean
#

Hi all. I need some help. I belive my project has been shared with out my consent. Is there a way to find out the OG dev with in the files?

wicked frigate
#

Hi
When I try to create a new c++ Project it gives me this error and doesn't make new poject:
Running D:/Game/Epic Games/Launcher/Portal/UE_4.25/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/ILIYA/Documents/Unreal Projects/MyProject/MyProject.uproject" -game -rocket -progress<br style="box-sizing:border-box;">Discovering modules, targets and source code for project...<br style="box-sizing:border-box;">While compiling D:\Game\Epic Games\Launcher\Portal\UE_4.25\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:<br style="box-sizing:border-box;">d:\Game\Epic Games\Launcher\Portal\UE_4.25\Engine\Plugins\Marketplace\XsollaLogin\Source\XsollaLogin\XsollaLogin.Build.cs(6,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'XsollaLogin'<br style="box-sizing:border-box;">d:\Game\Epic Games\Launcher\Portal\UE_4.25\Engine\Plugins\Marketplace\XsollaLogin\Source\XsollaUtils\XsollaUtils.build.cs(5,18) : error CS0101: The namespace 'UnrealBuildTool.Rules' already contains a definition for 'XsollaUtils'<br style="box-sizing:border-box;">d:\Game\Epic Games\Launcher\Portal\UE_4.25\Engine\Plugins\Marketplace\XsollaLogin\Source\XsollaWebBrowser\XsollaWebBrowser.build.cs(6,18) : error CS0101: The namespace 'UnrealBuildTool.Rules' already contains a definition for 'XsollaWebBrowser'

I have visual studio 2019

thick herald
shy ocean
#

it was an ALS v4 and Character Interaction merge

#

he is clamin he did the merge

wary wave
#

I mean, if almost none of the work contained within it is your own, and it's just two merged marketplace assets, are you really that bothered?

#

it's annoying that someone might leak it, but at the end of the day, I'm not sure you've actually lost anything

dire coral
#

im board plz give me ideas!! PLZ