#ue4-general
1 messages ยท Page 927 of 1
i've loved every patch for UE, but who had the idea of moving the "modes"-shortcuts
and now it's creating a new window/assigning new space, which is even more annoying
if they are all on top of eachother, not even 1 millimetre
This is the last one, I'll try to do it now. @tough stream
Hey, why would this happen to my render with anti aliasing on in movie render queue? turning it off makes everything work perfectly

Hi, does anyone on here specialize in making realistic weapons in multiple weapons classes. ??
hi guys
i have a problem
when i tried to make
make skeletal mesh Child of Camera
it gives error
and says
inherited and cannot move
anyone ?
no one ?
inherited means its part of the base class
so its hierarchy and what it is canot be changed, so no you cannot do that
is there any way to
make it child of camera ?
i need this function in C++ , how can i access this?
Technical Settings for Landscape.
how do I make my AI only affect one actor from the same class?
@plush yew not if you are using that class, you cannot move an inherited components hierarchy
i got it setup so it can find the closest one, but i dont know how to use that to make only the closest actor it found use the bp
so you need to use another class and build it the way you want, or do something else
what happens
if i
duplicate it and
try again
can it be ?
@worldly lynx look for that node in the C++ source then. Its part of Scene Component from the looks of it, so it should be in the scene component source file.
duplicate what?
the class that the blueprint is made from determines what is part of it, that is why those items are inherited and you cannot change it.
smells Crusher here
and this is the bad task to take away 1 float from another actor
@plush yew so that task sets the closest food on the behaviour tree. what is the issue?
idk how to continue from here lol
i want it to use that event but only from the closest actor
so only the closest AI to that food would do the eat? what does the others do
their own thing, the problem is the custom event fires on all the actors
so that obviously doesnt work
oh okay well, is there another way to where i can look with camera the character will set it rotation same with camera
Why is this coming back empty?
my english isn't good
yep so you would need to not have it on the BT for all the AI, or you need a way to block it, or you need a way to only trigger it on one AI like a decorator
it does trigger on one AI, the event it triggers is on another actor, like a resource
but I got copies of it
like 3 berry bushes for example
?
the default third person character can rotate with the camera, you just need to change some of the settings on it
how ?
@plush yew so you have 3 AI, 3 Bushes, and you want one bush to be active and one AI to go to that bush?
there are rotate options on the character you can adjust, look in the details for them
they will rotate the character with the camera
okay thank u so much
@grim ore I got a bunch of AI, A bunch of bushes, One AI goes to the bush and takes one berry from it, all bushes now have 9/10 berries instead of just that one ๐
The AI can find the bush, and move to the bush, But I dont know how to isolate that bush
I hope im making sense
so the issue isnt with the AI it's with keeping track of the berries on the bush?
yea ๐
so then whats the code for the bush, how does it track the berries
I didnt understand this
Can you tell me how big that would be in the image I have send?
its just a custom event that subtracts one from a float
@thick herald
https://forums.unrealengine.com/development-discussion/content-creation/28153-calculating-exact-map-size this says 1 vert is 1m according to the post if using normal scaling
@grim ore i can't find it
but what float is it subtracting from? is this a float on the bush itself or a float on something general
that says your resolution is 8,161 verts so 8,161 meters
do you mean 1 vert = 1 m or 1 km?
my first post said KM, I mean M. the forum post has more details
@plush yew if the bush is being changed by removing one, then how are you testing that all the others are at 9/10 now?
cause the custom event fires for all the copies of the bush
@light thunder Component Tags are not the same as Actor Tags is why
is fusion 360 any good for game modeling? I learned the basics of it for 3d printing and it is way more intuitive to me than something like blender. Is it a viable option or should i just suck it up and learn blender
@plush yew Where is your actual code that calls pick berry at?
@plush yew did you look for anything that deals with rotation in your character?
i looked but
cant see anything
the highlighted part
@grim ore how can i do it
@plush yew then you didnt look. there are 3 things that come up with you start typing rotate in the character and you didnt try anything
@plush yew that says your NPC is calling pick berry AND the berry is being told to pick berry. why both? also you are picking out a berry in the task are you not why is it trying to find a random one?
ah the pickup berry is for the AI to hold one, its not really part of it
ok so the second part is every time this task is called its going to find a random berry and pick it.
Yea, Cause I dont understand how to use the one where the AI is
I got the info
its in the other task
''find nearest berrybush''
the other task should store it on your blackboard
it has a bbkey and an object
this task should get that from the blackboard and interact with it
ah How do I do that?
its a variable or a bbkey
you store it in a blackboard value, now you get it back out in the other taks
then you can do your pick berry on that object
that should get the value yep
thanks ๐
Where is the world proporties to change the z death zone?
I need to put the death zone lower so it doesnt kill the character
where do I do that
where is world?
@sterile tulip world settings
I dont find it
you can just type in kill z into the search box
@plush yew you can by using the play animation or play montage nodes
okay thanks
you can also just disable it if you are crazy
what searchbar, im new to this @exotic thicket
World settings?
look at the picture :)
you might not have it open by default, its under windows
it should probably pop open also if you go settings->world settings
u can use play animation, play anim montage, play montage nodes

ugh, saw that, thanks
https://forms.gle/Je3nKxQk6d919YEs6 please vote for a name for my game
do i have to build lighting before rendering in movie render queue or not?
EpicAccountId:f572c687af984482a47d7d061fea7ec3
Assertion failed: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp] [Line: 45]
UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor
UE4Editor
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
```Despite having no lag spikes and having a good computer, UE will crash a couple minutes into launching it with no warning. I've searched everywhere online, but I can't find an answer
Hey Guys, How I can prevent this agressive compression in ES31?
SM5 vs ES31 same texture :/
is it need to have project ๐
๐
mhm
i have so many ideas for games but then when i put them from my mind into unreal it doesnt give the same feelings as how it was in my head
Hey guys, I'm pretty new to unreal engine and this is my first time trying to launch a project to my android phone, I keep getting this error:
LogPlayLevel: Error: AAPT: error: failed writing to 'Z:\app\build\intermediates\runtime_symbol_list\debug\R.txt': The data is invalid. (13)
Anyone know the cause of this or how to fix?
Hey guys!
Sorry if this is not the right place; I'm a systems engineer and I do web / mobile apps for a living. I recently decided I could give game dev a go.
I've been trying to familiarize myself with the editor (so good pretty far) and I've tried setting up a small forest scene. I've found a pretty solid blender tree generator and went ahead and imported it into ue4. I was incredibly exited and I used the foilage editor mode to make a few tress and then I realized that whopsie dopsie, my FPS...
Turns out that as many of you are aware of, transparent materials often used by leaves cause a lot of overhead. But I was not using any, even the shader view optimization is all green on trees. I must rekon I do have tons of leaves on each trees (I would say like 1K??) It's a lot, I know, but is it enough to make such a FPS drop (Consider I can't place more than ~ 10-20 trees till I get -10FPS (GTX 1060 TI). And that's with just those trees + landscape (Nothing else, no materials even take place here). I also have a simple collider in place so I must be doing something wrong at some point but I am sure somebody here can help me. What should I do? Where should I profile? Should I just really understand that I can't place that many leaves? Tree people, help me!
The tree, for reference
Well what I use for leaves is have a PNG image of a group of leaves
and project them onto planes
bruh
Do you often build your trees from the ground up or use some sort of generator?
ya png is the way to go
generator, sapling tree gen
allows you to make trees quickly and optimized
If you want the leaves to look better
Ah, I was using Mtree
You can have one plane represent on leaf
and have an image of a leaf
and once again project it on both sides of the plane
Yeah I sort of understand what you mean with this!
Also make sure to have the curve resolution of the trunk and branches to be a good amount
I will then have to optimize those png for transparency issues right?
I've never had transparency issues
Would't u see this kind of thing with those png?
Stoopid question. Why UE use CPP? Not C# for example.
Why not?
Hm...
There's tons of programming languages, why is it not possible for an engine to use c++ instead of another?
I'm not very familiar with Unreal Engine's PNG workflow
Thanks a lot @crystal dust , will dig a bit more about it!
Yes
Give me a minute
So open Blender
Look at the top left of the UI
Under Edit, select preferences
Click on the first category, Interface
Then under the editors drop down, open up the sub-dropdown, status bar
@twilit jasper why not download a free marketplace pack with trees and see how they did it?
Now check the 'Scene Statistics' option
I like learning by doing, not by copying
that will show you the triangle count on the bottom right of your screen at all times
i didnt say copying, no use reinventing the wheel
yeah not a very good triangle count
Would you say creating a tree is re-inventing the wheel tho?
I would have had this issue regardless with something else I would say
they're talking about observing a marketplace tree, but don't copy it
I can say the same hahahaha, damn it
so for the tree gen I use
Ah right, gocha
it's a default one
go back to preferences
and enable sapling tree gen
that tree gen has a lot more optimization tools
Sorry for the missunderstanding, I could totally check out a tree somewhere done in blender that is built for games (performance)
your tree leaf/branches are set up as transparent?
I have no idea, Have you used Mtree before?
I'm gonna try that tree sampling now
I didn't even set up the material to be honest
i realized the bottleneck by just placing the trees there
yeah I know, that's why I came here ๐
But you would just not model stuff in ue4... right? 
again, was talking about the material
But if the tree has no material applied, should that matter? let me give it a quick look
Hey everyone! I am in desperate need of some help. I have been working on a project and every day I zip a file of it up on my computer as a backup.
Now my project stopped working and I went to a backup file. But the backups are loading parts of the current project and I can't get them to fully revert.
Does anyone know where persistent files are that would stop me from fully reverting?
Or does anyone know of a better way to save backups of games? I have a really hard time having backups of games and my projects always crash.
better backup: look into version control (keywords: version control, perforce, tortoise svn)
thank you
C:\Users\YOURNAME\AppData\Local\UnrealEngine
can remove all this, that might help
thank you very much
(though generally removing the deriveddatacache folders should be enough)
I made the leaf material (green) go translucid in the material editor in blend mode:
Seems kinda the same result tho
can i reset my animation bp back to its original state?
its nice that you jump the gun on things, but all i asked was if the leaf part of the mesh was set to translucent, because if it was i'd suggest to try a masked approach instead.
i messed some stuff up and cant get back so can i reset the blueprint
Ah alright, sorry. I'll tree the other tree gen + PNG leaves now, let's see if I can get a better result ๐
Anyone?
My animation blendspace isn't working
And I've been at this for 2 daya
I'm getting the idle pose to work but walking doesn't animate they just float around in idle pose
no need to import em, means the asset pack has external content like jpg's or meshes
Why is this asking me this and where does it want to import my things
external content from where?
Also what will happen if I import it?
you are just wasting time if you import em.
its just an additional folder from the asset pack that contains the base files
.fbx, .ase, .bmp, etc
Unreal converts everything into .uassets
the seller of that pack included the actual source files for some reason
absolute madman
source files, thats the word i was looking for
well some devs appreciate having the source files, like me
perhaps, but you can always export them back out
depends on the files
i havent found one i couldnt do it with
plus more clicks on my side
@plush yew did you try posting your actual code in #animation or somewhere for help?
it will just replace the one thats already there
so I wont have it twice
why doesnt the player controller recognize the umg and saving it, it makes no sense
hi
i need some help
well i made a tpp / fpp camera change with Keybind V
when i press "Play" i press V it goes to FPP but when i press it again it doesnt go back to TPP
Are you deactivating the cameras anywhere? I think you probably only want to one active camera.
@honest lily your B is never being called on your flip flop
also you have the same input action twice?
wait im confused
do you know how a flip flop works?
hmm a bit
based on that code you do not
im not that experienced sry
Does anyone know how to prevent a texture being over compressed in mobile-ES31?
it should look roughly like this
@tiny sonnetis that node executing when you are looking at it? it looks like it's not so it would not have ran which means that is has no value for you
yeah it is
its begin play lmao
and the player controller
its added to the viewpoer as well, but its not saving the data :/
your breakpoint is on Servermessages
yeah i know
@stable relic while i understand that its frustrating that your question is not getting answered, re-asking it over and over is against the #old-rules please respect them :)
so... if its broken on that point, your node is not running in that frame
even if i make the breakpoint, add to viewport, its not saving
then is the widget being created? show the execution stopped on the Set with the mouse over the return value after it runs
it keeps saying this, but it is still adding it to viewport, it litterally makes 0 sense
the widget is live and being created, its just a countdown
so this is multiplayer, are you only doing this on the clients machine?
yes
and that code is set to not run on the server?
no, its set to run on the player controller from begin play, with a dedicated server
so the server is trying to run a client side only node and your asking why its not working?
and the server doesnt have the player controllers for all players?
wait what
if the server was to run it, the UMG wouldnt show up in the first place, but it is, its just not storing it
see
ok so... your missing the basics of multiplayer it looks like
@grim ore i fixed that thx!
mainly just UMG, i lack most knowledge with it
in networking items exist on the client and server for most things
so you have a main character and there is a copy on your local machine, and a copy on the server
yeah i know that
in this case umg doesnt exist on the server but your code that is on the server is trying to access it
so where should i execute the UMG
player controller (client) and player controller (server) are both running the same code unless you tell it otherwise
should i execute the UMG in the player pawn then?
there are is server and is locally controlled and other nodes that you would run to restrict where it runs at
you would adjust your code to only run on the client
switch has authority?
Hello, I am from Chile and I have a problem that I have not been able to solve with some animations, could someone help me?
i litterally just switched to offline and had the same problem, its not a replication issue
Hey @grim ore would you be able to offer any assistance on unreal game launcher crashing on startup after it updates itself?
@tiny sonnet which part is failing, the server only server message or something else?
the UMG is being executed but not saving as a variable
use print strings to validate what is running what code, it will show if its a client or server
so after the create print out the return value name
its not a replication issue, i aldry checked that
and i used debug to check the returns
it said None
which makes 0 sense
because its going into the "add to viewport"
nvm, igtg, ill figure it out on my own
@plush yew is that object a tree? pause it using breakpoints and what is inside of that object
It is im sure of it
well the game doesnt think it is if its printing out failed on the cast
press F9 on the node that says cast to tree in your task, wait for it to pause, mouse over the return value from the Get blackboard value as object
lol
thanks tho, made me realise im just stupid ๐
didnt specify the bbkey in the BT
makes sense
@grim ore would you be able to offer any assistance on my epic Games Launcher crashing?
I doubt it, thats not really part of the engine. have you tried uninstalling it and reinstalling?
Or know of anyone to reach out to directly... as the email support is being no help from Epic's end...
and if its crashing what is in the logs
check out the full log in the logs folder such as C:\Users\USERNAME\AppData\Local\EpicGamesLauncher\Saved\Logs
I tried repairing it... rebooted my computer and got it to load... then then updated itself and starting crashing again.
yay
where can i find that boolean in details?
it kinda screws up when I got more AI tho lol
had it synced, nvm
hi guys
how can i make
if player press left mouse button for 0,3 seconds
gun will be shoot
blueprint
@grim ore I sent you a message about your question dealing with the log.
Anyone can help me?? Can i work in ue with my friend??
@mighty copper I dont have DM enabled. You can paste the log here or see what else it might mention before the crash. As this is an epic closed source product there is no way to know the exact crash reason unless the logs say something beforehand
mathew with DM's enabled would not survive haha
it won't let me copy/paste the log as it has too many characters but here is what I sent you.
seems like part of the launcher cant install for some reason, beyond that we cant read the errors. I know the new versions install the epic online services side by side. have you tried running the launcher in admin mode?
yeah ive heard of ppl doing it
help im trying to get a combo system working
but when i do 2 attacks in a row to activate the combo i can only do that once and can never attack again
what stops you from doing it again?
i dont know i think it might be something where after my second attack animation plays it sets my combo counter back to 0
@grim ore That is the only way I run the launcher is in admin mode... it avoids unneeded troubles...
In this video we add combo attacks and setup the animation blueprint for handling animation montages.
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on patreon https://www.patreon.com/titanicgames for more great tutorials and games to come!
i follwed this tutorial exactly excpet i only have 2 animations instead of 3
how do I export them out
@mighty copper yep I am out of ideas then. Unfortunately I cant see the actual crash source code ๐ฆ Beyond literally uninstalling the launcher and deleting it from your appdata and folder then reinstalling you might have to wait for epic
@stark marsh why not follow it exactly and just duplicate one animation for testing and see if that fixes it
@grim ore Thanks for at least responding to me...and trying to offer help.
if you cant start the attack again, what is stopping it? what does the attack look for when you press the button to start the attack
Hi all, I just initialized a git repo in my existing UE4 project and my .umap and .uasset files are no longer showing in the content browser. Does anyone know what I can do?
huh...
Hey, are you there? @fierce tulip
oh no
Right click - >asset actions
Something like that I forget
@minor grove goto #source-control, they may be able to help more in ther.
TY
i have no idea what is going wrong
if i dont start the combat i can keep attacking normally over and over
so then what does your button look like when you press it. what does it check for to make sure you can attack
like if i wait a short amount of time before attacking again i can keep repeating, its only when i initiate the combo it doesnt let me attack anymoe
the video shows it resetting 2 variables back to false, do you do that as well?
if I import the source files, where are the source files saved? I have pressed import on one, and now I have 10gb less space on my C drive, but when I go on my project file its still the same size @lapis bronze
Don't import the source files lol
please dont random at me :)
source files are saved where the source file was at, the engine doesnt change the source file it makes it's own version of it in the project
ah then he should just delete them then

you shouldnt have imported unless you wanted them and knew what you were doing
yea told him not to
but my project file did not increase in size
I thought its gonna save it in the project file
I was not gonna use this project
Now I need to find where it saved it
it would have saved them in the project folder, or in the cache folder
i fixed it ๐ณ
i needed to put an anim notify in my second animation
๐ณ ๐ณ ๐ณ
ok now i need to fix up the messed up rootmotion
he slides across the ground forward but then snaps back in to place once the animation ends
normally thats a check box in the animation sequence, or you can fix the original animation
oh and also how would i damage and enemy
lots of ways, its going to be specific to your combat
and i want this to work with an equipped differant weapon
i want hack n slash style fast paced
you might want to follow some tutorials and guides to see how and what.
we arent here to guide you trough the whole process
there is an action RPG example project on the learn tab you can look at as well
so just go through the code and see what they did
I just come here for key terms so I can do the search myself, though sometimes I understand wanting people to fix something you're beating your head into the wall for
Do you know where the cache folder is
@grim ore we have a learn tab?
Yea sometimes youre just not sure how to proceed cause you dont know what to look for
also i think for rootmotion i need to go in blender and just edit the skeleton of the mixamo character
then could i just reimport it
@plush yew on the Epic Games Launcher at the top
i wont have to retarget everything again will i
i wont need to retarget the mixamo mannequin to ue4
no you need to add a bone in blender, but it has to be a special bone lo
you might, it depends on how you fix it. If your animation is moving and you dont want it to move just tell the animation that in it's editor window
whats special about it? isnt it the location and rotation is something
like Y Z locked, and rotation locked
parented to the hip or something
its just tedious
root motion is when the animation moves relative to the world instead of relative to the animation basically. So it could physically move 100 units forward in the animation rather than in place (the other type of animation type)
i think thats what i want
because the combat im going for like darksiders the character moves around alot and jumps, spins etc
mixamo doesnt have a rootbone tho so it doesnt work
you can adjust it inside the editor if you dont want to fix the animation
i want to have them physically move
even if the animation you want moves the character it doesnt mean you always want the animation to move the character
theres a blender addon where you can add root bones to mixamo characters though
cant you just move the nonroot animation forward? or would that cause issues?
hm maybe itd look odd cause its a constant movement
ok then how do i make the character stay in place
say if i didnt want root motion and just wanted them to stay still
@tidal hawk Hey, I'm using your simple gravity field plugin but when I create a new actor and add the CustomGravity and AreaFinder components it doesn't apply the gravity to the object, just the arrow. What do I need to do to get it to actually have the gravity applied to it?
did you try those options I linked in that screenshot or read the docs page @stark marsh ?
oh yeah
i did that
but he still slides across the floor on one animation
i dont know if it does it on the other, it probably still does but it slightly moves in the second one so i wouldnt be able to tell
ugh then you would need to fix it in blender or something else, or if these came from Mixamo (which it sounds like they did) check the in place checkbox and download them again and replace the older ones
if you name them the exact same and they are in the exact same place where you imported them from, you can go back into the animation and reimport them or right click the asset in the content browser and reimport them. it should just replace the older ones and just work
i kinda did something in blender, it messed up the animation but root motion works, he actually moves forward
but yeah i will redownload the animations
i dont see the inplace box
Dose anyone know how to create a loading screen using a blueprint?
There is an asset in the marketplace I bought.
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
Many of you have requested a way to leave me a tip so I've created a PayPal and a Patreon.
PayPal: https://paypal.me/reidschannel?locale.x=en_US Patreon: https://www.patreon.com/reidschannel
Discord: https://discord.gg/PdvudWx
In this tutorial I'll being showing you a neat way to create a loading screen using only blueprints! The loading screen ...
And I got the Blueprint and the asset is just incase
im practising my 3d modelling skills and i hope to replace everything im using eventually with my own assets mostly
im using free assets and animations to get the main gameplay down then i can replace them later
Noice
See I am trying to use this warp effect as the loading screen https://www.unrealengine.com/marketplace/en-US/product/warp-effect
It needs to be an UI @torn breach
Yeah I get that. I just can't figure out how to get that into a UI
You might need to uhh
wait
you could try recording it and getting a seamless loop
yeah
and then just play it as a video
Hmm possibly
can someone describe me in short summary what is difference between proceduralmesh vs static mesh, if I have a gltf file can I use procedural mesh?
bit new to unreal, have used a bit of Unity before and used unity's Mesh
any way to collapse a sequence in the BT so its a bit more.. manageable to look at?
i dont know the best way to add damage for hack n slash combat
I found it @grim ore
Why do I have 2 source files
One is 9gb, one is 5gb
are these from different packs
or the same
open them and find out
Im just gonna delete these
Because it takes up so much space
I didnt even knew what these were
how should i apply damage to the enemy
i have my animations and combos set up now but i dont know the best way to actually damage
and last time i had a problem where it kept on applying damage over and over again in a very short time
no best way, just the way that works for your project
maybe i coul apply damage with anim notifys
and when the sword swings open the collision
and when it ends swinging it closes the collision
I can say for one of mine with combos each weapon had anim notifies that would open the combat damage window and close it, and whenever it was open if it overlapped a damagable thingy it would damage it. It would re open the damage window after it closed to prevent it from doing it more than once
so what you are saying is doable for sure
im trying to put crouching onto my game but the blendspace is showing up as empty in my animgraph
?
oh the preview doesnt show anything?
yee
have you tried to see if it's working. It's just a preview it shouldnt stop it from working.
i just need it so i can only hit an enemy once per swing
@dawn gull How did you manage to add a video in?
@wintry granite so when you preview and adjust the is crouched boolean to true on the right does the flow show it going thru that blendspace?
Anyone can say how can i work in ue4 with a friend??
@stark marsh play animation for swing, anim notify says that damage window is open, overlap on weapon checks for overlapping something, if it overlaps something it does damage to it and sets a boolean that it did damage, anim notify in animation says damage window is closed, weapon now resets its boolean for did damage so it can do it again. Only check for doing damage when that window is open
@gentle trout look at using source control or multi user editing.
@stark marsh some random pics from one of my projects. This is the animation montage, you can see the notifies that fire off the damge start and end portion of the animation (the swing part)
This is in the anim bp that tells the pawn (the character its on mainly) that the weapon damage window is open or closed
This is inside the character that gets told if its open or closed. what it does is tell the weapon that it's holding that it's able to damage stuff
and then inside the weapon it checks if it can damage when stuff overlaps based on that variable that was set earlier during the animation
and the weapon then tells whatever it hit that it should take damage
and repeat
The bottom one is
a tutorial
the top is mine
we progammed a projectile to start a particle sim when its hit
but mine doesnt work
its not perfect but it's workable. It could be improved by checking for a target to damage immediately when the damage window opens instead of waiting for an overlap. it could also make sure it only ever fires once if doing that by setting another boolean like "DidDamage" that you can flip to true the first time it hits
@uneven hemlock whoah... uh... your tick... your tick is not good
your adding a new dynamic event dispatcher every frame
it should be added once like the tutorial shows in the begin play
holy sht im a fucing idtio
Guys
In the tutorial when he clicks on the material, a material node editor shows up
but when I double click on the material
this comes up
your double clicking on a material instance
open the material itself, you can see it as the Parent in that list at the bottom
ohh thank you, so I can only do the tiling settings in the master material?
But that will also change the tiling for all other material instances
the instance is basically a copy of the main material, so it has all of the settings, but its changes are unique
so if you need the main material to be able to tile then yes you have to change it, you could disable it with a switch or an if or a lerp if you wanted
alright thank you very very much
white is tutorial
black is mine
im getting a weird compile error
and his is compiling fine
show me Projectile.h
ok
there
wait i fixed it, I was missing a include
however he didnt put an include in the tutorial
cause hes in a older verision I think
idk
remove that include
and below your includes, put class UProjectileMovementComponent;
@uneven hemlock
do the same for that, class URadialForceComponent.h
also, make sure you put UPROPERTY() above your UProjectileMovementComponent* ProjectileMovement;
ok
else the Garbage Collector will destroy your component
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
is what you want, show me the header once you have finished
I still need to include the
URadialForceComponent
otehrwise it gives me an error
even if i use the forward decleratiobn
this gives me a error
this doesnt
missed the U
its URadialForceComponent
and remove both those includes
you should have 3 includes only
@uneven hemlock
Uh, weird question. Are there any plugins that convert height maps into a float array?
i started to add some asset packs into my project
and some have assets that are shared between them
and it asks if i want to overwrite
but if i click no it immediately finishes installation of the pack
is it cancelling the whole pack or just the assets that are shared?
Whole pack I believe
๐คฆโโ๏ธ
is there a limit on how high you can go with the sculpt landscape tool?
Scale up the Z of your landscape @cedar bolt
Thanks
How do I add wind to a bunch of foliage I already painted
Is a gtx 1050 ti enough for unreal?
its enough to do the basics yep
Yup, i was using unreal with 1050 ti and it was enough
yes
Do you know how I can scale the post process volume of the water plugin bigger?
the orange box under the ocean
I made the ocean big now, but I also need to make the post process under it bigger
can someone describe me in short summary what is difference between proceduralmesh vs static mesh, if I have a gltf file can I use procedural mesh?
I hope folks are seeing my messages ๐
guys
the Unreal Engine Ocean is not working
Someone make it work
who is gonna make my water work
When I look down, the game engine is not rendering the lightning anymore on the water, so there is no light anymore which shines on the water
And thats why on the image above, you can not see any light shining on the water
The light must always shine on the water, no matter if I look up or not
the reflection of the sky is going away when I look down
how do I set so the water stays the same no matter what angle the camera is
also you can see, even on the sides all the lightning is not rendered on the water
This looks so weird
Is it possible to record inputs to sequence recorder?
Iโm not sure how to fix your problem, but you should know that as of right now the water system is very pretty alpha and a lot of features are buggy and unsupported
Did you check out the recent vid
They admitted that they faked some of the system
For the demonstration
For 2 maps they only half used the actual water plugin and then the other half was their own code to make workarounds
POG
As far as I know buoyancy should work and as long as you are working with a new landscape most of the water plug-in should work properly though, but for anything else itโs up to you to script workarounds and manually build things
Especially when using water with a preexisting map
this lighting issue makes the whole plugin unusable
There must be a fix
also how do I increase the post processing box of the ocean
Is your landscape oriented correctly
I think so
As in do x y and z coordinates match your camera moving left right forward backward up and down
Also what is your lighting
If you are using a directional light make sure itโs not accidentally pointing in the wrong direction
that is how screen space reflections work
does water and landmass not work together
hi guys I ask for help on how to upload a game for sale on steam, I can't, videos 4 years ago, I struggle someone can help me please thank you very much
you give 100 dollar and steam put your game on their store
its bugging around
I think it doesnt work its buggy
doesnt work with landmass
@sterile tulip I don't understand what you mean๐
a ok np
Is there any good name for my adventure chess unreal 3d game??
@plush yew Keep it simple... " Adventure Chess "... ?
K thanks
Anytime. You could also call it 3D Adventure Chess... but I would say 1st one says it all...
I named it as Adventure Chess
Hey Slackers.
is it possible to run UE4 Editor on my remote linux server?
im getting some error with vulkan driver what ever
is it because server doesn't have GPU card?
Might be. I had a Linux once
And before I still didnt know what unreal engine is cause I thougth it was made by EA
hmm
Soo i dont know
UE4 needs a GPU, so that probably is the issue
i see
that sucks i was counting my server would have some compling service for me
not even using command line?
what command line? the "`" command??
no i mean from the bash
oh
oh ok
hi guys
how can i make
if player press left mouse button for 0,3 seconds
gun will be shoot
in blueprint
Input action mouse button, then Delay then draw line trace or spawn a bullet projectile depending on what youโre going for
what are some general performance tips
i m currently working on an open world project
Anyone know if the official UE4 content examples like ShooterGame etc can be found on Github or something anywhere? I want to know if there has been any new changes/progress and I should download the latest versions for 4.26 or if just changing my version on the ones I have for 4.22 to 4.26 is exactly the same
I don't think they're in Github anywhere
No, I can't find them there either :/
if you want two different versions you'll have to use the launcher
I just really want to know if they still add to those or if they just change the version and call it a day when a new version of ue4 comes
they've probably not changed much, but I expect there may have been some changes between 4 engine revisions
I think the one just called "Content Examples" is the one that regularly gets updated with new things at least
is there a way to make a landscape grass to be on a specific texture, like if i have a layer with 4 textures, each texture to have a foliage type ?
hey, how do you guys work with the groups? i mean if you have few objects like car with doors and wheels, that should be separated and animated diferently, and also you need to group it and animate with a null or locator as a whole car? how would you do this? cuz if i group it then i cant select a door or wheel separately to animate it
its just a cinematic so no need any coding or blueprint, i would prefer to avoid it cuz not familiar with it at all, but anyway if there is no other way.. well, ill have to
nevermind, figured out, so simple, just an empty actor and attach to it
Do you need visual studios to use blueprints in unreal
@full fulcrum Nope
ok thanks
in 4.26, niagaras can't find uniform ranged float. what variable can replace it ?
thanks
https://forums.unrealengine.com/development-discussion/rendering/1844686-niagara-4-26-uniform-ranged-float this post says Random Ranged Float does the same thing
Hi guys!
Please, i am not finding the "uniform ranged float" variable when configuring a Niagara System on UE4.26... please, it was been renamed?
There is the "Random Range Float", is it the same thing?
Thanks!
ok, i learned,thanks~
@plush yew I see. I think i misread. Was thinking it is meant to scale more and in performnce etc.
Given that you seem to be working on bytes or something to scale even bigger. Surely you have done something smaller scale? Wondering would you ever sell your previous implementations?
fuccc
@plush yew just realised i wrote in the wrong channel
I happened to read your conversation somewhere and it seems you were talking about scaling more
Hello beautiful people
You are all so nice and wonderful โบ๏ธ
@plush yew the treat 10guys as one actor was in Bp channel. Whereas the scaling byte was your conversation in CPP with glass.
@sterile tulip you too
what?
Hi guys! I want to play a bit with GPU Lightmass, but I can't build because it tells me that GPU Lightmass requires ray tracing support which is disabled. I've enabled it in project settings and set Default RHI to DirectX 12. I have a gtx 1060. I'm missing something?
a RTX card
It doesn't work on 10 series?
Docs say it needs RTX
@plush yew geez. Guess i should sleep when i can type these nonsense here. Haven't slept.
"ah ok so you have like tremendous amounts of units whose stats are bit packed into these structs into these byte-sized structs" was the conversation mentioned by that guy. Not you.
And yea you were talking about making thousands in numbers
Hello! Is it possible to display a 3d actor as an element in the UI?
yes
can someone confirm please what happens when you cancel the should you overwrite files message, that have been shared by another content that i installed. Will it cancel the installation process of the content them I'm currently installing, or just skips the shared files?
Screenshot?
@kindred viper Yes as it is possible to display a 3d actor in the UI? How?
well. You do it a couple of ways but probably the most common would be to use a render texture
I believe there was a UMG plugin for displaying meshes too. But I really can't remember where I saw it or when
that sounds interesting, now curious what that plugin is ๐
So set up my actor off screen somewhre, point a new camera at it and render to a render texture?
yeah pretty much
@gaunt abyss iirc it was just the same render texture thing but placed into a widget
ah ok
I could probably do something with an editor plugin for such things. Perhaps add it as a native slate -> UMG widget
theres plenty of tools in the engine for snapshotting stuff in editor
https://www.tomlooman.com/modelviewer/ looks like Tom looman did something cool with it
Ever since Unreal Engine 4.0 came out I've had an inventory tutorial on my blog. I've had several people ask me how to create a 3D model viewer for use in such a system. Regardless, this sample project is stand-alone from anything I've done previously. You can find the download link to the open-source repository on GitHub below. Made with: Unrea...
does the render texture update automatically?
Really curious if it would be possible to have the preview mesh rendered and captured in a separate render scene/UWorld
everything is possible
might try that when I get some spare time
I think in the case of a seperate uworld it only has to be visible for it to matter
if i set viewtarget with blend, the camera has other parameters unlike in the editor, what im doing wrong?
Zombo dot com
silly question - i downloaded his plugin, where do I put it?
@thick herald hahah Bill Roper said that was his favourite website
@plush yew in your project/plugins folder
thnx - I'm very new to Unreal
its ok so am I. Only been doing it for 10 years and I stlil feel new :p
soooo anyone knows?
when i drag and drop to plugins folder, it should just show up in the editor in the plugins panel, correct?
yeah
stuck doesn't tell me anything really. Is it stuck up yer bum? ๐
I have an 8k texture in my unreal, I want to use it but its making my pc lag
how do I use this texture without the lag
I have 12gb ram
no you have 2gb of GPU video ram
the 8k texture doesn't go into your system memory. It goes to your GPU memory
It might actually have to stream in/out of ram depending on the size of the 8K texture too.
is t here a way to lower it from 8k inside UE4
there are ways but you should do it in photoshop or another DCC app.
tiling is inconsequential
How many autosaves of my level can the engine have at once
ok so i've got the attacking and damage working
but it works with just a hitbox attached to my character
so it only works with one weapon
how would i get it to work with multiple weapons that aren't always a part of the player
u have the hitbox be turned on with the animation blueprint
this hitbox on my character
but it will only work with this one hitbox and i need it to be able to work with many differant weapons
maybe i could have a weapon manager script that holds all the weapons
Yeah make a base script for your weapons and make your weapons child's of that
but then how would i reference it within the players anim bp
these are pretty basic concepts you can find in like 100+ tutorials on youtube tbh
right now the weapon is a hitbox attached to and part of my player
but i want the weapon to be a seperate object, have its own stats and to be able to turn its hitbox on in the anim bp
Thanks I will try put this image in photoshop @kindred viper
Hello! I have several short cutscenes throughout my level. I've been trying to use just one camera and when the level seq plays, move that one camera to the correct position. I figure it's less resource intensive to just have one camera rather than one camera for each seq. Plus less stuff in the outliner to manage. Is this a good approach? The reason I ask is because sometimes my one camera wants to go back to a location from the previous seq.
Hello! Sorry for me English. :D im search good learing for UE4. Im after work in UE3 and really very advanced UE4 for new interface and all option.
Hello,
does anyone know how not to pass optional parameters in c++?
I am trying to pass vertices and triangles into UProceduralMeshComponent,
Like this:
LineProceduralMesh->CreateMeshSection(0, Vertices, Triangles, false);
In docs the normals, etc are optional, but I it gives me errors, because the parameters are missing from function call.
Anyone know any good tutorials for making a hack n slash game ?
Guys, my engine crashes really often. It says d3d11 was lost
I have an i710th gen and 1650 in my latop
Open the texture in Unreal, set compression max resolution
How do I solve it? It stays up, workable, but it forces me to save after every minute change
Is it in the settings?
what you guys saying??
you want to disable auto-saves?
or talking about
thats a side effect of windows and your driver more than the engine
or the driver more specifically. But you can use a registry change to increase the value it times out with. But I'd try different drivers first.
Hello!
Anyone got tips to name and organize a huge list of GameplayTags?
I prefer to keep using config files to store them.
But I would love to find a proper naming convention and way to organize them in my project.
I personally found some hints in a GDC video where they split into "static/dynamic" if your tag doesn't change or at contrary are added/removed during runtime.
Thanks in advance!
This is kinda a game specific thing, with GameplayTag naming. You normally have your parent tag represent what it is affecting, then go down the chain, so your tag makes sense for what its purpose is. For example "Character.Status.Dead", "Character.Action.AimingDownSights" or "Ability.Weapon.Fire", "Ability.Weapon.Reload".
hi, easy question, how do i get the ref of a spawned characters camera?
Is the camera present in the spawned actors blueprint?
Or do you add the camera via code
how can I tell why a move to failed in the BT? I got like 9 move to's that work
so I dont know why this one fails to work lol
presented in the blueprint, spawned by cpp code, and i want to use it in a blueprint, the blueprint ist the toplevelcharacter from the examples
@plush yew #gameplay-ai
But for instance if you are using the GAS, you will end up with general category that you could reuse in multiple game no ?
Ability, Ability.Cooldown, Magnitude, ...
Yes, you have like GameplayCue. parent, SetByCaller. parent, etc
Hey how do i make it so whenever a coin is picked up, it plays a sound?
@modest agate Whether or not the camera is a default in the blueprint or spawned later on, you can create a public pointer to the camera (A variable that references the camera). And when you spawn this actor, you can get the camera variable from the spawned actor's reference.
You won't need to do this if the camera is a default component of the class. You can just use Get Camera
Is there a nice course/tutorial for gameplay tags you can recommend? I saw a job I wanted to apply for yesterday but I've only perused them. Need some skills with them though.
Neat! Because we start to have a lot of categories and I think we need a bit of organization here
@kindred viper Gameplay tags are just glorified bools
or enum
I get the concept, I just need some actual hands on really. So I know my way around any functionality or access etc.
best practice stuff
You can start by reading that
https://www.unrealengine.com/en-US/tech-blog/using-gameplay-tags-to-label-and-organize-your-content-in-ue4
What kind of advantages does using tags have? I've never had a reason to use tags before
serendipity mostly. Finding things
Have a data oriented code base and not booleans everywhere
i mean there is not much to them, i would go enable them, and set up some actors with the GameplayTagAssetInterface, and do queries and stuff.
Tags are heavily used to describe a player state within the Gameplay Ability System @grim beacon
Ok I can activate this ability if my character is alive, is not interacting, is not incapicitate, ...
ActorA might have 5 different tags, if you did bools then you would have to check each bool, like Something->BlahA && Something->BlahB && !Something->BlahC, etc
with tags you can go Actor->HasAnyTags(TheseTags);
for example, or do queries.
thing is you can store these containers/queries as pre-made, etc
Surely must be coming this week?
Hmm, so you don't need to have any pre created booleans
Yeah your character will hold a GameplayTag or a GameplayTagContainer and you can add/remove your tags at any moment
Either to describe static rules or dynamic things
But thanks Kaos!
That's what I heard last week ๐
thanks
@spare kernel If I want to change game modes, I have to use OpenLevel meaning I can use PersistantLevels to have audio/UI while changing levels. Is there a way around this or a way to make the transition as smooth as possible?
you can use Seamless travel and change game modes
it is what we do going from lobby to game map
Thanks, checking that out now.
is it better to work with tags compared to references?
i got it now with the vars in blueprints, that kind of coding is still bit uncommon for me
I believe so. I guess there is a hashed lookup table for gameplay tags that makes it more efficient to find things based on if they have the tag.
Got "Assertion failed: FVector::Distance(Initializer.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < (1.e-4f) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 479]"
Error, on 4.26, Epic Launcher Build.
Crash randomly every 20minute, on a specific map, any idea ?
do i have to select a actor in the editor and then use create a reference in the bp or is there a faster way to do this in the blueprint?
*an

Okay so I have a theoretical question. I have a first person game. I wan't to be able to interact with an object, let's say a phone. That's simple with a line trace and an interface. Then I want to zoom the camera in on the phone. That's done with SetViewTargetWithBlend and a second camera. Now I want to show a cursor and be able to click on the buttons, but I'm still controlling the first person character. What is the best way to do this?
https://youtu.be/EmvekeKk-0o?list=WL&t=778
Okay so i am a complete noob at unreal engines blueprints and im watching unreals own learn - blueprint tutorials but i am a little lost at the enable input and get player controller.. can somebody explain this better?
In this video we continue inside our interactive Light Blueprint, however we change our script so that when the player is near our light, they can press a button to toggle the light on or off. We also talk about some tips and tricks for clarity when working with Blueprints by using Comment Boxes around our node networks.
need help
what are you lost on?
when he explains the enable input thing
and the get player controller
i don't know what he is talking about
you need to enable input in the project settings
definitely confused on your question tho, the point you linked to is past that and the get player controller and enable input nodes are nodes you would use... what part of that is the issue?
@grim ore Is there a way to use the move to task on the BT when its outside the navmesh? Or is there a way to manually add a navmesh? Cause the tree and bush works fine (since theres a piece of navmesh inside) But the fallen trunk fails because its completely outside the navmesh
it aint a issue it is just that i don't understand how it works
cus that guy didn't explain enough
@grim ore
so which part? getting the player controller or enalbing input?
@plush yew you can create and build nav meshes at runtime, but you cant use the navmesh AI nodes without the nav mesh
like can somebody explain better
blueprints are really cool, im kinda surprised how comfortable it is
great to learn the api too
@versed forge you might need to clarify the question but uh.... There is an item called the player controller that represents the player controller or what is controlling your character in the game and the get player controller node gets a reference to it
oh
enable input just tells that player controller if it should be listening to input or not
i know, just the move to fails because its outside the navmesh, When I turn off can affect navmesh my ai walks into it, turning it on and it cant move to it ๐ฆ
but the input thing thoe
So i have this major optimization issue and i am not sure where to ask this but here. So for context i am making a tower defense game with 20 waves of ai enemies spawning. So for the waves 10-12 I get 100 fps with everything running smooth. however after that the fps gradualy drops to a point were the last 5 waves i get 15 fps with some major 1-2 sec lag hitches here and there. I thought this may be a too many actor issue as of course it is supposed to get harder, however after all the enemies are dead the fps is stuck at 15. I checked stat game to see the cpu usage it is maxing on everything saying tick (obviousely not good). To see what is causing it in the final waves, i started the match and only spawned the final 5 waves skipping the first 15 (again thinking its cause of increase actor count). But i ended up getting 100 fps and maybe dropping to 70-80 fps when a lot is happening to my suprise. So It almost seems like it starts to lag after half an hour of gameplay (but i dont think that would be an issue, let me know if that is actualy something). My next thought is it could be the spawner running its chain of code to long. It is very simple blueprint that spawns enemy then delays and continues that pattern to the end of the wave where another longer delay happens. Is this causeing the issue? and how could i fix this? maybe have two spawner actors that split the wave counts in half to "lighten the load". Let me know if you have any idea what the issue is and how i might fix it! Also is there a way to check and see what actor is causing the large cpu draw and maybe what blueprints are causing it?
its either, walks into everything like a dumbass, or dont walk at all lol
@plush yew it sounds like for an item like that, unless you need them to path around it all the time, it shouldnt effect it
Periodically, my UnrealEd runs into deadlock at this line.
like why can the light turn on by just calling the input thing. Like why do the f to toggle light work
the other alternative is you make the collision part of that tree smaller so they can get to it
@versed forge that code will not turn the light on or off by using the enable input node, if you ran that code it would not do that
it does
anyone signed up for the WN Dev Contest for Unreal engine developers?
hm let me try
well it doesnt, the toggle visibility does
oh
wait can you make the navmesh have more resolution? Or should I just make everything bigger?
yes but why does it just work when im in the overlap
follow the code is why
yes but what is calling the f
what happens when you walk into the overlap, what does the code say it does
the f to toggle works
@plush yew try making the collision for the tree trunk smaller so they can get closer to it and navigate to it
but when im outside the f to toggle does not work
yes the overlap says "hey let me listen for input on this item when I overlap it" or "hey stop listening for input when I leave this overlap" and the F key says "hey toggle the light"
because the input gets enabled only when in the overlap area
put them together and.... magic
yes but the question was: what is input and how does it work
@grim ore thats not the problem, The issue is that the navmesh it takes away around the treetrunk makes it so its not inside the navmesh at all, While the bush and tree still got a small sqaure of it
@astral sundial are you spawning and DESTROYING actors or spawning and REUSING actors?
yes but the question was: what is input and how does it work
why does it call the f
the F is your key on the keyboard.....
nothing calls that, you call that when you press it
omg i know
input is input.. its input
but how does it work
game pad, mouse, keyboard, touch screen
how does IT work is not a good question
okey
the big one works, the small one doesnt cause of the silly navmesh
well don't worry about it
@plush yew is it supposed to go over it or whats the issue?
the move to task fails cause theyr not inside the navmesh
i can turn it off, but then my AI walks into it
the move to is trying to move them to the middle of the item yes?
yep which is the middle for this item. You could for example make the pivot or origin on your tree trunk the bottom of it and it would try and move to the bottom which would not be an issue
or make the collision on it smaller so the nav mesh covers more of it (under it to be exact) and it could get closer to that middle point
or if this is something that should not block the player, dont let it block it. is it supposed to be blocking player movement?
Its so the AI moves around it
ok so you want it to block the movement then? its an obstacle
yes
but you also want the ai to be able to move to it to collect it?
exactly
then you need to figure out a compromise for something that big. Move its move to point somewhere the AI can get to like the side of it or the end of it, or make the collision smaller so the AI can get closer to it. the grey area would be closer to the object and it would have more green around it so the AI could reach the middle.
I would say making the origin of the item one of the sides or the bottom for example may be the better choice
@grim ore spawning and destroying actors
Hm I see what you mean, I think thatll work.
if you just want an easy way to do it, the scene root component in your blueprint (the parent/top item in it) would be the location and then just put the mesh as a child and offset it so the root/parent/scene component is on the point/edge
@astral sundial that would cause it, garbage collection and memory leak. Look into using Pooling (creating say 15 actors then re using them instead of destroying them)
are tiles for levels a bad solution?
like tiles when building say a dungeon or room? not if you use them correctly (lighting is an issue)
@grim ore I broke the vector and added 200 to the Y axis and that did the trick ๐
ok thanks, yes like for rooms