#ue4-general

1 messages Β· Page 922 of 1

fierce tulip
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try !gameidea

formal needle
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Hi ,when i try to install ue4.25.3 ,it say install failed a file access error occurred. error code : IS-MF01-1392-1392

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anyone know how to fix?i have try search on google and youtube already cant find out solution

amber holly
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Hello

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I'm new here

frank oar
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Kind of urgent question guys...

I have recently installed a new ssd to put my OS on. (Without realising that due to file paths nothing would work and seemingly need a reinstall)

I wanted to install unreal engine to see if i can at least open my projects but in the epic launcher it won't give me the option to download 4.24.2

plush yew
frank oar
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Anyone know why this is ? (I have it installed on the original ssd which is still in the pc but its not detecting it to open files) so I am not sure why it it won't let me download 4.24.2 in the list (its doesn't even appear in the list of options to download)

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(That was a continuation to my above question)

plush yew
frank oar
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@plush yew I have always had problems with project files after moving them and I am unsure of how to do it without causing issues/ corruptions. Copying and pasting is even a bad idea in my experience.

plush yew
frank oar
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@plush yew isn't that function for moving assets between projects, or projects into other projects ?

Sorry if that seems like a silly question, I have put a lot of work into my project and really don't want to mess it up.

Youtube only seems to have results for migrating assets (which i already know how to do)

broken heath
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Sorry i thought it’s an old answered post

Is it o on a specific project or any

ocean grove
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Hey so I'm trying to add a variable to an unpopulated array, and I'm not sure if anything is making it into the array. Do you need to include a save feature in order to check if variables are being appended?

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Actor spawns, player presses button and holds. I'm interested in getting that hold value into an array.

vague scaffold
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Is is OK to delete the files under the Game/Saved/Autosaves? It's become quite large.

ocean grove
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@plush yew it looks like there is a set distance from camera that is not loading all the way

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No idea how you could correct that, but maybe its a performance setting?

frank oar
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I need to download unreal engine 4.24.2 but it is not in the drop downwjen I click the arrow for different versions. I get 4.24.3 and 4.23.1 but nothing in between...

Please haaaaaalp 😡🀯

thick herald
stiff sail
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is there a event to tell when my grass is done loading in? so i can have my player on a empty black widget until its done

left elk
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Has anyone ever attempted working with Unreal over Windows Remote Desktop connection? It appears to crash the remote machine in a repeatable way when otherwise there's no issue.

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Supposedly some kind of issue with GPU/Hardware acceleration?

grim ore
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@vague scaffold yes it is if your project is in a good state those are backups

sonic quest
rocky radish
frank oar
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@rocky radish because a project i need to open is one i made in that specific version

rocky radish
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you can still open it, the 4.24.3 is just a hotfix

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it doesnt need conversion

inland aurora
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Wasn't there, a node that was something like if actor is on the camera of the player controller?

grim ore
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if you need a specific version that is not on the launcher you need to compile it from source

frank oar
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In my experience in the past I have encountered problems when I open them in updated versions 😭 I'm just scared of ruining what I somehow got working by the skin of my teeth in the first place

grim ore
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make a copy of the project and open the copy

rocky radish
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a 4.x.x version rarely causes any issues compared to 4.x updates

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for example, you may find issues converting 4.24 to 4.25 but not converting 4.24.2 to 4.24.3

frank oar
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OK I will try it thank you @rocky radish and @grim ore

I have 4.24.2 installed on another ssd but today I changed my boot ssd to a new one and now none of the file paths work. Hence needing to re download unreal engine.

grim ore
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you can run the editor directly from the engine folder

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you can also find the unrealversionselector.exe file in your launcher folder, copy it into that engine folder, run it and it will associate 4.24 with that folder

frank oar
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Where is that located @grim ore ? That would be incredibly helpful !

grim ore
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I dunno its your machine. somewhere in your engine install folder is an engine folder then binaries then some platforms then ue4editor.exe

frank oar
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So if I copy the 4th from the bottom into the folder where I have my projects saved it should associate them automatically ? Thank you

grim ore
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no

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ue4editor.exe is how you launch the editor, like hitting the launch button from the launcher. Unrealversionselector.exe is what says "Hey this folder with this engine should be registered with project files"

ocean grove
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So I want accurate numbers for my players response time so I'm using a float variable, but I can't seem to figure out how to grab the maximum float value.

grim ore
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if you have a float variable yo will always have 1 value, or is there more to that question

frank oar
grim ore
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yes, you would copy that into the engine folder where ue4editor.exe is and run it and it should say its going to associate it

ocean grove
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Sorry I just crashed my UE hah

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So I've got a variable that records button down time, I am then trying to take the maximum value recorded by that float variable and append it to an array, then set the hold time variable to zero to clear it out.

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I'm trying to end up with an ordered array that will list the (a) Actor Name (b) Actor Index # (c) Actor Arrival Time (d) Input Key Down Time (e) Mic input timestamp / mic input.

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So I figure the first place to start is getting the maximum value for the Input key down time and putting that in an array.

grim ore
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well thats the confusion. max compared to what?

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hold button -> get value -> compare to ?

ocean grove
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Oh, just the last value recorded*

grim ore
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then you store the last value recorded somewhere? if so compare to that and replace it or ignore it

ocean grove
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Ok I think I get it, player hits button, timer increments and parallel to the timer incrementing I am having the previous value compared to the current and only keeping the larger until the player releases the button. I was thinking there might be a function I didn't know about like a find max or find last function.

winter gale
grim ore
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well if you are comparing to values in an array then yes, but I thought it was just comparing to one value

ocean grove
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I assumed my hold time was just a single variable that should only report the last value

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but it gives me everything as it increments.

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I assumed it would overwrite itself, but it seems to be appending itself?

grim ore
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there are max nodes for looking at the highest value in an array

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if that is what you want

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if you just want how long its pressed for use an input action event. it has pressed and released, no need to check on tick

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press button -> store the time. release button -> compare the current time to the stored time and get the difference

ocean grove
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That seems more straight forward.

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I'm going to try that! BRB

marsh sparrow
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so trying to do my first package just for giggles.. build failes.. getting this.. no clue why

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ProcessResult.StdOut:   LogPhysicsCore: Error: PHYSX: (D:\Build\++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!```
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error and the line right above it.. not sure if they are related

grim ore
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did you try and open that mesh and resave it?

marsh sparrow
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yup

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i just read somewhere that says I need to remake the collision?

grim ore
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sounds possible. you can open it up, go to the collision menu, remove the collision and add anew one

marsh sparrow
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k

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ill work on that

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thx

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k i did 2 of them.. let me see if they come off the error list

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and success

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neato...

dawn gull
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am I not allowed to put foliage on a procedural mesh component?

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Or actors?

clever axle
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I haven't found anything good.. Is there a way to exclude unused assets in a packaged build?

marsh sparrow
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go to package settings and click to find advanced settings and include only the maps you need to build

west jay
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Can anyone help me with some flying?

clever axle
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@marsh sparrow yes, I've seen that but I don't want to add everything by hand

marsh sparrow
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when I added the maps.. it found the assets in those maps and only built those

clever axle
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I read it packages everything that is used in a map

marsh sparrow
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correct

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is that not what you want?

clever axle
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that is what I want but it also packages things that are in unused maps appearently

marsh sparrow
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not for me

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when I added just my 2 maps it didn't add anything else that was outside of it

keen mauve
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i am having a really hard time trying to figure out how to make a pawn move using a player controller

rigid marsh
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@west jay The 'Set Movement Mode' -> Flying/Walking only turns on/off the Gravity.
You can add a multiplier before the 'Add Movement Input' (i.e. Axis Input * some scalar) to control how fast you can ascend.
Then just add a -z force with another input if you want to fall faster.

worldly lynx
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guys, do you recommend me to start to learn and work with Unity?i am learned so well unreal and my journey with unreal is continuing but I think as a programmer I need to learn unity too, what you think?

fierce tulip
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sure, why not

clever axle
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@keen mauve no progress?

keen mauve
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have progress the functions fire now i just missed the Super::BeginPlay()

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but now i am struggling to make the pawn move

worldly lynx
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Does not simultaneous learning have a negative impact?

keen mauve
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yes and no Farshad, how many programming langauge and APIs do you already know?

worldly lynx
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C++ , javascript , php ,payton,blueprint scripting and etc but i i dont know UNITY still

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and i dont know c# too

keen mauve
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you KNOW them or you have worked with them

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what is your proficiency level

still schooner
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https://www.youtube.com/watch?v=hx9dHgcN0bE where can i get these blueprints like strain etc?

On this week's livestream, Jack Oakman and Wes Bunn walk us through the fundamentals of Chaos, Unreal Engine's new high-performance physics and destruction system. Learn how to create Collections, work with Fields, and get a special sneak peak of our example content project. Plus, a couple of our very own Chaos developers will be in chat to answ...

β–Ά Play video
keen mauve
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cause learning multiple langauges at the same time isn't that great if you are not very proficient in at least a few

worldly lynx
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i am worked with them as good but i like c++ so i chosed unreal because of it πŸ™‚

west jay
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@rigid marsh Thanks, I fixed itz thats why i deleted the post

keen mauve
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i find it hard to understand what you saying

rigid marsh
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@west jay Ah cool, keep on at it then πŸ™‚

west jay
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Thx

worldly lynx
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i want just have good progress in 2 langauges , C++ and in future c# , i want be a pro in this 2

keen mauve
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hard to say, i am new to unreal this is a question you should answer yourself

plush yew
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@worldly lynx its best to do one at a time, if you know more C++ then C# its best to go with unreal and from there go to unity but its all up to you and what you feel more right about if that makes sense

worldly stump
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anyone has a guide on how to reset playerstart? Like all my players occupied all the playerstart

worldly lynx
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just it scared me , because i think it can harm my ability wwith unreal

brittle tundra
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Hello Guys, Since I Have changed my "Preview Rendering Level" on MacOS to iOS my project keeps crashing on startup do you know where to fix this?

plush yew
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not exactly, learning 2 programming languages is a little hard mostly casue you may not remember most stuff when learning another one, but over time if you use both languages a lot or most of the time you will get the hang of it @worldly lynx

clever axle
keen mauve
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@clever axle i am not using a controller

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does that make a difference

clever axle
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@keen mauve not controller as in XBOX One Controller. This is about PlayerController

keen mauve
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oh ok

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lol

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nvm i am being stupid

frank oar
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Anyone here know much about pc's ?

Today I put in a new ssd and used the media creation tool from Microsoft to install the operating system onto it.

When I set it as the main boot ssd and powered on I noticed that it was now by default "C" drive.

I installed the epic launcher on it but in the library for unreal engine there is no projects saved (I have loads of projects on my pc)

Same with steam but I am guessing that in steams case I might need to reinstall all the games to fix the file paths.

I would be grateful for any tips...

keen mauve
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so that is being called on the Pawn from the controller?

clever axle
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Yes

keen mauve
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no that doesn't move the pawn

clever axle
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You can fetch the input on the pawn directly but I guess you already have it set up to do it in the controller so that's fine

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@keen mauve wanna show some code?

keen mauve
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sure what do you want to see?

worn peak
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newbie question

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why ue still uses the firstpersonChar like default pawn

clever axle
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@keen mauve relevant code from your controller

worn peak
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even after I switch it on the gameMode

keen mauve
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void ARTSPlayerController::SetupInputComponent() {
    Super::SetupInputComponent();

    bShowMouseCursor = true;

    InputComponent->BindAction(TEXT("LeftMouseButton"), IE_Pressed, this, &ARTSPlayerController::removeBlock);
    InputComponent->BindAction(TEXT("RightMouseButton"), IE_Pressed, this, &ARTSPlayerController::removeBlock);

    InputComponent->BindAxis(TEXT("MoveForward"), this, &ARTSPlayerController::MoveForward);
    InputComponent->BindAxis(TEXT("MoveRight"), this, &ARTSPlayerController::MoveRight);

    UE_LOG(LogTemp, Log, TEXT("Input Setup"));
}

void ARTSPlayerController::MoveRight(float speed) {
    if (speed) {
        FVector right = pawn->GetActorRightVector();
        UE_LOG(LogTemp, Log, TEXT("move right x: %f, y: %f, z: %f, speed: %f"), right.X, right.Y, right.Z, speed);
        pawn->AddControllerYawInput(speed);
        //pawn->AddMovementInput(right, speed, false);
    }
}
marsh sparrow
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i think the cpp class default loads it

keen mauve
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thats just the moveright but it should be the same for both

worn peak
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if i switch to default pawn ue4 also continues to use firstPersonCharacter instead

keen mauve
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prints out the correct rightvector and also the correct speed

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do i have to do anything inside the pawn to make this work?

clever axle
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@keen mauve maybe you possessed a different pawn than you might think

keen mauve
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cause if i understand this correctly i dont put movement code in the pawn so that i can control this pawn with player controller or AI controller

clever axle
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YawInput is mouse btw

keen mauve
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@clever axle (didn't know about the mouse input but i use the mouse to point and click on tiles) i get the pawn from GetPawn()

clever axle
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you're looking for AddMovementInput so that does seem to be correct. I would guess you are moving a different pawn than you might think

keen mauve
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so i am setting the Pawn that i have possessed

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void ARTSPlayerController::BeginPlayingState() {
    Super::BeginPlayingState();
    pawn = GetPawn();
    UE_LOG(LogTemp, Log, TEXT("pawn controller possessed?"));
}
clever axle
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try GetPawn() directly in your MoveRight

keen mauve
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i have done that too

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same non result

clever axle
keen mauve
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this isn't something i want to be doing

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cause it might not be player0 that is posessing the pawn

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i am building an asynchronous VR game where the player or the VR player can posses the same pawns at different times

marsh sparrow
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are they on the same client

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like split screen

keen mauve
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yes

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not split screen

marsh sparrow
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k then player 0 doesn't make sense

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lol

keen mauve
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the one is in VR and the other on the pc

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yes that is why i dont want to do that, i need to be able to get this pawn moving by just the controller

marsh sparrow
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you probably need to assign one to one or ther other like player 0 = vr, etc and then check the controller on those players to see whos who

keen mauve
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cause i need an AI controller to move it and the pc player controller to do it and also the vr player controller to do it

marsh sparrow
keen mauve
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Running H:/games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="H:/unreal/projects/underlord/underlord.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
@progress push 5%
@progress pop
Building underlordEditor...
Using Visual Studio 2019 14.28.29336 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 5 actions with 16 processes...
  @progress 'Compiling C++ source code...' 0%
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i get this alot when opening the editor

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and then it builds for what seems like for ever

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or if its not building something its doing something else cause its stuck on that screen for a while

grim ore
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are you using any C++ or C++ plugins? if so its making sure the module is up to date

ornate forge
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What's Unreal's C++ version? C++11?

tacit sonnet
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anyone played with .26's water yet ? ive been experiencing some serious ram usage from just 1 river actor

grim ore
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@tame zephyr its relative but similar. the main issue is the editor might be playing it in a smaller window while your standalone is full screen so that comparison isnt valid

marsh sparrow
grim ore
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yep that would be fine. It should be better in packaged but not like 100% better dramatic change

marsh sparrow
tacit sonnet
marsh sparrow
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yuck. Well maybe I'll get to it next month LOL

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and we can see whats up

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just got a new rig.. so I've been trying to set it up all day

frosty hollow
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Heyo i have a question

How hard would it be to learn BPs / C++ in ue, -- link any course that could help? or dm me them,
How much can bps do in a full fledge game,

marsh sparrow
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not super hard.. they can do as much as you want them to do.. check udemy for a c++ ue course, learn some c++ basics first if you've never done it, mostly around pointers, etc and GL

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πŸ™‚

frosty hollow
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ah, i have been learning unity for the past 2 months ? but fore 2 years in my HS life i messed around with UE but never gave it my all, and the past 2 months on unity just has just felt like coming back to UE and seeing how it is,

marsh sparrow
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i'd say.. pick one

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Unity has its pluses, but for me, I felt I had to make everything even with all the store content where UE with a harder learning curve does most things just better

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I spent 2 years in unity, and I'm one year into UE

frosty hollow
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yeah ik that, just saying as in i dont know how i feel about unity, UE feels more fimilar to me but i never took it seriously

marsh sparrow
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Take a udemy course, start small and dive in.

frosty hollow
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the whole reason i went unity was for the UI tbh,

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at first

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UEs ui is the one thing i dont like just cause it looks bulky

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you have any recommendations ?

marsh sparrow
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well.. thats not the right link..

frosty hollow
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lol

marsh sparrow
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this guy has a lot of easy good stuff

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ui wise.. adjust the layout

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πŸ™‚

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learn it

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LOL

frosty hollow
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xD

narrow seal
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sorry to jump in but his tutorials are amazing LOL

frosty hollow
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i just wish it was more simple the ui i mean, if that makes since

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but yeah true lool

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guess ill have to sit down and give hima go

marsh sparrow
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πŸ™‚

narrow seal
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I do have a question as well if anyone can answer

frosty hollow
marsh sparrow
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nope

frosty hollow
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dose this look like a decent coruse?

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aight D:

marsh sparrow
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it is and does...

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but.. if you haven't done UE

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I would find one that is single player first

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one sec

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ill link you

frosty hollow
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kk thanks

marsh sparrow
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Here is the one I started with

narrow seal
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I've done that course it was good

frosty hollow
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yay on sale to, aight ill go with this then

marsh sparrow
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np

marsh sparrow
narrow seal
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Sorry thinking of how I want to word I need help πŸ˜…

marsh sparrow
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ha

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k

narrow seal
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I've been learning the engine for about a year and I've done tut after tut and bought stuff from the marketplace to learn how stuff was made but I feel I need more people to work with but 1 Idk how/where to ask and 2 I just feel like I'm lost in the sauce a little

spare kernel
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@frosty hollow check Unreals learning center

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it has some free courses also

frosty hollow
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aight

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ill check there to

narrow seal
spare kernel
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we need to link this more to people

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ones who do everything in C++ or everything in BP πŸ˜„

frosty hollow
narrow seal
grim ore
marsh sparrow
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oh nice

narrow seal
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Are there like tutors or people you could ask questions?

marsh sparrow
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the udemy courses have teachers and communities you can ask questions to

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also there is ... here.

narrow seal
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lol sorry really new to discord actually it feels kinda awkward πŸ˜…

inland aurora
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discord is easy to use

marsh sparrow
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ever use aim, trillium, yahoo messenger, bboards, skype, slack, etc? Its just a chat app

narrow seal
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Yeah I've used it to chat with friends a few times but I'm always nervous I might say something in the wrong place πŸ˜‚

grim ore
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you might. it happens. if you do I'm sure someone will mention it lol

narrow seal
grim ore
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using it

narrow seal
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I could see how that would help

narrow mauve
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easy question

grim ore
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yep just used it whenever I could, even doing the same stuff over and over for muscle memory and just absorbing content wherever I could

narrow mauve
#

whats trhe command to enter IP to join sever

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for whatever reason this basic question I cant find an answer on google lol

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ah i got it

graceful leaf
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Hello

narrow seal
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no I get it Ik I won't know everything in just a year but I seems like the stuff I want to do with the engine I can't find the information anywhere or maybe I'm thinking about it wrong

graceful leaf
#

Is unreal engine good for beginners mainly for terrain and landscape design?

grim ore
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it could be for a skilled user

graceful leaf
#

I’m looking to download it because unity and other programs won’t install on my Mac

grim ore
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if they wont install then Unreal might not as well

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Unity is generally lighter on resources and should work before unreal will

graceful leaf
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Umm another problem

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Wtf is happening

turbid vigil
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do you know how i can reactivate paint tool in ue4? the purple circle isnt showing

glad loom
#

Hello, in widgets, how do I change the position of a text? There's not set position or anything like that

grim ore
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change the position? like place it somewhere else? widgets positions are controlled by the parent

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so fixed positions are in canvas panels, stacked are in layout panels, etc.

glad loom
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I have a text in a canvas panel

plush yew
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I've seen the brush disappear before, but usually comes back after relaunching the editor

grim ore
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if the text is in a canvas panel then in the top right is the position settings for it, or you can drag it around

glad loom
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I mean from blueprints, not in the editor

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Sorry for not specifying

grim ore
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get the text widget, get the canvas panel parent, set position.

glad loom
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And how do I do that?
I have the CanvasPanel_0 and TextFood

grim ore
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render transform is not the position. again the parent controls the layout

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get the text -> slot as canvas panel -> set position

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or get the text -> get th parent slot -> cast to canvas panel -> set position

glad loom
#

Oh that worked, thank you very much!

plush yew
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@turbid vigil The brush size is the radius in centimeters. So 1 cm is gonna be near invisible.

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but you probably figured that out already

turbid vigil
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yea i figured i forgot

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haha thanks for replying tho

plush yew
#

<3

glacial wyvern
#

Is migrating bluepints between projects possible? ive never managed to get it to work

grim ore
#

depends on the project but sure, look at marketplace assets

lucid grove
#

Hello everyone

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What could be the reason that AI Move To succeed without succeed?

still moat
#

Well yes but sort of, but the moment it has structs it in, good luck. I only have bad experiences doing it with structs

glacial wyvern
lucid grove
#

Im blocking NPC by my player character - its not moving and cant reach destination, but instead of return Failed it returns Succeed

grim ore
#

are you using the migrate option from one project to another and are the versions the same?

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@lucid grove depending on the node failed means cannot find path, you might need to check the movement result and see what it says or compare distance when it's done

lucid grove
plush yew
#

@glacial wyvern try validating your contents folder and fix up redirectors before migrating.

karmic ermine
#

any good ways to make a huge open world map without purchasing software?

lunar sundial
broken heath
#

Whats a 2k image resolution Thats suitable for games

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Like 2k common game resolution

steady owl
#

2048x2048

broken heath
#

And if it has width to it?

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Not a square ? Is it a bad habit for texture not to be a square

steady owl
#

2048 x 1024

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Should always be power of 2

grim ore
#

yep stick to power of 2 if you can, else power of 2 on the other side like ^^

steady owl
#

To support texture streaming / mipmaps

broken heath
#

Oh so 2048 x 1024

grim ore
#

yes but not if you can help it

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pack another texture in there

steady owl
#

But in most cases square should be fine

#

Things like tall flipbooks or skyboxes may need non square textures

broken heath
#

great thanks , was gunna use google result , 2560 x 1440 but appearently these are tvs

grim ore
#

nope that is desktop resolution

steady owl
#

That would be actual display resolution

grim ore
#

that is "2k" desktop

steady owl
#

Look up texel density

#

The texture size is unrelated to the display resolution

broken heath
#

I think 2048 is 1024 is good to pack my hand made textures to

#

I mean they mostly not square so having additional 1024 would be a waste right?

#

Like 2048 x 1024 instead of 2048 x 2048

grim ore
#

its more issues for stuff like mip mapping and such but depending on what this is for you should be fine. In the end it probably won't matter as long as they are all power of 2 as best as you can on each side

broken heath
#

Extra question, why games use opacity masks instead of just an image with alpha

#

Is it because of file size ?

grim ore
broken heath
#

Alright thanks alot

stiff sail
#

i have 2 tree actors that i can set on fire and spread by toggling particle systems, and calling the next actors fire event.
thing is. i dont want to cast to tree1 cast fail cast to tree2. and write everything double. is there a way i could use a single, non level, event for 2+ actors?

gleaming narwhal
#

@spare kernel Asset Manager with Ben Zeigler on Feb 11th 🀘

spare kernel
#

Nice @gleaming narwhal !

flat axle
#

Adding an additive box brush results in a subtract brush being pulled out. It still reads additive, but it has the wrong appearance. Does anyone know how to fix or what is causing this?

#

found it if anyone has same issue, there is an order option. to first and to last

plush yew
#

is it possible to export the morph targets from character creator 3 for the body into unreal engine without some crazy slip slapped other programs

#

im not sure and having trouble finding the answer as im trying to make a character creation systems

gaunt hawk
#

hi guys. i know this might be a simple question but how can i install the windows SDK

fierce forge
#

how i can make the cube to have a different texture on every face ?

marsh sparrow
#

heya, does anyone have how you add plugins to your project via rider or vs?

flat axle
#

@fierce forge while its a Box brush you need to put a different material on every face, then convert it into a static mesh. Then you can change each individual side. If you are importing it from another program, you need to make sure it has those properties before export/import.

plush yew
#

about your question for bsp brushes

#

*geometry brushes now

fierce forge
#

@flat axle it's the cube from ue4, at the material view

flat axle
#

There is a static mesh cube, and a box brush cube

fierce forge
plush yew
#

if you drop a geometry box brush into the scene, it can have separate materials per face (not the cube mesh!)

#

oh hmm... you have to replace your procedural generators mesh with a new mesh

fierce forge
#

?

#

i really need a procedural mesh for the generation

plush yew
#

how is your procedural mesh building into the world? A instanced static mesh or the procedural mesh nodes?

fierce forge
#

it have the uv from the ue4 cube

#

procedural mesh

#

not instanced

plush yew
#

might have to build a material that projects to each axis

fierce forge
#

how ?

plush yew
#

but i might have something ready, hang on

fierce forge
#

ok

plush yew
#

probably a long wait, i haven't opened this project in about a year

fierce forge
#

ok

plush yew
#

the project is almost open, i swear

fierce forge
#

ok =]

gloomy gull
#

You need to regenerate after that

#

After the first step I mean

marsh sparrow
#

thx.. im in the #plugin-dev room.. since I found that after the question.

plush yew
#

@fierce forge I couldn't find the material so I'm just creating a new one. Almost done anyways.

fierce forge
#

ok

gaunt hawk
#

quick question, would anyone know what games can easily be modded for a beginner to learn modding which are free.

#

idk if that made sense

fierce forge
#

@plush yew i have this UV variable , is something that i can make with this for the uv to work, like every side to have a texture ?

#

i did in blender

#

i have the uv in blender

#

@plush yew it's not a simple mesh, it's a procedural mesh

#

it is using the default ue4 cube uv coords

pastel yarrow
#

Can anyone help me with inventory blueprint, I have an issue that duplicates the array each time I open the menu?

fierce forge
pastel yarrow
# fierce forge it's like a mc chunk

You would have to export the obj with the uv map, then apply the textre, cuz the default cube in ue4 doesn't have the uv maps that u want to apply

fierce forge
#

🀦

#

there's no obj or fbx

#

it's a chunk randomly generated

pastel yarrow
fierce forge
#

every "cube" have this

pastel yarrow
#

No idea, I only work with obj, and custom uv maps, I would import a cube from blender with the correct uvmaps and apply the random generator, instead of the default cube

fierce forge
#

i don't use the default cube

#

it's just a preview

pastel yarrow
#

Yeah xD, I am kinda lost too

fierce forge
#

ok, so this is a mesh generated

karmic ermine
#

any good open world generators, i cant affort the huge $100+ atm, but i heard there was some little ones

fierce forge
#

very different

#

=/ for the default cube works a bit

#

i made*

#

but how ?

#

ik how to do this

plush yew
#

my solution is kind of crude, but just take the APUV_mat_Inst and drop that into the material slot. If you open up APUV_mat_Inst you can slot in different textures for each face

#

hang on have to zip file

#

should merge into your content folder

#

@fierce forge

fierce forge
#

ok

plush yew
#

not working with a regular cube UV wrap lol

#

just flat textures

pastel yarrow
#

I dont use blender but you have to save the uv maps on the obj and export it to ue4

#

remember to use the 2nd channel

fierce forge
plush yew
#

i didn't even think about regular cubes once i started

#

oh that's weird

#

what engine version are you workin in

fierce forge
#

4.26

plush yew
#

mmm, this is 4.25. I would think it could merge cleanly

fierce forge
#

it is working for a normal cube

plush yew
#

i can make a tweak and you can try again

fierce forge
#

ok

plush yew
fierce forge
#

I used the cube from blender and it is working in ue4

#

The thing is that is a procedural mesh and I don't know to fit the texture

#

And every face to have a different texture

plush yew
#

feels like a personal attack

fierce forge
#

?

#

Wdym ?

plush yew
#

ok tried to fix it

#

i mayyyyyyy have tried sending that without actually saving the assets in ue4

#

the first time

fierce forge
#

I don't use any cube

#

@plush yew

#

It's a procedural mesh

#

It's a mesh made with blueprints

fierce forge
plush yew
#

the cube you're using in blender, just export that out, import to ue4, then use it in your procedural mesh

fierce forge
#

You can't use a mesh in a procedural mesh

#

You need to make it in bp

plush yew
#

eh i'm not fluent in procedural mesh

fierce forge
#

I'm not using a instanced mesh

plush yew
#

I thought maybe it was stamping from a designated mesh

#

if the content zip works for you, then hurray

fierce forge
#

I will try it tomorrow, tnx

plush yew
#

ok just @ me if there's trouble

fierce forge
#

Ok

wanton lotus
#

Why have there been so many people lately trying to recreate minecraft or minecraft-like games? Always having trouble with some basic stuff too. Just use the free voxel plugin and set the render mode to "cubic" and you have minecraft in 10 seconds.

fierce forge
#

That's not what I want

#

And the free voxel plugin need c++ knowledge

wanton lotus
#

No need C++ knowledge, heh. It is as simple as using the landscape tool.

fierce forge
#

I want random generation

#

With chunks

wanton lotus
#

It does all that already. Leaps and bounds ahead of where you might get to in a year.

fierce forge
#

I made the random the generation, the chunks but I have this problem

wanton lotus
#

No point recreating the wheel.

fierce forge
#

?

graceful leaf
#

How do I install an Xcode thingy for unreal???

wanton lotus
#

Just check it out, it can do what you want more than likely. There are countless videos demonstrating all the different things it can generate, without C++ knowledge.

graceful leaf
#

Plz help

wanton lotus
#

Voxel Graphs are what can generate your random worlds, from infinite worlds to planets.

graceful leaf
#

Plzzzzz

#

Can any big brain mods help plz

wanton lotus
#

Your question is not a very common one, be patient.

graceful leaf
#

Sorry

fierce forge
#

Also it's limited

#

Like I can't add foliage

wanton lotus
#

That would be when you fork over the cash to get the pro version.

fierce forge
#

It's too much 300$

#

I'm a teenager and I get only 30$ a month

graceful leaf
#

Isn’t folage free in the collection part?

wanton lotus
#

Probably means you can't use the foliage painting tool with the voxel plugin, but it also won't work on procedural meshes.

midnight escarp
#

hey guys

#

i have noticed that when i import some normal map textures in to unreal, it automatically adjusts the compression settings to normal map. Does anyone know how Unreal knows whats a normal map and what isnt?

pseudo pulsar
#

Anyone know much about Texture2DArrays? I can't seem to find much info on the documentation for em.

graceful leaf
#

I fixed my problem. It was on the App Store πŸ˜‚πŸ˜‚πŸ˜‚

plush yew
#

This exact setup is how I've done smooth progress bars and in 4.26 it's not working any ideas why? Do bound functions tick differently or st now?

#

apparently using a local variable is the problem not sure why

wanton lotus
plush yew
#

yeah the code looks exactly the same I just used a regular variable instead of a local one, why did making the switch to local cause this issue?

wanton lotus
#

Because that local variable will be reset to default for every instance that is called "every tick"

#

You don't even need to store it in a separate variable though. Your progress bar's "value" is already the variable storing it.

#

The return node is essentially the set node for your progress bar's value.

plush yew
#

this seems like it would work but it doesnt. Even when I set the percent the bar still doesnt fill smoothly

wanton lotus
plush yew
#

yeah it made sense to me I was excited to have a more optimal bar setup but its not working. its in my notes though maybe someone in the future will know whats up

wanton lotus
#

Oh well, another variable doesn't hurt much except maybe a few bytes, hehe.

plush yew
#

Hello, I'm pretty new to Unreal. I'm trying to make a Ammo bar where it changes color from blue to red when it reaches to 12 from 30. How do I do in this.

#

yeah I think of all the optimizations I've scraped for this one is one of the smallest but it's still gonna bug me now. It's more optimal to directly set HUD variables through code too, right? Like right now I have color bound to a variable so I assume that every tick it's checking the value of that variable whereas I could have it setup in my main code to just change the color at a certain trheshold

#

do you want the color to be gradual or instant?

#

Anything is fine for me, just do it for my project.

wanton lotus
plush yew
#

under bar color you can bind a new function and just do some offshoot of what I have in my screenshot there. Except I also just asked a question about the optimization of my approach

#

Sick I'll switch it over to be event driven. I've done it before but I haven't worked in UE4 since 4.26 came out so I'm a little rusty

wicked fjord
#

is it possible to print out the blueprint to PDF?

#

or to physical printer/plotter?

fierce forge
#

@plush yew i actually resolved it with the same material, tnx anyway

stoic vapor
#

Hello, I'm really new to unreal engine, is there a seperate channel for network replication?

coarse turtle
#

Is there anyway to apply weightmaps after importing the tiles?

warped sluice
#

how do you get the new water to work? I drag the lake onto the landscape but nothing happens

#

just no water at all, nothing

coarse turtle
#

When you create your landscape, make sure you check Edit Layers.

#

The water body with splines such as ocean, lake, you need to reset their location to 0.

formal needle
warped sluice
#

ah okay. I had to re import the landscape, now it works

#

i dont think this is correct though xD

hoary holly
#

I want my texture to rotate, but this is occuring, anyone know how to fix?

timber tulip
#

Seems like it's trying to tile itself

#

If it's in 2D, just pull out one sprite and rotate that instead of a texture I'd say.

#

Unless I don't understand what's going on here.

#

oh, nvm

#

ignore that, I thought it was Unity. Don't know enough about UE to help ya there

hoary holly
#

Haha, it's all good. Thanks for the attempt though!

plush yew
hoary holly
#

Yes, it's a material inside of a widget

plush yew
#

Well, thats going to be a little tough to be honest, if you want to rotate an image in the widget dont use a material for it, on the bottom of the widget bo there should be animations

#

And if its only for the material you have to do all that in the material not widgets @hoary holly

#

Thus why it might be tilling in the widget

stark ledge
#

otherwise you will have to setup a circle mask in the material

plush yew
# stark ledge Rotate the widget not the texture?

you mean image right? i dont think you can rotate a widget, but you can animate the image inside of the widget just add a keyframe at 0 then at whatever frame add another keyframe and add the rotation to that make it so it loops as well, then there you go, its an animation not anything else, and in the material you will have to do something different but i dont think it would show in the widget

stark ledge
#

ok I don't really know UI side of things sorry. WidgetTransform . Angle looks like it should work though.

plush yew
#

its all good, and yeah it should but what it looks like he wanted to use a material instead which to me doesn't really make sense

hoary holly
#

That's just the only way I knew, since there's a rotating feature in the material editor

plush yew
#

Hi guys! How to delete the first index from an array each tick until the last one?

plush yew
hoary holly
#

I’ll try it in the morning! Thanks

broken heath
plush yew
thin urchin
#

Does anyone know how to package just the contents of a content only plugin you've made yourself?

plush yew
broken heath
#

Not sure if that would do what u want, but just giving ideas

plush yew
broken heath
#

Great

fierce summit
#

Hey fellow peoples,
Does anyone knows when the chaos destruction will be available without building the engine? I saw something about it for the 4.26 but then in the patchnote it still says i need to build it

keen mauve
#

hello again fellow humans, newby question, how do i get rid of the lighting needs to be rebuilt in my game builds i build lighting only on production settings but once the game is built and i start the EXE i get that error again

plush yew
keen mauve
#

i too am human πŸ˜›

#

i am using an InstancedStaticMeshComponent and some perlin noise to generate a map of 2d cubes when the game starts i dont konw if that has something to do with it

#

nvm thanks for the help πŸ™‚

silver crown
#

Humans everywhere, it's crazy

keen mauve
#

i changed my map generator from static to stationary

keen mauve
#

and the lighting issue vanished

silver crown
#

check the launcher

fierce summit
fierce summit
fierce tulip
#

@hoary holly just set the texture to clamp. done.

sly goblet
hoary holly
#

@fierce tulip Thank you!

honest vale
#

@plush yew you just need to make your own sky cloud material

#

the default one is like that

#

at least on my end πŸ˜„

teal tulip
#

@sly goblet that video is from 8 days ago, there wasn't any update on it or even was officially released what you exactly expect ? That error is on physx too, to get proper vehicles you end faster getting a marketplace solution or making your own vehicle solution

fathom heath
#

I've been having a problem with unreal engine for a while on macs and today using quartz debugger I found it is updating the ui constantly. This is what I'm attibuting to the multiple second lag of mouse input within the blueprint editor (I'd assume there'd be lag within the viewport but having similar if not worse lag within the editor was an unfortunate surprise. I've attempted what I can to increase speeds and reduce lag, but to no avail. Any ideas?

novel rose
sly goblet
teal tulip
#

you need to use sphereical traces from what I know, but is kinda complex you have to rety all by your own or edit the engine, if I remember correctly physx had a variable to change the wheels size but no idea abou chaos

#

you will end faster getting some marketplace item

#

and learning from it

#

or looking for a online guide about custom vehicle physics

fathom heath
fierce tulip
#

might be better to post such things on the forums imho. better chance a ue4 dev might spot the post and take a look at it

native tulip
#

hello, how do i make ico files from png files?

silent oxide
#

Heya was hoping someone might be able to help me understand. What does an owning actor mean? Is that a parent actor?

teal tulip
#

is the actor that spawned it or own it or control it on the game isn't the parent

#

could be but

silent oxide
#

Thank you!

fathom heath
native tulip
#

theyre safe? @fathom heath

fathom heath
native tulip
#

thx

plush yew
#

Has anyone tried to use the Export LOD option in realitycapture and import it to Unreal ?

lucid grove
#

Heya. Is there a way to force pawn ignore self navigation collision? It seems like a good way to made other characters avoid each other, but when you enable this option characters starts to struggle move on their own location cause they blocking them self.

#

I didnt like RVOAvoidance, so thats not the way

thorny perch
#

for testing purposes, can a server be packaged to run on a raspberry pi?

wary wave
#

not out of the box

thorny perch
#

thinking a good linuxdist and packing it for it

#

or maybe getting a cheapo chinese nuc is a better way? πŸ™‚

#

can be had quite cheap with i5 and up

pseudo yew
#

ey guys, when I import my character from maya to unreal, I think I have everything done correctly but in unreal, my character's skeleton doesnt have the bones, only the mesh. As you can see, in Maya I also include the bones. Someone please help this sweaty kid

balmy rain
#

hey all, IΒ΄m having some trouble packaging my game for testing. When I package it, the level supposed to load doesnΒ΄t load. I tried checking "cook all". Also putting the levels in the include maps list doesnΒ΄t help. Its working fine in Editor and standalone mode... Any Ideas? Using Engine version 4.26

fallen flower
#

@balmy rain I assume you set it in Maps&Modes?

balmy rain
#

yes I did. Set my MainMenu Level as DEfault. But also tested setting my main level as default. Neither of it works unf...

#

Also not working with version 4.23... im trying to build a completely fresh project with both versions and see if this works...

austere scroll
#

Im trying to install the latest version but... this happened , i waited 10 minutes but nothing changed

warm fractal
#

hey, could someone give any help? my project crashes everytime I try to open my sequencer and the final line from crash log is
LogMovieScene: Warning: Removing null section from /Game/Phinx_Seq.Phinx_Seq:MovieScene_0.MovieSceneSkeletalAnimationTrack_19:Animation

lucid grove
#

Why some materials have this strange reaction to light? At evening small amount of my meshes have this "white" effect on them, like they have own brightness.

#

sometimes i encounter some small meshes with same problem

wanton lotus
#

How in the hell did my project generate nearly 5gb of logs? Time to clean up some of this auto-generated crap.

light thunder
wanton lotus
light thunder
#

Yep it's in local or roaming but yeah, I remember finding like 30 gb worth at one point

wanton lotus
#

I just symlinked that crap long ago, hehe.

light thunder
#

tricky part is I remember deleting it all and then when I opened up my project I had to recompile everything

fierce summit
#

i have installed 4.26 and all the necessary plugins but the fracture mode doesnt appear in my mode menu, anyone can help?

light thunder
fierce summit
#

yep

#

well just the editor

#

i see there is a little caution sign "beta" next to the plugin, should i enable beta features someewhere?

zenith pebble
#

Make sure that you go into the plugin settings and enable that they pop up on the menu bar

#

that same thing just caused me a whole lotta grief

sly glade
#

hello all - has there been some sort of change to the lighting between 4.24 and 4.26 ? (could be 4.25 too, just never used it). The same project seems just a bit brighter overall on 4.26.

west jay
#

Can anyone help me add flying, so that when I fly stamina also drains?

sly glade
#

(and that's not autoexposure as I have it off)

dim remnant
#

Greetings all.

zenith pebble
#

I've got an issue attempting to get Multi-User Editing to work, my friend and I are trying to work on a project simultaneously and are connected to the same VPN network and have both installed the plugin, but when I go to the session browser, I cannot view his session. The whole multi-user editing thing is rather confusing, can anyone help me?

zenith pebble
fierce summit
zenith pebble
fierce summit
west jay
#

omg i did by myself

#

nvm its bugged

#

how can I make it so a keyboard input cant be used if a boolean is set to true?

#

and then reuse it when that boolean is false

fierce summit
#

put a condition around the task that your input has to perform

west jay
#

with a sequence?

tough pagoda
west jay
#

for now I dont understand anything there

#

but thanks

tough pagoda
west jay
#

ik

tough pagoda
#

:3

west jay
#

i still dont understand anything

tough pagoda
#

What exactly?

west jay
#

why is there an order for things?

tough pagoda
#

Where? On the picture?

west jay
#

yeah

#

that implies thats how everything is supposed to go

#

in that order

#

and the component stuff

grim ore
#

hierarchy, not order

tough pagoda
#

This is the hierarchy of engine components and how they interact.

west jay
#

oh

tough pagoda
#

What need to do for, example, change actor location.

#

And so on.

west jay
#

hope ill get the hang of it

tough pagoda
#

Just learn useful stuff from tutorials.

#

Try to do something.

west jay
#

yeah im doing something

#

the problem is my something doesnt have a tutorial

tough pagoda
#

On Matthew's youtube channel you can find totorials about nodes and hot to interact.

dim remnant
#

I'm just starting out too so this discord is useful. Trying to get my head around 'next steps' once map is built but also need to continue to learn more about UE4, etc. Fun journey.

#

Is the Learn section pretty decent for UE4 or better on YouTube series from others?

tough pagoda
rotund jacinth
#

We recently moved our game to 4.26 (VR and desktop play). In 4.26 when we launch the game with -nohmd it crashes. Launching the game manually without that argument it runs normally. Did something change here?

plush yew
#

stuck with some issue there. I have a point light and rewind ability that spawns my copy and does exact what I did. everything works fine except a button press. I store it as everything - in an array. but as I pressed it - it stays pressed (cuz the last index has been set to true)and I can just come up to the point light and it automatically turns on πŸ™‚ how to built the logic the way it will respond only when I press the button?

tough pagoda
#

Debug.

#

Watch variable.

#

Debugging is your friend.

#

You can watch at variable value.

boreal crown
#

Has anyone tried playing ShooterGame with 4.26? There seems to be missing sounds, like footsteps. They're not even in the project anymore.

tough pagoda
boreal crown
#

Mhm

#

Just downloaded it fresh.

tough pagoda
#

Project has only fire sound.

#

I don't like this sound, very loud.

light thunder
wanton lotus
tough pagoda
rotund jacinth
#

@light thunder Just looks like lighting to me

tough pagoda
rotund jacinth
#

everything is darker, look at the blue of the truck

#

much less light

#

likely your sidewalk albedo is too bright

light thunder
#

what would my sidewalk have to do with it? when I move it throughout the scene (away from the sidewalk) it doesn't seem to change

rotund jacinth
#

If your sidewalk albedo is too bright, and you adjusted your lighting so the sidewalk appeared correct, everything else is under lit

boreal crown
tough pagoda
#

If I understand correctly your message.

west jay
#

Ok guys so here is my problem:
I have a stamina code that removes stamina when there is z x and y input and shift is pressed. I hooked up my flying script to it. Now it does remove stamina when flying is enabled, problem is when I press shift it doesnt count anymore, so how do I disable shift key when flying?

boreal crown
#

Yes, it's an Epic premade project. However in earlier versions (like 4.23) it has things like footstep sounds and breathing sounds

#

But in 4.26 they are missing

tough pagoda
#

It's okay.

grim juniper
tough pagoda
light thunder
grim juniper
#

That'd be my guess

rotund jacinth
#

doesn't unreal engine have a material/lighting test object in the engine content?

grim ore
#

@west jay you wouldnt disable it, you would just ignore anything that happens when you press shift when flying. you can check for if you are flying after the shift event and do nothing if that is the goal

rotund jacinth
light thunder
#

oooo that looks helpful, thank you@

west jay
#

do I have to make a special boolean for that?

rotund jacinth
#

i didn't watch the vid but the setup in the pic looks good

tough pagoda
#

Just google and you will find so many useful stuff.

#

Really.

west jay
#

like this?

#

Yep, it works. Thank you

#

Although I do not understand. How does naming a boolean Ignore Input... work? its just something i randomly named. how does it know what to do

grim ore
#

you should have set up that boolean somewhere. How do you know you are flying?

west jay
#

isFlying, i set it up

grim ore
#

there you go

west jay
#

on the other hand, Ignore Input, I did nothing but hook it in the scrip

#

how does it know what to do

grim ore
#

how does what know what to do? ignore input?

west jay
#

yeah

#

how does it just ignore input

#

if i call it that

grim ore
#

it doesnt, that node does nothing

west jay
#

i see

#

oooh

#

so it just sends it to do nothing

#

thats all

grim ore
#

yes, that entire branch after the is flying? true does nothing

west jay
#

thats so cool

grim ore
#

input in -> is flying? if true then check for ignore input -> if true OR false do nothing

west jay
#

yeah, i did the same on "released"

#

and now it works like a charm

grim ore
#

shouldnt need to do anything other than the check for is flying on pressing shift

west jay
#

It checks when it is pressed, but it also checks when relesead

grim ore
#

ok

lusty carbon
#

Anyone ever had this crazy bug? Happens when I change map and go back to main map

plush yew
#

Guys how to record buttons I pressed (turn light on/off) for a spawned player character? It's gonna be my clone and it repeats what I've just done.

#

in my case I store booleans on an array and it turns on/off based on the last index, but I want my clone to turn the light only when I pressed it

wary wave
#

you'll need to start tracking timestamps

shut minnow
#

Anyone run into the problem of the blueprint right click not working, or it flashes up then a sec later goes out

#

Or the whole editor going black?

west jay
#

so ived managed to implement a new function into the code

#

feels good

#

now when I run out of stamina my character stop flying

shut minnow
#

Im on 4.25.2 @left plinth But yeah, I did a few restarts. It's getting annoying

sonic glacier
#

but not in the whole editor

latent pivot
#

sup. im pretty sure im doing something obviously wrong, so this should be a simple question. i've got some textures hooked up to a layer blend, and everything seems to be wired correctly. however when i go to preview the landscape texture, this is what i see:

#

heres the material

latent pivot
next badger
#

@hoary holly if you still not fixed the issue of rotation, you need to chnage the tiling settings in the texture from wrap to clamp

dusky dawn
#

hello guys i've been looking for a course for multiplayer production over unreal engine 4 for a long time, does anyone know a good course for it

#

I prefer to be from youtube

latent pivot
fierce tulip
#

<_< guess you havent been on udemy a lot

#

they always have a sale

#

if you reset your cookies, the sale timer resets

#

because its fake

#

udemy sales is a hoax

sonic glacier
#

(only in 4.26)

short oar
#

My ue4.26 only uses 20% gpu

#

anyway to fix it?

grim ore
#

when doing what? @short oar

warm vector
#

crap did not coppy screenshots

#

guys anyone using 4.26 and using the partical emitter ? im having troubles where its like verry dark. and lit mode is on
in wireframe i see this and in lit i see nothing πŸ˜’

latent pivot
wanton lotus
# fierce tulip if you reset your cookies, the sale timer resets

Haha, reminds me of those penny bidding websites where you pay 75 cents to $1 per bid and the price of the auction goes up 1 cent and has a very short timer. You know those sites have gotta be "fake bidding" when the timer is about to expire and the price or bids accumulated still haven't reached a profitable threshold.

inland aurora
#

how do I fix this

short oar
grim ore
#

it might be related to CPU usage causing that more than GPU at that point

short oar
#

my CPU is only at 17% usage

grim ore
#

uncap the frame rate then to see what its actually getting. t.maxfps 300 in the console and see what happens

short oar
#

I did that but still the same issue

grim ore
#

so even uncapped its getting uunder 60?

short oar
#

yes

wanton lotus
#

Try testing in standalone? Maybe a packaged version.

grim ore
#

sounds like project then, does a new level with just the floor get under 60?

short oar
#

no

grim ore
#

plus 17% cpu use isnt abnormal if you have multiple cores

static merlin
#

hello

wanton lotus
#

I just tested roughly 100 AI in game, all running some basic behavior tree to move and find/attack player, and I never went above 30% CPU usage.

static merlin
#

is there a channel where i can ask about water ?

hot thistle
#

Tap or bottle?

static merlin
#

or can i do it here too ?

#

i mean water like putting it in an area

hot thistle
#

Yea I know, sorry, bad joke

static merlin
#

no worrys it was funny

wanton lotus
#

#niagara falls is water, but that isn't the right channel for you.

hot thistle
#

You can ask here I guess, depending on your question is technical or graphical

wanton lotus
#

Or just ask here

static merlin
#

cause i have an area where i want there to be fluid but i dont understand how i can do that

#

?

inland aurora
#

I loaded my ue4, now I have problem with launching the project, I don't have local windows debugger

modest agate
#

hello and excuse me, I have created a Main Title menu before my game starts but when I click on Start Game all inputs are disabled and my character wont move nor can shoot

#

How can I fix that?

plush yew
#

hey guys

#

i enabled ray tracing

#

and i'm waiting for a long time

grim ore
#

@modest agate did you disable the input at all?

modest agate
plush yew
#

for oppening it

modest agate
inland aurora
#

so you remove the widget, the hud is still open

grim ore
#

@plush yew wait longer, it has to compile all the shaders

modest agate
modest agate
inland aurora
#

now that I saw ur code, I dont think it matters, but u do have set input mode ui only

#

u need to change it to game

modest agate
#

Set Input Mode Game?

inland aurora
#

it will be called something like that yeah

modest agate
#

oh, it works now

#

thank you!

lusty carbon
#

when switching maps

inland aurora
#

@plush yew then navmesh needs to be rebuilt

#

I have no idea what I am looking at @lusty carbon

#

I would imagine it's loading something, or you have draw distance low

#

is it fixed after few seconds

lusty carbon
#

It's turning my level into a mess. and no it's not fixed

inland aurora
#

and when you load it again, it's fixed?

#

you move levels in the gameplay? @plush yew

upper heart
#

Is there a console command to check input latency?

inland aurora
#

well, I think of 2 things then, maybe you need to open dynamic nav mesh, or u haven't set up a controller to the ai

#

most likely the second

#

recheck it -_-

#

debug your game -_-

#

@upper heart Ginputlatencytime? dont remember the name

upper heart
#

That is a variable yeah

#

Is there not a console command to view it like any other stat?

winter gale
inland aurora
#

I don't think I ever saw a console command that shows you lag on input, even when there was problems with ue4 and input lag

hot thistle
boreal crown
#

So in ShooterGame, Epics downloadable project, when you jump occasionally when you land the landing sound is played twice, and i cannot for the life of me find out why. Any ideas?

ocean grove
#

Do you bounce?

boreal crown
#

Nope, and this only occurs in my 4.26 version, not my 4.23 version.

#

This happens when im standing still and jumping on a flat surface.

ocean grove
#

Does it show it playing twice in debug?

#

I'm super new to UE so I'm probably the worst person to try and help you.

boreal crown
#

If i add a animnotify with a "jumpland" notification, it does show that it's landing twice when the sound plays twice.

#

otherwise it's just once

ocean grove
#

Wonder if its a physics thing?

plush yew
rocky radish
plush yew
rocky radish
#

you need to add the WaterBrushManager to one of the layers in your landscape

#

right click on the layer->add and select the brush manager that was created when you dragged the river to your level

#

@plush yew

plush yew
#

Oh yea I was trying to figure it out myself, it works now thx

celest vapor
#

How would I get the physics asset from a mesh from a character mesh?

plush yew
#

anyone here use unreal on linux and if so how does it fare?

wanton lotus
plush yew
#

lol

wanton lotus
#

On a more serious note. I am also wondering the same thing.

plush yew
#

its the one thing that stops me from ditching windows tbh, majority of the apps i use already work on linux etc

thick herald
#

plugins on the other hand... πŸ˜„

plush yew
#

how so?

#

just third party?

wanton lotus
#

I'd assume all the default engine plugins should work, but marketplace plugins, even if they say linux compatible, may run into problems.

boreal crown
#

Restarting the editor fixed my problem, annoying.

#

nvm, it's still playing the double landing

#

super annoying

plush yew
#

hi guys

#

i want to make :

#

when player touch the chair

#

the wood sound will play

narrow mauve
#

dafook...my player is in T Pose when play testing but the blueprint has him in his idel animatione

glacial wyvern
#

anyone know some nice free or cheap idle animations or poses for the ue4 skeleton?

cerulean coral
#

Mixamo?

plush yew
latent pivot
#

any ideas why my character is not dropping a shadow?

#

i've got cast dynamic shadows on in the light source

plush yew
#

i believe shadows don't render when using ortho camera

glacial wyvern
#

for some reason buffer visualisation has messed up the lighiting in my scene

#

Just making a scene to showcase work and i want a black background, which is was before i checked through a couple of the buffer visualisations

#

and once i put it back to final image the backgound is now grey

#

really weird

plush yew
#

is anyone another around who's familiar with chaos detruction/psyiques systems in unreal engine

#

i have a question about the limitations of meshes or objects that said destruction can be applied to D:

narrow plaza
# thick herald plugins on the other hand... πŸ˜„

Unreal Engine is so much fun that it actually made me switch my main PC from Linux to Windows so I could use UE properly. My main concern was me not knowing soo many things and not wanting to deal with Linux incompatibilities on top of that. As I get better at UE I will definitely try the Linux version in the future.

narrow jungle
#

Hello! is this the right channel to ask for some unreal help?

grim ore
#

it's the general channel for general talk and general help about unreal engine

narrow plaza
# plush yew when player touch the chair

On your chair properties, create an event 'On Hit'. This will create an event when (anything) hits the chair. From their, drag out and choose Play Sound 2D and you can choose a sound Cue to play

soft kernel
#

Hi all,

I'm really not sure where to post this, so I'm trying here.

I'm stuck in a project because of this chainlink.

UE 4.25.

I need to animate it like in this Inventor video.
https://youtu.be/3vyYLz1HvZ8?t=457

Every chain link is a single mesh in UE.

How would you guys progress here?

Is there a way to make this animation in Unreal or do I have to use an external program like Blender (alembic animation) ?

Thank you all in advance for suggestions/help.

This tutorial explains about creating Cable duct / energy chain in order this cable can be animated.
The application usually in automation industries.
#Inventor2021
#EnergyChain
#InventorAnimation
#Drive adaptivity
#AdaptiveComponent
#Adaptivesketch
#Darkmode
#Animation
#igus
Download the IGUS component here :

https://www.igus.com/downloads

==...

β–Ά Play video
hidden sparrow
#

Hey, how do I make my screen slowly turn black when I interact with something. Does anyone have an idea?

grim ore
#

you can use the camera fade nodes, or you can add a UI element over the screen and fade it to black

quaint halo
sick escarp
#

Anyone know if it's possible to represent a map through csv to import to a data table?

grim ore
#

yes and you can see how yourself if you want. make your struct, make your data table with some test data, right click it and at the top export out to CSV

#

for example ---,MemberVar_0,MemberVar_1,MemberVar_2 NewRow,"True","Test String","((1, ""Test1""),(2, ""Test2""),(0, ""Test0""))" NewRow_0,"False","Another String","((1, ""Map1""),(0, ""Map0""))"

#

the "((1, ""Test1""),(2, ""Test2""),(0, ""Test0""))" part is a map of int:string with 3 entries

narrow jungle
#

So I’ve been trying to import some UDIM textures, but the moment I bring the textures into the shader graph, unreal will freeze and crash. Ive completely removed the program and redownloaded everything but still get the same problem. Virtual textures are turned on in the settings, and ive tried different ways of assigning the udim textures but nothing works

grim ore
#

have you tried creating the texture sample node in the material, then selecting the texture from the drop down list in the details? not drag/drop

#

ugh and its osx so can't be much help debugging

narrow jungle
#

yeah mac really sucks buuuut it was free so ill take what i can get lol. And nope, lemme try that!

#

still crashes

clear patrol
#

No wonder I never see renders with actual characters because rigging them for UE4 is a pain

gaunt hawk
#

idk if this is a beginner question but is there a way to change the icons sizes?

narrow mauve
#

Anyone know what would cause a character to be stuck in a TPOSE? The animation BP looks fine and the character is in Idle...but when I play in editor hes just stuck in T Pose

wanton lotus
#

If that isn't it, confirm you chose the correct mesh. There could be a duplicate that uses a different skeleton.

latent pivot
#

sup. so the skeleton for a model that i have doesn't match an animation set that i bought. what tools can i use to retarget the bones?

fierce tulip
#

@latent pivot please dont cross-post questions in multiple channels. thanksies :)

hardy granite
#

oof it take so long

pine pecan
#

should i use UE4 4.25 or 4.26?

weary basalt
unique kraken
#

uh sure, i dont see why its not but k

weary basalt
#

Where does the code come from?

#

Is it a Shader?

unique kraken
#

from unity i guess and i want to understand and use it it unreal

#

dont see how thats not unreal related

weary basalt
#

Well specify that next time, you just posted random code from an engine that isnt UE...

#

lol

unique kraken
#

i asked for help understanding the code

weary basalt
#

Post the image again here, sorry for the confusion.

unique kraken
#

well as usual

#

trash discrod rly

weary basalt
#

...

unique kraken
#

not unexpected

weary basalt
#

Unfortunate that you think that given you werent specific enough...

unique kraken
#

i wanted to understand code, doesnt matter where its from, ofc i want to use it in ue4.
my god i see this for the dozenst time now a mod nit picking stuff like that

#

u know what

#

bbye

weary basalt
#

Cya

unique kraken
#

guess im going to ask in the unity discord, can be much worse of a discord then here

weary basalt
#

Ok we get it you dont like this Discord, leave if you arent happy or move on.

narrow jungle
#

Alrighty! forget udims! After much research I realized udims aren't great for games. So. If I have a mesh that is using the uv spaces 0,1 and 0,2, how do I assign a material to each channel? I connected a texcoord to my texture's uv and changed the coordinate index but it doesn't apply the texture to the second uv space

#

Excuse my unreal stupidity, I'm a film/animation guy struggling to get into unreal since film companies are starting to use it more 😭

rancid lynx
#

Is there a way to Disable Depenetration push from an actors static mesh ? Setting it to 0.0 sets it to full power default. .000001 basically works, but its still a little slippery.

narrow jungle
#

blagh, but i cant even use udims in unreal cause it always crashes

#

I just dont want to go back into maya, fix all of my uv's to only use 0,1 space, and re-texture 30+ models

midnight root
#

gah, how do I , to make it faster, easier, move character ( not where it should be) to clicked point on terrain, is there a way must be....? sigh

#

not in game, in editor

narrow jungle
#

Nah i have virtual textures turned on, yet it never works (i posted a video higher up in this chat showing the problem)

plush yew
#

for some reason my camera is stuck here and I have no idea how to get it back, any help? Thanks.

#

Is there a keybind set to this?

spare kernel
#

@plush yew that is a glitch in the editor, if you get it next time, resizing the viewport sometimes fixes it

#

basically its stuck on a drag and drop command

narrow plaza
#

Is there a built in function in Blueprints Array > String? (I have an Array of strings and want a comma separated string from all).

spare kernel
#

not built in as such no

narrow plaza
#

found it! - it is Join String Array (does the trick for me in my case)

spare kernel
#

ah damn i forgot about that

#

i do all string stuff in c++, cause i find it messy in BP

narrow plaza
#

yes, the low level stuff in BP is often overly tricky - but then I hate writing a function only to find a built in later on πŸ™‚

icy egret
#

Someone I need help
Does someone know where is"how to make a system that player can shoot over the obstacles" tutorial?

#

I want to make hybrid cover system that use both cover and crouch

spare kernel
#

that is very game specific, there might be some YouTube tutorials

#

you want Cover firing in UE4

#

i personally have never seen one, it would be something i would implement myself

icy egret
#

I just need system that player can ride up (not vault, just match player's height) if there are obstacles, and shoot

narrow plaza
icy egret
#

sorry, it's TPS

spare kernel
#

yeah even so

icy egret
#

can even so?

spare kernel
#

when you aim the gun, you need to check for collisions

#

and adjust the players height

#

most cover walls in games are the same height

#

just tall enough to cover the hitbox

icy egret
#

I can imagine the system, but I can't make it
Should I do in AnimBP?

spare kernel
#

ideally, the easiest way is player knows they are behind an obstacle and crouching (some kinda of detection

#

then when you aim, you know you need to adjust, this will require some logic and some Animations for the correct height

#

ie either lift the hands up when firing

#

or life the body up

#

lift*

icy egret
#

yes, but I dk how to lift up
two bone IK? transform?

#

or something?

spare kernel
#

i would use a custom animation if all walls are the same height

#

otherwise the IK stuff will be quite a lot

icy egret
#

ummm

#

so, it'll be too complex?

spare kernel
#

as you would also need to rotate the mesh to aim properly, then you also need to deal with aim offsets whilst aiming the gune

icy egret
#

oh my mind find more easier way!
when crouching and you are near by obstacle, character will just stand up
it'll be easier and nice, won't it?

meager frigate
#

maan i wanna use the newer versions of unreal but anything after 4.24 crashes on me after a couple minutes. Only thing I could find was ray tracing might be causing but I've tried new projects with it turned off. Anyone heard of 4.25 and 4.26 crashing constantly for anyone?