#ue4-general

1 messages Ā· Page 930 of 1

charred portal
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actually the grass is not disappearing but the terrain is smoothing out by distance

near pine
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YOOOO

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how could i simulate bhopping in my character movement

ashen brook
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@merry geode btw, if you still have that auto-spam script or bot or whatever it is enabled in #mobile, better turn it off before we unlock the channel

merry geode
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I don't have any bots, sorry about the big texts

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but that was the only way to make it be read

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@ashen brook I've used this website for the texts

ashen brook
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oh heh

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that came completely garbled for me, probably because of line breaks in a narrow discord window

merry geode
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ah yeah

ashen brook
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looked just like a weird ascii labyrinth šŸ˜„

merry geode
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lmao

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sorry btw

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not gonna happen again

ashen brook
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all good. It was our fuck-up, can't blame people for jumping on the fun

merry geode
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yeah, true hahahaha

near pine
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YOO

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why does my gun shoot sideways

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also

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how would i shoot from the center of my screen

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help

fierce summit
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Hello there, i have a hard time with a fast moving actor. Cant get him to move faster than 13000 cm/s and it "stutter" when going that fast (depending on camera angle which is even stranger). My maximum flying speed is higher than 13000 so i dont understand why i cant get past it

EDIT: nvm found my problem, max acceleration was too low

silver magnet
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Hey i have unreal installed on 2 different disks on my computer, but my old installation on my old disk is not recognised now, i have alot of projects that i cant open but they are on my computer, how can i fix that?

tidal sail
sterile tulip
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guys

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I rigged a steering wheel

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But the left side is steering more than the right side

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When I steer left, it rotates further than when I steer right

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How do I fix that

zealous crane
ornate wind
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Hi guys, i need a solution. Can we add a 360 Video in Hdri Backdrop

grizzled carbon
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Attach it to the gun when you spawn the effect

zealous crane
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I did

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wait a min imma show you the blueprints

twin igloo
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I was pinged...

zealous crane
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@grizzled carbon you still there?..

abstract anvil
#

I asked this in #graphics but I'm not sure that was the proper place, so
I'm hacking the hell out of things, and I'd like to not. When the user changes resolution to a non 16:9, everything kind of zooms in. To fix this, I have a check which determines the aspect ratio and sets the FOV to compensate. There must be a better way to deal with this. Any ideas?

plush yew
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I have 3 game ideas in common and I cannot choose. Can you guys help me?

  1. To create a mod kit for hello neighbour or receate hello neighbour.
  2. Create an RPG story mode game
  3. Make a boxing game
tardy cargo
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What are you interested in?

plush yew
abstract anvil
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@plush yew Have you made games before or have experience with UE4?

tardy cargo
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I mean which one do you prefer more

plush yew
grizzled carbon
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@zealous crane is your root component the mesh?

abstract anvil
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Then I'd say recreate Hello Neighbor. The reason is because you already have a reference to go off of, the game itself is not super complex and it'd be a good project. Creating a mod kit, especially one to mod an existing game that you don't have source access to is going to be really hard.

tardy cargo
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Ya that would be good

plush yew
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the ā€œitā€ is the project

abstract anvil
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Well, that sucks...

tardy cargo
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How much exp do you have with UE?

plush yew
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Actually I have 3 more spares

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The blueprints

abstract anvil
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Don't discount BP, you can do some amazing things with it. There's a lot that's only accessible through C++, but don't feel pressured into learning it to create a game. You can create a fully functional game with BP, and later if you find things that you can only do with C++, then you can get help here to do it. @plush yew

tardy cargo
zealous crane
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@grizzled carbon maybe its better if you help me in private chat

plush yew
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I remember my first C++ project where the animations got messed up

abstract anvil
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@tardy cargo About 3 years or so

tardy cargo
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Well that's just awesome

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Coz I just started and things just don't seem to go in my mind

terse jewel
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@zealous crane (buttercup alt). This is what I do. Specifically I'm setting the location rather than using snap to target.

abstract anvil
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When UDK (UE3, essentially) was a thing, I did a lot of work in that, then kind of fell out of game dev for a while.

@tardy cargo Yeah, it's a lot to take in. Something I suggest is taking one gameplay idea and creating a game around it. If you focus on learning only what you need to for the first game, that'll give you a lot of confidence once you see that game completed.

tardy cargo
abstract anvil
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Np

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@thick condor UDIM is scary and sorcerous, try asking in #graphics you might have more luck

quartz pike
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Have they removed DDGI from 4.26 or am I going crazy?
I can't seem to find it anywhere and I can't bring up any r.RTX options even though it's enabled

abstract fossil
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@quartz pike Could you be looking for RTGI?

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In the post process volume, there's RTGI (Ray Tracing Global Illumination) which seems to be the same as DDGI, just renamed to fall under the naming scheme of "Ray Tracing <Thing That Didn't Have Ray Tracing Before>"

lucid grove
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heya

quartz pike
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Ahhhhh I see, I thought it might be a naming change. I thought I was losing it.

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Thanks @abstract fossil

lucid grove
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Im using Paralax and seems like its not taking its parametrs by default

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Im almost sure i should use red channel for that, but not sure how in paralax

royal stirrup
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Guys, how r u all here? I'm still trying to solve that thing with crane-like physics. I need to pull one object to another with a cable. I tried a lot of different methods, but non of them works as I want. All I want is to attach one object to one side of cable and pull it to another. And it must also swing a bit. So... I'm using physicalConstraint component in my blueprint. In the settings one component is obviously a crane hand and another is cargo container. If I'm using velocity target of linear motor I can pull one object to another, but in this case cable will not swing at all. I also tried to set all linear limits to Limited and operate "Limit" value. But in this case I have completely opposite result. I can pull and drop object, but loose angular limits at all. Cable swings too much.

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It looks like a very simple thing, but I just can't find a solution anywhere

plush yew
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Hello guys I want to make a sound which will be under the water when the player is under the water, can someone send me video ? thanks in advance

narrow jungle
# plush yew Hello guys I want to make a sound which will be under the water when the player ...

A very novice tutorial about how to make swim-able water, an underwater sound, and a splash sound when you hit the water.

I was stuck searching for how to do all of these things for way too long so I decided to save some people time and put them all in one video.

If anyone is still curious about how to get the blur effect in the post processin...

ā–¶ Play video
plush yew
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ty

narrow jungle
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No probs!

ionic scroll
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Hi, I have a quick question, I’m trying to use the first person shooter in unreal, and it’s not ā€œwalking.ā€ So I deleted it and reimported the FPS, but now click play it takes me in the floor, and I can’t find the FPS to move it above ground

royal stirrup
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in level blueprint for example

ionic scroll
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Ok

royal stirrup
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and looks like engine doen't know what camera to use

ionic scroll
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Also I’m gonna add this from now, I’m new to using unreal so I’m a bit slow

ionic scroll
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Sorry but, how’d you get to that menu?

royal stirrup
ionic scroll
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Ok thank you got it opened

lucid grove
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I just changed Layer Blend Order in my landscape material, but for some reason its ruined order in Paint Layers

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It have order as blend layers, but the layers itself is old ones. TL:DR when i paint Auto - its painting old Mud layer and etc

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Is there a way to refresh it or something?

tiny grove
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I need a help, i wanna use Gothic knight skeletal mesh with mixamo's animations and mannequin's animation. How do i make all sketons same?

lucid grove
dense knoll
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UE4 keeps crashing when i start my proect up

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and only with one of my projects

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It looks like a driver hang

sonic quest
dense knoll
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but i tried everything and it still crashes

tiny grove
sonic quest
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Hmm. Try to delete Saved, Intermediate directories on your app.

plush yew
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Hello guys I have little problem with the sprinting system, when I start the game I walk with 600 speed but I need to walk with 300, I have this code:

thorny sedge
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@plush yew you should probably go into the character movement settings and manually set it to your desired default speed right? Then you can still use this code for a sprint function. I’m assuming you meant you would like to walk 300 at the start.

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@ionic scroll this problem sounds like when you don’t have a player character selected in your game mode, or don’t have a game mode assigned

plush yew
thorny sedge
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@plush yew I would probably go into the character movement class defaults and manually change movement speed to 300 if you haven’t. I might have misunderstood though

plush yew
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this is what i have

thorny sedge
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@plush yew with this your movement speed will be 600 until you press shift and release it, at which time it will be set to 300

plush yew
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aa okay

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so I need to change to 300 ?

thorny sedge
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Yes In max movement speed

plush yew
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okay good

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it works

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thank you

thorny sedge
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Oh cool ya np

ionic scroll
thorny sedge
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@ionic scroll that’s something I really can’t help with. Sorry mate good luck sorry for the confusion

ionic scroll
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Hey don't worry about it, thank you for trying to help me though, I really appreciate it, hope you enjoy your day

plush yew
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now I am fighting with the crouching, I did this but doesn't work, wtf

thorny sedge
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@ionic scroll thanks you too keep trying!

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@plush yew do you have a crouch animation?

ionic scroll
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I am, trust me on that one lol

plush yew
thorny sedge
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@plush yew I didn’t even know there were crouch nodes really but in theory you would need to coordinate a crouch in the animation blueprint mostly and probably some in the character blueprint on whatever button you press.... so like press c to crouch, set ā€œis crouched?ā€ Boolean to true, in your anim bp cast to your character and get that variable, then create a state in your animation blueprint that says ā€œis crouchedā€ and if that variable is true, allow for the animation to be played

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@plush yew that’s a super rough idea of the steps, it is not exhaustive or 100% correct

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But you need an animation and off the top of my head I don’t think there is one on Third person project

plush yew
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okay good

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will try to do it

thorny sedge
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@plush yew well you need to learn more so just realize that it involves animations and spin off into learning more about casting and animating ya know good luck

iron kelp
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@thorny sedge is correct, learning animation blueprints is pretty much inevitable for player, npcs, enemies etc, this will also lead you to learning how the AI works

wild warren
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can anyone think of why my player is spawning way off the map after building the game and running the exe? I have a player start etc

iron kelp
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@wild warren does the map have the controller set in the world settings ?

wild warren
iron kelp
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open the map and check world settings

wild warren
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searching controller didnt find anything

thorny sedge
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@wild warren make sure that your player's location is 0,0,0 in the viewport so there isn't a location offset relative to your starting point? kind of uncommon though

wild warren
thorny sedge
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or something like that I think would affect it maybe not @wild warren

wild warren
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ill check it out thanks

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yeah the spot i am spawning in is 0,0,0

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not sure how its picking that

iron kelp
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i meant gamemode, but ive had an issue where the defaults werent set in the world and didnt work in a build

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@wild warren your above settings look fine if thats all the settings you are using in gamemode

wild warren
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no idea why itd spawn me at 0,0,0 built and in the right place in editor

thorny sedge
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@wild warren Did you try getting a transform, splitting it and just accessing those variables instead of connecting a full transform off a location node?

iron kelp
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@wild warren your gamemode and pawn shouldnt be the same i dont think

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@wild warren pawn should be your camera pawn

plush yew
wild warren
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ive changed that a bunch and it hasnt seemed to make any difference

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the pawn stuff i mean

thorny sedge
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@plush yew try casting from the target you want to find the socket in. So if you have a character where the socket is located, try casting from that character? I'm not 100% with that stuff tbh

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@plush yew also your pic isn't totally descriptive I can't see a ton of what you're doing

plush yew
thorny sedge
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@plush yew he could be using a different version than you is one thing. He could also be in a different blueprint type? I would recommend verifying the engine version and rewatching the last 5 minutes of the tutorial

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@plush yew do you have any other info I can go off?

elder moat
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i don't exactly know what this is called but it happens in most third person games like where the camera is normally over the character's shoulder but when they sprint it brings it to the middle of the character or like zooms outwards, does anybody know how to do this? Or is there a tutorial I can follow for it?

thorny sedge
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@plush yew I'm realizing I might not be your guy to answer your question, keep trying people on here they can likely help. sorry for the time waste

plush yew
thorny sedge
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@plush yew okok good luck. Always verify your engine when you're doing a tutorial. A lot of tutorials don't verify their engine version.

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@plush yew it's not like the BIGGEST deal but some stuff gets depricated and it can make subtle things confusing. When that happens, stop the video and see if you can work it out yourself

plush yew
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Yea. I think that is what happened to me right now. The vid is from 2019

dense knoll
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how do you fix GPU hang when loading spesific projects

pallid anchor
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hey, im somewhat new to 3D art and Unreal Engine but I'd like to become an environment artist one day. Im just wondering where I start? I head Unreal was a good engine to get into the professional field. My experience is a little lacking as ive only really worked in the Bethesda Creation Kit on the Elder Scrolls V mod project "Beyond Skyrim"

thorny sedge
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@plush yew what you're doing is complicated for a day 2 learner. Keep trying but don't go for gold right away, you could get frustrated and confused and it's not worth it yet

elder moat
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are you allowed to repost questions which aren't answered i just don't wanna seem annoying

thorny sedge
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@elder moat your question is very specific, try looking up general tutorials and information on how to dynamically alter the position of your character based on gameplay elements and actions

elder moat
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Alright

thorny sedge
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of your camera*

elder moat
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ye

thorny sedge
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ok

ancient tendon
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Hi, trying to modify an existing animation in sequencer to use as gameplay animation. However adding the fk control rig makes the character go into t-pose. The additive control rig mentioned in this vid (https://youtu.be/SIp4vFoU_d8?t=3203can't) can't be added as shown. Adding a control rig also makes animation stop and go into t-pose.
How do I modify animations with a rig in sequencer, help pls.

dense knoll
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How do you fix UE4 causing a GPU hang/

iron kelp
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@dense knoll When loading a new project all the shaders need to be rebuilt so depending on size it may appear to hang at 45% for quite some time on first load

pallid anchor
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i dont want to be annoying but can someone answer my question please?

dense knoll
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it loads fully

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to 95%

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the editor starteds to load

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and then the screen flickers black and the editor crashes

iron kelp
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@pallid anchor i would suggest downloading some environmental free assets getting a coffee and watching some youtube videos

pallid anchor
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ok

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i already did that pretty much and have no idea where to go from there, i assumed it would be a good idea to learn 3D modeling

dense knoll
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this only started happning after i last closed my project

iron kelp
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@pallid anchor do as previously stated but look at blender videos on youtube

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@dense knoll backups ?

dense knoll
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nope

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The files are too large to make any

iron kelp
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@dense knoll how large exactly ?

dense knoll
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108 GB or so

iron kelp
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and all are being used ?

dense knoll
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yea

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i dont have any backup

iron kelp
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@dense knoll no idea sorry, id have a couple things I would try but dont want to make your situation worse

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@dense knoll ue4 Version ?

dense knoll
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4.25.4

iron kelp
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@dense knoll can you get it on a thumbdrive and try it on someone elses machine or upload it somewhere to get someone to try loading it ?

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otherwise you could update to 4.26 as that will create a copy and it might load on that version

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back it up before you do anything though

thorny sedge
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hey guys, quick question. Is 4.25 stable now? would anyone recommend not using it?

iron kelp
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@thorny sedge I use 4.26 and find it no less stable than any other version ive used

languid socket
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Hello everyone I am running into this particular issue with stereo layers and can't seem to find any leads or information as to what is going on and why, let alone a solution, if any1 has any ideas i'd love to hear it https://forums.unrealengine.com/development-discussion/rendering/1857689-stereo-layers-being-occluded-in-a-package

slate vessel
raw forum
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hello. I created a charge timer for the item in the widget, but when I hide the widget and open it again, the timer also disappears. How to make sure it doesn't disappear?

dense knoll
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[2021.01.31-17.04.09:483][ 0]LogD3D11RHI: Error: SwapChain->ResizeBuffers(0, SizeX, SizeY, RenderTargetFormat, SwapChainFlags) failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:290
with error DXGI_ERROR_DEVICE_REMOVED,
Size=1936x1096 Format=DXGI_FORMAT_R10G10B10A2_UNORM(0x00000018)
[2021.01.31-17.04.09:483][ 0]LogD3D11RHI: [Aftermath] GDynamicRHI=000002306B9EE0C0, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0
[2021.01.31-17.04.09:483][ 0]LogOutputDevice: Warning:

Script Stack (0 frames):

[2021.01.31-17.04.09:483][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2021.01.31-17.04.10:510][ 0]LogAkAudio: Audio thread resumed, audio restarts.

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found the correct log

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How do i fix DXGI_ERROR_EDVICE_REMOVED ?

verbal jasper
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looks like a driver issue to me

lusty carbon
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Which free project is the one with dust particles?

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I can't find it, I remember there was one

dense knoll
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all my drivers are up to date

unreal widget
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So I'm currently starting a side-project to test out some ideas, and I'm setting up the source control for it.
From what I understand, intermediates are ignoreable, right? Can they also be ignored on the initial push?

tiny ginkgo
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Hi everyone! I have a stupid question! Does anyone know if you can make a game transparent so it can be captured in software like OBS with transparency without using chromakeys?

narrow mauve
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Okay so I am making my own collisions in blender

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with the prefix UCX_ (followed by the name of the mesh) ..and it wont work ..it never imports the collisions

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I have watched a few tutorials and I cant spot where I am going wrong

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nm i got it

spare sun
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@dense knoll it's a dx thing, not specifically tied to Unreal. Try increasing tdr and see if it helps

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@tiny ginkgo wdym transparent?

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@unreal widget yes, they get rebuilt anyway

tiny ginkgo
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hey @spare sun ! So I would like the game to render only the items in the game and rather than having a background colour, have nothing at all so that it can be overlayed on to something else. Like you would with the alpha channel on a .PNG for instance.

light thunder
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I'm trying to understand how these master materials an asset pack has setup actually work - I have the material instances which have like 2 or 3 parents, is there anyway to preview what changes HERE would make at the end of the line on the instance? (I get the point of an instance is to decrease iteration time)

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bottom line - I want to figure out how to add these window frames to another glass texture - you can see there they are using it on the alpha channel -

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Tricky part is I have two seperate asset packs that have their own master materials but I do think this is a simple edit once I figure out the correlations

crimson jungle
#

!invite

buoyant graniteBOT
crimson jungle
#

hello!

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I would like to take the opportunity to ask you something if you don't mind...

I recently started exploring UE and have come to a problem and can't seem to find the solution so maybe you can point me in the right direction.

I have posted on the Unreal community and summited a bug report but since I am just an individual trying to learn the tools I don't expect to get an answer there any time soon.

After restarting Unreal nothing in my project is visible in the perspective or camera viewport.
If I migrate to a new blank project it all works fine again.
And all this is happening on a clean windows install with latest nvidia drivers and fresh UE install with a RTX 3070

Any idea what can cause this issue?

Here is a screen capture: https://drive.google.com/file/d/1jWq8E8V9NFXs3YBQ1eCXdf7lE81mdx3x/view?usp=sharing

Thank you in advanced.
Any help will be greatly appreciated.

honest lily
#

what does it mean

spare quarry
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do you have a ThirdPersonController?

spare quarry
plush yew
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unreal engine projct file is missing

fierce tulip
#

@plush yew change your name please. thanks.

wary wave
#

@fierce tulip - they've already been warned at least once

near pine
wary wave
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they changed it back aghain

plush yew
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i havent been warned?

near pine
#

pls help me

limber cradle
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hi guys, you cool

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?

near pine
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i fixed it nvm

limber cradle
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any of you know what node is this? just being clear: this is not my code

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i can send another photo if you want

tiny grove
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hey everyone I need help with animation

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i imported animation and it works fine but there`s one issue

limber cradle
tiny grove
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ill show you

spare sun
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@limber cradle looks like a timeline to me

limber cradle
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timeline? huuuuum

tiny grove
limber cradle
limber cradle
spare sun
#

this is just a setter for a variable bruh

tiny grove
limber cradle
spare sun
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@tiny grove not sure what exactly the problem is - feet dancing or delayed animation start, but you might have better luck in #animation

spare sun
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@limber cradle Gravity scale is a variable owned by CharacterMovement

limber cradle
spare sun
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hence the need for it

limber cradle
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oooh now I get

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get it*

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thanks man

gaunt abyss
tidal sail
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after destroy node nothing is triggered

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and i need to destroy the actor before delay

grim ore
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how is the item supposed to do stuff after its destroyed?

tidal sail
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yeah i know, but how can i fix this?

grim ore
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rethink what you are doing why not tell the character to set the food before the destroy?

tidal sail
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its a feed, it's a key bp, when i interact with the key, i set the feed text to Key added and after that the key is destroyed

grim ore
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@tidal sail I am asking why you cant set the variable Food to nothing, which you are doing after the delay, before you destroy the actor?

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what is the reasoning for this

tidal sail
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wait let me show you

grim ore
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you dont have to show me, im just asking why you have to wait after the destroy

tidal sail
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i don't know how to explain hahaha

grim ore
#

if you have to wait, then tell the character that you need to wait then change it

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custom event in character -> delay -> set food variable. before you destroy the actor tell the character to run this event

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have the character handle the delay and changing the variable

buoyant graniteBOT
#

:no_entry_sign: bazhar#0001 was banned.

spare sun
#

@merry breach camera is attached to the springarm, springarm is attached to the ball. Ball moves -> springarm moves -> camera moves.

merry breach
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i just found that out thank you!

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i thought it would be under camera not springarm

tidal sail
grim ore
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@tidal sail which part do you not get?

tidal sail
grim ore
#

you create a custom event in your character

tidal sail
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and i create a delay function in that custom event?

grim ore
#

right now you are having this item delay, then tell the character to change a variable. You want to tell the character to do this by using a custom event in the character.

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unless you are going to stop destroying the item before trying to talk to the character

near pine
#

anyway to make a cable more like a line

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like it distorts

sly glade
#

hello all - what is the definitive way to full delete anything materials-related from memory ? I want to experience my project as if it was loaded from absolute scratch, yet even uninstalling/reinstalling the engine doesn't flush these things

near pine
#

OH NO

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PLS HELO

#

HELP*

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OMG

grim juniper
#

Motion blur?

near pine
#

i moved everything into folders

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and everything broke

#

omg

spare kernel
#

@near pine please do not spam single lines

near pine
#

ok

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but why it broke

sly glade
#

oh the irony šŸ˜„

grim ore
#

@sly glade the DDC (derived data cache) is what stores those files. They are normally engine based and in the APPDATA folder

spare kernel
#

also possible to have one in your project folder. i would make sure that DDC folder is also deleted

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UE4 will regenerate it

sly glade
#

right - that's what I've been searching for, probably didn't look in the right place, checking now ...

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(I definitely got rid of the one directly inside the project for sure)

grim ore
#

did you check out the documentation for the location?

sly glade
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I did, but without any way to be 100% sure it was all related to DDC that wasn't a guaranteed fix. Triple checking everything now

spare kernel
#

@near pine you should not move folders inside Content/ outside of UE4. You will break all links.

rare sorrel
#

does anyone have any experience with adding IK to a skeleton, does it break animations?

grim ore
#

mine are here for example @sly glade "C:\Users\USERNAME\AppData\Local\UnrealEngine"

sly glade
#

haaaa interesting, I was searching under Epic Games, that must be why. Let's see ...

near pine
#

or do i have to keep it like this

spare kernel
#

if you have source control, revert it

rare sorrel
near pine
sly glade
#

@near pine you can move things around, as long as it is done directly inside the editor, and followed by cleaning up redirectors

#

(which you probably want to always have displayed, under the filter options)

grim ore
#

@rare sorrel it is unless another channel is better (like #animation )

near pine
#

wait so i have to move them in the folders in the editor

#

wdym by clean the redirects

merry breach
#

lmao

near pine
#

is there a command to fix the redirects for me

sterile tulip
near pine
#

or do i have to do it manually

formal quiver
#

Howdy, I'm looking to get some help on some math / material set up.
What I have is some glass that I'm trying to get a hard "specular highlight" across the surface. I'm trying to add distortion to it to get the highlights to bend across the surface. Here are some images of what I mean:

sly glade
#

most files don't get moved around proper, they just get redirected, through a little proxy file. You want to enable the filter that shows them at all times

gaunt abyss
#

yes you have to move them inside the editor, otherwise the editor can't keep track of references and stuff will break

sly glade
#

and as soon as you see one, either right click on it >fix redirector, or do it on the folder itself

near pine
#

ok i will try this

sly glade
#

its a very unfortunate aspect of UE4, that should be taken care of automatically, but it isn't.

formal quiver
rose orchid
#

Hi
I'm tring to remove all the children from a component but it's not working.
Can someone help me?
I made foreach loop which checks all the elements of a Get Children Component array and removes them
Like this

formal quiver
near pine
#

OK i found that when i move the game mode into a folder it ruined everything, and i have tried fixing the redirect

merry breach
#

my ball(character) is not rolling in the direction of my mouse, its just north east south west

rare sorrel
near pine
#

yes i have just fixed it by moving the gamemode back

#

so ill just keep the game mode there

#

until i find a fix

grim ore
#

@merry breach is your add input in relation to the ball or in relation to the camera? that would be the answer

sly glade
#

@grim ore hmm, unfortunately the .dcc from the local folder isn't it, as my materials still load up instantly (which ironically is not what I want)

#

also, thanks you for your vids !

rare sorrel
grim ore
#

@sly glade did you delete the folder for your engine version from that directory?

sly glade
#

(your content is more helpful and easily searchable than the official docs)

#

will do that next yup

merry breach
ruby lintel
#

Added Pixel Depth Offset to a megascan asset to blend it into the landscape material but I'm getting a serious amount of the stippling effect. Anyone know how to control this problem? It's blending but it looks dreadful

rare sorrel
merry breach
#

the camera part is not

sly glade
#

So weird, that doesn't make sense, everything still loading up instantly

#

things must be stored somewhere else

merry breach
rare sorrel
sly glade
#

ooooh there's a "common" folder too.

grim ore
#

I always just nuke the entire folder lol

#

its just temp/cache files they regenerate

merry breach
sly glade
#

aaaaaaaaaalright it was all in the common folder indeed

#

never been so happy to see shaders compiling šŸ˜„

rare sorrel
#

i mean multiplying them with what you already have setup

#

not just feeding them into direction

merry breach
rare sorrel
#

tried to recreate ur setup so u can try to get what i mean

sly glade
#

thanks @grim ore , that was helpful

merry breach
#

its not connecting atleast for mine maybe im using the wrong one

grim ore
#

multiply vector by vector

severe gorge
#

what are these images

#

._.

dense knoll
#

why does it take forever for UE4 to save?

prime canyon
#

could anyone please help me with fixing this d3d error that is making it impossible to use the engine?

formal quiver
#

Saves are pretty instant for me, but I save frequently so my changes per save are super small

dawn gull
grim ore
#

@prime canyon if its d3d hang or lost, theres nothing we can do. its on your side (software or hardware). I would make sure its all up to date and then try lowering your GPU's performance if you can to take stress off it and see if it helps

prime canyon
#

im using 1050ti, wouldnt that be enough?

formal quiver
#

Pending on the settings or content you're using, maybe not

vast pawn
#

Hey some I'm creating somewhat of a pin ball game whenever I run the game this huge sphere sometimes appears/

grim ore
#

@prime canyon wether a 1050ti is enough or not is usually not the cause of this issue assuming its a hang or lost error

vast pawn
#

I don't recall making a sphere this huge

#

sometimes it just appears when I hit the play button

prime canyon
#

it says lost whenever it crashes

vast pawn
#

and sometimes it doesn't

grim ore
#

@prime canyon then look into what was mentioned, its a hardware or software issue on your machine that you need to diagnose

#

@vast pawn run it in play in editor so if that happens again you can eject and click on it to find out what it is

vast pawn
grim ore
#

makes sense if you never changed your game mode

#

did you?

vast pawn
#

no it's the same

grim ore
#

then you are spawning in a default pawn, either change that in your default game mode settings to none or a proper pawn

vast pawn
#

okay thanx I will have to look that up

hushed stag
#

can anyone help me? when i move, my character just stays in the idle animation

#

this is my animBP event graph

vast pawn
hushed stag
grim ore
#

@vast pawn your trying to change a built in class is why, the game mode base, which has those as defaults (cant be changed out)

#

you will have to make your own game mode so you can set those

#

@hushed stag what is inside your walk/run node?

vast pawn
#

okay I think I remember creating game modes before

#

I'll have to look it up

hushed stag
#

@grim ore its a blendspace

grim ore
#

ok and whats in the blendspace

hushed stag
#

my idle(set at 0), walk(set at 250), and run(set at 500)

#

default walk speed is 250, when i press shift it goes up to 500

grim ore
#

so if you change your speed in your anim BP in the anim preview editor what does your animation show in the preview in the top left?

hushed stag
#

i just checked and no

#

i set it to 500

#

and the preview doens't change

grim ore
#

then look at the preview and see where its breaking

#

your anim graph is weird, you should have 1 node for idle/walk/run if using a blendspace

hushed stag
#

imma try that rn

grim ore
#

where its executing the output from the blend space, and the green diamond represents the speed in your preview (mine is about 300 out of 350 so its near the last diamond)

#

based on what you said the green diamond should be on the end

hushed stag
#

it worked after i made one node for idle/walk/run

#

@grim ore thank you

grim ore
#

cool, maybe it was getting stuck for some reason trying to exit

hushed stag
#

btw, do you know how to make smooth speed transitions. I tried lerping the current speed to target speed when I press shift

#

but it didn't work

grim ore
#

you tried lerping, but what did you use to change the lerp alpha value?

hushed stag
#

i kept it at 1, cuz i watched a vid on what the "lerp" node does, the vid said that the alpha value represented how much of the target value will work( for example, if my target is 1 and the alpha value is 0.5, the target will turn out to be 0.5)

#

@grim ore , was the vid wrong?

grim ore
#

that video sounds correct, but if you want it to be over time then your alpha has to go from 0 to 1 over time

#

alpha of 1 means it returns the B value, if the alpha never changes from 1 then the output is always the same

hushed stag
#

ohh makes sense

grim ore
#

this would be a way to do it with a timeline over 2 seconds

hushed stag
#

the length is in seconds, right?

grim ore
#

notice the timeline changes the alpha from 0 to 1 over 2 seconds

hushed stag
#

@grim ore ight, imma try rn

#

Thank you

grim ore
#

yep if you want it faster you just get to 1 faster

hushed stag
#

@grim ore sorry to bother u again, everything works perfectly, but is there a way to do the same for idle to walk? I was searching for a walk function, until i realised that its not there

grand cradle
#

I have an upcoming public Alpha I want to distribute. Right now I'm just using a zip file on Google Drive. But is there a recommended route for doing this when it's just a free Alpha? Steam/Epic storefronts?

hushed stag
#

@grand cradle im new to game dev but i think adding a game to steam is very cool

grim ore
#

@hushed stag without some form of axis input, like a joystick slowly moving it, it's hard to simulate that without using something like the tick. You basically check to see if the players velocity is greater than nothing on tick and if it is you add to the max walk speed and keep adding until it hits your max (clamp it to that value). Its not perfectbut its a start

tidal sail
#

btw your videos are really helpful

plush yew
#

So the ALS System v4

#

Its really really good

#

But I want to rip it apart move around its pieces

#

Mostly the animation and strafing

#

Is there a decent tutorial that would help me learn to tear into it

#

Some search able term or YouTube that would help in this endeavor

steep light
#

does anyone know why the landscape grass tool has a density cap of 1000?

#

gross

uneven hemlock
#

pls help

#

anybody

gaunt abyss
#

C++ question should go in #cpp channel @uneven hemlock

uneven hemlock
#

ok but an I keep it here for this one

#

i dont wanna retype it pls

grim ore
#

well some of those errors might be due to files not compiling, squigglies are usually something to look at.

uneven hemlock
#

?

grim ore
#

also just as a point if you ask for help, having the entire error for people to see might be helpful.

grim ore
#

also also, this is why i dont suggest learning C++ with UE4 as you have to learn how to debug as well

uneven hemlock
#

i did thgo

grim ore
#

no you didnt, half of the errors are off the screen

uneven hemlock
gaunt abyss
uneven hemlock
#

o ok

grim ore
#

learning C++ with UE4 and using C++ with UE4 are 2 different things

drifting geode
#

Question regarding Lightmaps:

I have an object which can be opened and closed - and of course the opened state ( the visible insides) should also receive a light baking. Is there a workaround for cases like this?

Or this the only solution setting up both states closed/open as two baked objects?

grim ore
#

and yes.. try not to use hotreload its like UE4 C++ 101 😦

#

@drifting geode using lighting scenarios or what you suggested should work or just use dynamic lighting for that instance if that is doable

gaunt abyss
#

yeah hot reload breaks even more when used with header changes

grim ore
#

about the only time I think I would use it is just to play with values or formulas in a function and even then....

#

"I don't get it, it's just not working right. I keep changing it and it never works right. I just don't get it" is pretty much what you run into lol

gaunt abyss
#

yeah
Live coding (thing which replaces hot reload) is much better, doesn't cause any BP corruption but still requires closing the editor and building from the IDE

#

for header changes

drifting geode
#

@grim ore thx, since it's android/vr dynamic wont be an option because of performance. But lighting scenarios looks pretty good, I will try that!

grim ore
#

I feel like anything I do in C++ would be framework/foundational stuff anyways so just doing it all in IDE and compiling then exposing what I need to BP to do the actual fun stuff so why even try and use hot reload heh

#

@drifting geode ah yeah you could try that if it's not too big of an area, its meant for more dramatic changes but that could work. Swapping out the one item might work as well but that might be weird 😦

#

I think the best pro tip is just avoid C++ and you never have this issue šŸ˜›

#

ugh just realized I need to buy a cat asset and actually work on this game jam lol, off to the marketplace!

plush yew
#

Hmmm

#

Hmmmmmmmmmm

#

HMMMMMMMMMMM

#

I think i like how the als movement system works

#

Its pretty smooth and can do alot

humble dagger
#

I'm wanting to make an inventory system for a rpg in unreal using blueprints. I have an idea in mind for a complex item inventory system I Could impose to save inventory data as a string variable for each inventory slot - is this making more work for myself though? I think I might need to look into 'Game Instance' and 'Arrays' for this, but not sure if I have to?

plush yew
#

Definitely more work iirc

#

Inventories are a part of the widget systems iirc

#

But you can do some pretty neat stuff with it if you're willing to put in the work

humble dagger
#

Widgets have some support for inventory use?

plush yew
#

Alot more than inventory i believe

#

Main menus, save systems options etc

#

I believe you just rig whatever you need to whatever widget you build

crimson jungle
# spare quarry so you're saying when you open a blank project, and then restart Unreal, you don...

Not a blank project, the one I was working on, after a while, the perspective or camera viewport show nothing, sometimes just the grid, sometimes only the outline of the selected object. Everything show up in the orthographic views.
If I migrate to a new blank project the perspective or camera view is working again until I come back to the project and all its broken again.

Did you see the link with my screen capture?

humble dagger
#

Yeah I have used widgets for menu's, and have a widget for the inventory, more talking about the like, data recording of it. How to write to it, and save that information.

#

I could save it in a save file, like I have set up for my character. But I don't know if there's an easier way.

plush yew
#

Oh that's a good qeustoon

#

Question*

#

What will you do with that xD

humble dagger
#

Well, the plan was to organize stuff. Like a string that starts with 00 will be weapons, 01 will be armor, 02 is useable items, etc.

#

So 00A would be a Weapon that is single hand. 00B is two hand. 00C is a bow, etc. Then a series of two digit numbers afterwards tells what combination of parts make it. So 00A01020304 would be a one hand weapon that uses the first pommel, the second grip, the third guard, and the fourth blade, to combine into a weapon.

limber cradle
#

so yeah, im trying to do a wall ride system for a while but im falling doesn't matter what a do, I even tried to use some youtubers code, but they didnt work for my project too, didn't work at all actually. so yeah, basically i would appreciate if anyone could have a look in these blueprints and say to me what is wrong or missing. those blueprints and nodes are not mine, just to be clear, i got from a youtube video. please help me, i posted a video just showing the nodes, because they

#

are many and photos would not be enough

humble dagger
#

That way, rather than making information for a billion different weapons, I can use this system to create unique ID's for each weapon procedurally.

humble dagger
#

Then I can add a variable to the save file that saves how many inventory slots they have, and then from there, save a variable for each till I reach maximum inventory size - but I figure there has to be a better way to let it create a new variable as needed

vestal goblet
#

i finally finished my first project

limber cradle
#

i wish i could say the same thing hahahahaha

vestal goblet
#

its just like a remake of pinball, i've been working on it intermittently for several months, but not very long at a time

limber cradle
#

well remake of pinball or not, still a great thing!

vestal goblet
#

it feels good to have finally finished it though

limber cradle
#

sure does!

gloomy gull
#

@spare kernel Congrats on becoming a mod! You deserve it! 🄳

formal quiver
#

@grim ore I'm trying to diagnose my d3d crash/ hang but I'm not sure how to enable the diag argument? How do you add that flag? to the editor exe?

severe gorge
#

anyone here ever use unreal python?

limber cradle
#

never even heard about it bro

humble dagger
#

Trying to set up my load game system real quick before testing more stuff. I'd like to use 'list view' in widget but not sure how to pull 'all save slot names' from a save class?

marsh gull
#

can anybody tell me why landscape tool keeps crashing my editor when i use the "add new" in landscape?

marsh gull
#

ok so i have my "starting area" which is a lanscape. i then extend it with a add tool

#

kind of like what i have going up right now

#

but instead it's going down

#

the moment it goes down 1 level lower it crashes

#

i redid this like 10 times in a row consistently crasjes

#

if i would place that green one it would crash

#

@formal quiver

formal quiver
#

That I'm not sure, but what I mean was a crash report or diag of some kind. If you scour the report that gets generated or Google search the error that comes up you'll have more info to go on.

Finding and having a consistent repro is helpful though

marsh gull
#

yeah it gave a very cryptic error

#

Assertion failed: Info.DestPosition.X + Info.Size.X <= DestSize.X [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Landscape/Private/LandscapeEditLayers.cpp] [Line: 1081]

#

it's as if it's saying the current tile doesn't fit where i want to place it

#

but it's an empty area lol, but anyways i'll work around it by making a bridge or something

formal quiver
#

Google searching for that or keywords within that will probably yield answers. But you're on the right track I think

narrow plaza
plush yew
#

Hey, can someone please help me? I got this plant from Quixel and imported it with their Bridge application, and despite me enabling everything for the highest LOD and baking my lights and everything it just looks incredibly flat. What am I doing wrong? ;v; (and it's also clipping? XD)

craggy sierra
#

hey, when placing actors with D&D on level, it automatically detects collisions with query settings and places actors on it, how can i ignore it?

lapis bronze
#

Top right of viewport there's snapping settings @craggy sierra

#

The diagonal arrow icon

craggy sierra
#

but its not what im tlaking about

#

right now my actors are snapping to every mesh and collisions that has qurry enabled and i want to disable it

slim basin
#

Hi. I am trying to package my apk from Unreal 4.25.4 for Oculus Quest. But the apk is not launching as an immersive VR, instead it is launching on a screen inside Quest 2 (target hardware). Please suggest what to do

plush yew
#

yo can someone help me with collision? basicallyt im shooting a bullet right, its colliding with its self:(

plush yew
#

But won’t it ignore shit LJKE

#

walls

lucid grove
#

Show your bp

plush yew
#

Can we private dm

#

plsssss

#

Like can I screnshare

latent pivot
#

hello. so i realize that i can use the dot product to figure out if two directions are perpendicular to each other. however this doesn't account for direction. is there any way i can figure out if an angle is perpendicular to the left or right?

#

hm i'm looking online and apparently if the dot the product is -0.5 it's to the left and if it's 0.5 it's to the right

patent cobalt
#

@latent pivot correct. The sign of the dot product tells you if the two vectors point in the same direction (positive) or in opposite directions (negative)

left mist
patent cobalt
#

@left mist it's a template you can find here

left mist
#

@patent cobalt Thanks šŸ™‚ I had my templates and starter content disabled, so that is why I couldn't find it šŸ™‚

fierce summit
#

Hello there. I have a character that flies (like with a jetpack) and when i turn, the momentum makes the character "drifts" before in goes in the direction in which the character is turned. I'd like to minimize or even get rid entirely of this. How could i approach this problem?

plain cloak
#

how can i stop ue4 from slowing when play in preview mode i tab in to nether program ?

spare sun
plain cloak
#

ok thanks

meager frigate
#

So i have blueprints that spawn blueprints in a streamed level. How do i get those blueprints that spawned in to be apart of the level the parent blueprints were apart of. When i leave the level the original actors despawn with the rest of the level but the actors they spawn with freeze and stay where they despawn

#

They spawn with coin purses that are their own actor but when i leave and come back the coin puses are floating where the carrier disappeared when i left

turbid karma
#

Hi. Is there a way to easily switch between to assets? e.g. I have a inventory widget that I want to duplicate and make changes to. But I want to be able to switch between the 2 assets file... if that make sense...

#

in c++ I could just rename the .cpp and .h files... but if you do that in the editor it updates all t he references

meager frigate
#

Im super new to widgets 😦

#

I mainly do vr stuff and just use text renders

plush yew
#

Any good game or project name ideas for my wallrun project?

vocal nimbus
#

Anyone know why my quixel bridge is now showing up on as a button in my unreal?

#

megascans*

tiny ginkgo
#

Hey everyone! Does anyone currently online know anything that could help with making a project that is output with transparency so that it could be overlayed on to something else in software such as OBS. I understand that I can use chromakey with a specific colour but I'm after something more advanced in order to be able to overlay things like particle effects etc. Is there any way to achieve this? I understand it's a weird question but having seen that you can make web elements transparent with alpha I figured someone else may have looked at this before. Thanks!

turbid karma
# tiny ginkgo Hey everyone! Does anyone currently online know anything that could help with ma...

In this tutorial, I'll show you where to find the new settings to allow you to render alpha channels from your cinematics using the sequencer in Unreal Engine 4.25
Shout out to @Glass Hand Studios for the tip

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ā–¶ Play video
kindred viper
#

there is a new plugin that allows you to swap assets out but its really new

#

Variance Manager I believe it's called

#

The Unreal Engine Variant Manager is an incredibly powerful and useful tool that can be utilized to switch between a variety of different attribute and level states, both at runtime and in-editor. This is super powerful for both enterprise and gameplay workflows.

During this Educator Livestream, Epic Games Senior Marketing Manager Daryl Obert, ...

ā–¶ Play video
distant jewel
#

@meager frigate sounds like your variables aren't persistent?

turbid karma
#

I use this method to render actors with a transplarent background so i can use them in photoshop

kindred viper
#

@turbid karma that was meant to answer your question previously but I forgot to tag.

distant jewel
#

Hey Marc are you familiar with the capture audio plugin at all?

kindred viper
#

might wanna skip the start of that livestream. They talk gibberish for some time.

#

dunno why they do that on livestreams

distant jewel
turbid karma
turbid karma
kindred viper
#

why not use source control?

plush yew
#

Any good game or project name ideas for my wallrun project?

turbid karma
#

yep but it doesnt really suit this problem

kindred viper
#

@plush yew Sconce-man

turbid karma
#

right now I have an inventory widget that looks good but I want to have a go at creating a better one whilst still being able to switch back

kindred viper
#

@turbid karma it kind of does. If I make a mistake on a blueprint, I revert. I always have a backup if I have commit to source control

turbid karma
#

yeah but what if you make a new one and you like it too and you want to keep playing around with both designs till you get the one you like

plush yew
kindred viper
#

@turbid karma save as...

#

why not make children of the original blueprint then?

turbid karma
#

how do you quickly change all references the project to point the the saved as blueprint?

#

I do this often with enemies and things but my inventory widget has a lot of variables and things that a referenced all over the place

plush yew
#

Soo is there anyone here that has a good name for my wallrun game?

kindred viper
#

well thats a setup issue. I tend to use interfaces but if you have a bunch of casting that requires a change, im afraid changing the name will require some fixup. You can use redirectors but source control + interfaces are the way to avoid getting into that trap too often.

#

@plush yew Sconce-man is a perfect name.

plush yew
kindred viper
#

yeah. Sconce.

plush yew
#

Because my game is a wallrunning 3d game

kindred viper
#

Sorry. Sconce-pronoun. My bad.

turbid karma
#

Sconce-man 3D

#

šŸ˜‰

plush yew
#

I have Fire, Sconce-man and G-Run

kindred viper
#

I know which I would pick šŸ˜„

plush yew
#

Time to ask a Ghostrunner addict

kindred viper
#

honestly wallrunning isn't enough of a description to base a guess on. Any more info you can share?

plush yew
#

You can shoot

#

And its 3d

#

and you can wallrun

turbid karma
#

fps game that you can run on walls a bit?

kindred viper
#

Titanfall

plush yew
kindred viper
#

damn

turbid karma
#

parkour pleb?

kindred viper
#

lol i like that

turbid karma
#

parkour pleb 3D!

kindred viper
#

rich people are the enemy and scream "oh my lord, it's one of those plebs that think their vote matters. guffaw"

turbid karma
#

perfection!

#

start the kickstarter

plush yew
#

Ima name it ā€œperfectionā€

kindred viper
#

What is your character's name?

#

Because if you called him Jericho, The Walls of Jericho would be cool. But if he is called Keith. It wouldn't sound so cool.

plush yew
#

Bp_Wallrun_Guy

turbid karma
#

stryder

#

but there is an old game called that

kindred viper
#

oh yeah. amiga classic

kindred viper
#

sounds AAA šŸ˜„

turbid karma
#

TitanGetUp šŸ™‚

kindred viper
#

Titamstumble

plush yew
#

I know! Sike

kindred viper
#

Titanslacken

plush yew
#

Sike is a good name

fierce tulip
plush yew
#

Ok. Sorry

distant jewel
#

I have no idea how to capture audio from my mic

fallen marten
#

Use the free program Audacity and save it as a wav file. Then you can use it in your project

distant jewel
#

Oh no, I want to record mic input during the game

fallen marten
#

No idea then

#

Surely there is a plugin or something for that

#

Some kind of VoIP

distant jewel
#

They have an audiocapture plugin but I'm not seeing anything I can really grasp

fallen marten
#

Can't be that hard

#

Once you wrap your brain around it anyways..

distant jewel
#

lol It def doesn't seem that hard but theres just no good documentation that I've come across. Although that could just be me.

fallen marten
#

Lol maybe.. I add stuff and pick it apart until it makes sense

#

Logic always wins

distant jewel
#

Oh god no... I've clicked too many things and opened up visual studio...

fallen marten
#

Haha yeah that's a whole different thing - but - vs is just text blueprints really

plush yew
#

How do you create a splash screen?

tiny ginkgo
floral cliff
#

Do we agree that Derived Data Cache is not mandatory to share a build engine ?

potent jungle
#

hello, folks!
why isn't tessellation displayed in brushed wireframe mode?
I remember testing displacement maps several months ago and I didn't encounter a such problem

plush yew
#

How do you ceate a splash screen when you enter or launch your packaged game?

#

create*

fierce tulip
distant jewel
#

Update: I might not have had my mic working...

fallen marten
#

@plush yew just create a widget to do what you want and have it display when you start the game, then remove from parent after a set time and display your menu or whatever

#

@distant jewel that's a big fat lol šŸ˜‚

plush yew
#

Back I just figured how to ceate a splash screen

plush yew
#

hi guys
is there bridge called
wait until animation ends

wanton lotus
stiff bane
#

I was transferring a project from UE 4.25.4 to 4.26 and that was successful but i needed to install a extension (actions extension) that failed, the error code send me to a useless "What platforms or devices are compatible with Fortnite?" page.... anyone know how to fix

#

if i restart epic it says that error code

fallen marten
#

Check your uproject file with notepad and see if that plugin is set to true, if it's in there at all

stiff bane
#

how i do that

fallen marten
#

Right click on your uproject file and open with notepad

distant jewel
#

Well now I can record game sound effects but not my mic šŸ˜’

fallen marten
#

Scroll down, look for the plugin and see if it's set to true. If it is, maybe it's not being registered in the engine

stiff bane
#

@fallen marten it is set to true

fallen marten
#

Look in your engine plugin folder and make sure it's there as well

stiff bane
#

its not there

#

this folder right?
D:\Epic Games\UE_4.26\Engine\Plugins

fallen marten
#

Perhaps the plugin can't be I stalked in your engine version then. There's an input buffer plugin I want to use but it's not compatible from 4.25 upwards 😐

#

Yes sir

spare kernel
#

Plugins\Marketplace

stiff bane
#

also there its not

#

im trying to open the project now but its stuck at 45% initializing

fallen marten
#

Let it run

spare kernel
#

its compiling shaders

stiff bane
#

ah that always takes long

#

meanwhile cpu at 100% lol

wanton lotus
#

Would it really be difficult to add a notice after the loading % "Takes longer than usual first time loading project, please be patient"? Get these questions pretty often, lol.

stiff bane
#

its loading yes

turbid karma
turbid karma
#

attach a screenapturecomponent to the actor then render its view to a texture; you can give it an array of items that you only want it to capture

#

and then output to the texture with a transparent alpha

tiny ginkgo
#

Hey thanks! I'll give it a whirl!

turbid karma
#

here is a vid projecting the image on to a texture then on to a surface

#

i then create a material that uses the alpha to make the background transparent

spare kernel
#

@plush yew Do you know you can delete your messages if you post in the wrong channel? If not then it s possible by right clicking on the message/holding down on the message, and selecting delete šŸ™‚

distant jewel
#

Ok I'm now recording mic input, but only because it's streaming into the game.

#

So I'm halfway there.

golden turret
#

My UE4 often to freeze randomly and then that freezes my computer when I try to kill the task.
I saw someone was posting same issue but I couldn't find any solution...
Ryzen 3900XT 64GB RAM RTX3090

silver crown
#

the latest ones are borked

forest tree
#

"It just works"

hard quarry
#

I have a cube which I assigned a material to, this material has an opacity < 1, so you can see trough the cube a little. I want this material to be a volume, how can this be done?

smoky sonnet
#

anyone know why a 3d widget thats inside a blueprint can be seen in the blueprint but not in the world?

wicked fjord
#

not really unreal related:
just streamed unreal project through gmeet, it was taxing my CPU so bad. how to use the GPU as screen capture device on chrome/edge?

#

yes, I have enabled HW accel on my browser

cursive coral
#

Does anyone have any tips for making an underwater environment that can be explored? As in the water effect itself and physics etc. Making a scuba game. Thanks all

trim silo
#

I'm trying to change between camera components i have multiple cameras oon one actor

#

how can i change between them?

true falcon
left mist
#

Hi all, if I save my level with a new name, the variant manager can't find all my objects any more ( ! before the name and tell me that "binding can't be resolved" ) There are like 100's of objects and I want to be able to save my level with a different name....

torn breach
#

Has anyone had an issue before where there navmesh won't show even after pressing P?

plush yew
#

Any good game name ideas for my done topdown survival shooter game?

plush yew
#

I meant a PC MOBA looking game

formal quiver
bronze mango
plush yew
bronze mango
#

thats everything i have done with this int

#

oh ups nvm

#

im retarded xD

plush yew
#

Do you have any variable that is named as score in other blueprints?

bronze mango
#

i found it out

plush yew
#

I havent use Blueprints for a while

#

Ive been using C++ for a while

bronze mango
#

just took the wrong variable and was struggeling for half an hour nice

rare sorrel
#

anyone know if it’s possible to have a light source only affect the player and nothing else?

lost otter
#

anyone know how i can import a gif into unreal it wont let me just import it by default

plush yew
#

You can only import .fbx and blender files

grim ore
#

@rare sorrel look at lighting channels, and yes is the answer

ocean grove
#

@fallen marten OK Mic is hot, I can record and I've submixed the player audio out!

#

Now I just have to figure out how to name these things...

near pine
#

how can i make it hold to fire

#

how could i make it keep firing

#

like a assault rifle

#

someone pls help me

ocean grove
#

@near pine You could loop until false

near pine
#

i will try that

buoyant graniteBOT
#

Something went wrong. Check the logs for details.

ocean grove
#

Yeah if button is down loop fire until false

#

I'm sure there's a better way to do it, but that's just what came to mind.

harsh tiger
#

I have a weird issue.

I built my lighting yesterday and then packaged my project and it worked fine. Then today I made a couple changes in another area and packaged again. Now the area I built lighting for yesterday, is now black today.

It's like closing and opening my project just removes the built lighting info. What causes this?

ocean grove
#

Maybe whatever you changed had an effect on lighting?

#

Could just be weird bug that is just annoying but not serious enough to warrant a fix.

harsh tiger
ocean grove
#

Ooomph that's rough.

median hound
#

ive had lighting issues going dark many times when i had auto exposure on, personally

near pine
#

why was i muted?

median hound
ocean grove
#

Assertion failed: PlatformNeedsExtraDeletionLatency() || (NumRefs.GetValue() == 0 && (CurrentlyDeleting == this || bDoNotDeferDelete || Bypass())) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RHI\Public\RHIResources.h] [Line: 43]

#

Weird error huh

harsh tiger
#

I have auto exposure turned off i believe. So I don't think that could be it? It seems like the lighting built data gets removed when closing and opening a project

tawdry python
#

I'm working on a board game as a university project that would eventually be animated characters

#

I'm not sure if I should base it off AActor or ACharacter as it feels like ACharacter would be overkill

#

(each player has 5+ pawns per game)

supple totem
#

Character is def overkill

#

Also moving character would be a pain because you'd have to deal with character motion

covert hedge
#

stupid question, if is possible to enable a chromium (or whatever browser) inside a game so you'd browse your own local websites in the game?
as in, getting the real interface of said browser, not just some computer screens with a few buttons

tawdry python
#

I am being tempted by using character mostly because of the movement component (so they can use navmesh)

supple totem
#

It's a component in character which tells it how to move

#

Oh if you wanna do navmesu movement then def use character

#

Not overkill in that case

tawdry python
#

yeah I was thinking about navmesh possibly being overkill but knowing that my teammates aren't going to ever do anything relatively close to be as good as navmeshes I prefer taking it out of their hands and forcing this

#

it's either this or I would have to ask for one of them (knowing that half of them stopped after installing UE4) to make an actor with animations and that can move to the positions in the board

#

I feel like that could end up horribly wrong with sliding effects and bad collision handling

supple totem
#

Board game is a tough first project tbh

fierce summit
#

Is there a way to clear the momentum on a character? Something like "ClearAccumulatedForces" but that also clears AddInputMovement

glad loom
#

Hello, I have a text and I try to use in Event Tick a "is hovered" node and if my mouse if hovering it, it gives me like one tick true, 2 ticks false, then true again, and so on. Any reason why the "is hovered" node might not work?
If I use a button for example, it gives me "true" constantly, using the same "is hovered" node

supple totem
#

@fierce summit not at computer but I think you can set the velocity member variable directly

plush yew
#

yo so my gun's bullets r colliding with its own bullets, can someone help me:((

#

how do i fix it

sonic quest
#

Just found the answer to my own question šŸ˜„
I'm so excited to see no one ever encountered this trick.
https://www.youtube.com/watch?v=zFg3ReG4Vz4

This is a simple trick I used to reduce the Unreal Engine landscape shader compile time in 3X. This is without changing your hardware setup. So, I can work faster & do more experiments.

Get OpenLand: https://bit.ly/2Yu8Omy
Join our Discord: https://discord.gg/DK9cMn9eFV

ā–¶ Play video
grim ore
#

@plush yew look into collision channels, you can then set your bullet to ignore its own channel

plush yew
#

oh my god

#

why didnt i thnk abt that

#

HEY STOP BULLYING ME PLS

#

:(( UR BULLYUING ME'

fierce tulip
#

@sonic quest thats.. quite poor advice
you'd lose all linkage to source art, resulting in having to relink it all when you import/reimport, configurations, would need to reenable settings, etc.

#

which is part why you havent "encountered" this trick

sonic quest
#

you'd lose all linkage to source art, resulting in having to relink it all when you import/reimport, configurations, would need to reenable settings, etc.
Reenable, it will just reimport things in the next time right?
I mean we never push those into GitHub or source control.

There should be a way to get this cache buid when working with a team right.

plush yew
#

if i change it to "ignore" what happens

#

im afraid the whole game will break

fierce tulip
#

you'd have to manually reassign the source art when pressing reimport for instance.

forest tree
fierce tulip
#

could even break some redirectors

plush yew
forest tree
#

Brother

#

Calm down

buoyant graniteBOT
#

:triangular_flag_on_post: Godzilla's tail#1266 received strike 2. As a result, they were muted for 1 hour.

#

:triangular_flag_on_post: Godzilla's tail#1266 received strike 3. As a result, they were banned.

sonic quest
#

šŸ˜„

tawdry python
# supple totem Board game is a tough first project tbh

well in a sense it was my bad because I told them to use UE, we could have used anything for a graphical representation (and it would probably have been easier if it was a simple 2D thing but it wouldn't be interesting)

fierce tulip
#

@sonic quest so you are basically saying that giving everyone poor advice because in the one usecase where it works for you is worth it? O_o

sonic quest
#

How it become poor advice. Everything is subject. I might be poor to you.
Applying the suggestion is personal. I just shared a trick.
Use it or leave it.

#

No solution works for everyone.

fierce tulip
#

it is poor advice, you are suggesting people to delete stuff while not even explaining why or what happens if you do.

#

nor why you get a few less instructions that need to be rebuild

sonic quest
#

Can you read this?

#
# Configuration files generated by the Editor
Saved/*

# Compiled source files for the engine to use
Intermediate/*
Plugins/*/Intermediate/*

# Cache files for the editor to use
DerivedDataCache/*
#

So, we never push these files to GitHub

fierce tulip
#

sigh

tawdry python
#

doesn't answer the question

sonic quest
#

nor why you get a few less instructions that need to be rebuild

#

I don't know the answer for this?

#

Do you guys?

#

Or why it get it fixed the slowness.

#

Besides changing the material

#

My core idea was to use a different material.

#

Without layers.

dense knoll
#

how do i fix this

#

i cant import .abc files

broken heath
#

Do u have blender

dense knoll
#

yes

broken heath
#

In edit mode ctlr + t

#

The whole mesh

dense knoll
#

ok

drowsy cape
#

Hi, general question I cant seems to find a clear answer for.
As long as my collider in a blueprint is the root hit events register.
Should it not be the root only overlap will trigger. (I would want to not have the collider as root so I can position it)
Comming from unity, there my collision would also be just a child.

Can someone explain this behavior or tell me where to read up on this?

hidden sparrow
#

Hey, can I set target view with blend not in the level blueprint? I have an interactable object that changes my camera but when i drag the camera to the actor blueprint the camera changes to unknown. How do I prevent that?

grim ore
#

you can use that node anywhere, and you should never use the level blueprint

#

look into bluprint communication, or look at making an exposed variable in the blueprint that has the set view target so you can tell it which camera to use from outside of that blueprint

fierce summit
ocean grove
#

I can't seem to get my main menu widget to display completely on my headset

hidden sparrow
#

I just dont know how to get the camera in my blueprint. It changes to unknown in my actor blueprint but works in level blueprint

warped tangle
#

@hidden sparrow right click on new view target, promote to variable

#

you cannot add direct object references in BPs like you can in level blueprint

#

so copy/pasting the reference from the level blueprint to an actor BP won't work

hidden sparrow
#

thanks

warped tangle
#

As Mathew said, you want to read up on BP Communications (pinned to #blueprint). Alternatively you can make the variable public, and set it in the world.

supple totem
#

@fierce summit might be friction you want, or air friction if in air

fierce summit
sterile tulip
#

how do I feed the get world rotaton into the float > float node

grim ore
#

well rotation is a rotator so what are you trying to compare it against?

sterile tulip
#

I want to get the world rotation of the mesh, and whenever the mesh is rotated over 180 degrees in the world, I want to change a setting

grim ore
#

thats the issue, 180 degrees on what axis

sterile tulip
#

the R: one

grim ore
#

so the Roll. Get the return value and split it into the P/Y/R values then you can compare just the single value

sterile tulip
#

this is how I split? I split the struct pin but now I have X,Y,Z

grim ore
#

or (Roll)/(Pitch)/(Yaw) that you can see on the right

sterile tulip
#

Ok I did that, but I also want to make the change whenever it is smaller than -180

#

so I want this change bigger than 180 AND smaller than -180

grim ore
#

so do that

sterile tulip
#

How do I make both at the same time, the condition can only connect 1 node

grim ore
#

well you said how to do it, make a bigger than and a less than and an AND

sterile tulip
#

which node is it?

grim ore
#

well what type are you trying to AND together?

#

there is also an In Range node which is easier.

sterile tulip
#

these 2 conditions

grim ore
#

where is the AND node?

sterile tulip
#

I dont know

#

like this? I added the ,,AND boolean,, node

grim ore
#

I dont think your math is right, but that is checking for 2 booleans being true or false yep

sterile tulip
#

it didnt work

grim ore
#

yep i dont think your math is right

sonic quest
sterile tulip
grim ore
#

what values are you expecting to run this code on, what # for example?

sterile tulip
#

what is wrong in this? Whenever the vehicle is over 130 degrees or under -130 degrees (basically when the car is about to land on its back) I want to print a string

#

but when its laying on its back, there is no string

grim ore
#

yes you didnt say OR before you said AND

#

you want it if its over 130 OR under -130

sterile tulip
#

like this is right?

grim ore
#

seems like it

median hound
#

will bp collab come soon in unreal?

sterile tulip
#

whenever it is true, I want to disable inherit pitch

grim ore
#

@median hound nothing officially planned has been announced, there are 3rd party plugins that can do it

median hound
grim ore
#

as far as I know yep

#

its on the marketplace

median hound
#

do you know the name

sterile tulip
#

thank you so much man you helped me alot ā˜ŗļø @grim ore

grim ore
#

@median hound Scene Fusion was one of them

jolly jungle
#

why does my sound cue only play every other time

inner vine
#

The "Character Movement Component" has options for both water and land movement, but when does it activate the water movement mode? It doesn't seem to be activated by any of the water bodies added in 4.26 and I didn't find any other volume which seems to affect it.

polar fossil
#

did the feud between epic and apple end? did epic got their dev keys reinstated?

grim ore
#

@inner vine the Physics Volume is what is used with the CMC for the "swimming" mode

inner vine
#

Thanks, that works indeed. I expected it to be its own volume.

grim ore
#

yep but nope because why not šŸ˜›

idle merlin
#

o7 devs.

Sitting with a bit of an annoying issue... Trying to get 4.26 building to android, but I'm getting the following issue. I've been stuck on google, with no luck. Really hoping one of you can point me in the right direction.

https://0bin.net/paste/HxN-HPu5#qNcP27AsIxuBLVu4cqY3GSiWE8-PqoC4lzQVfPUfpyG

I've followed the setup instructions to the T, here:
https://docs.unrealengine.com/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/index.html

With the added steps of including additional build tools for the different android targets, 20-30.

Any pointers in the right direction would be a major help.

How to set up your Android development environment for Unreal 4.25 and later

grim ore
knotty heron
#

How can I set the view range of a particle Emitter that spreads over the whole map?

#

I want leaves to fall near my player but attaching the emitter to my character doesnt work that well

sterile tulip
#

what is that node called?

knotty heron
#

context sensitive

idle merlin
#

@grim ore I came across some mention of this, but my android studio has no mention of gradle in my project structure. Any idea how else I can check/change the version?

grim ore
#

well we know its installed, its needed, and the packaging runs it here from your log ""C:\Users\VoidFletcher\Documents\Unreal Projects\ARPlayground\Intermediate\Android\armv7\gradle\rungradle.bat""

idle merlin
#

And to confirm, I have android studio version 3.5.3 installed.

sterile tulip
#

is there a way to make the transition smooth? When it disables inherit yaw there is a sharp noticable change in camera @knotty heron

idle merlin
#

@grim ore seems to compile on 4.25 - so will stick with that for now. Thanks for the help.

grim ore
#

super weird but yay?

idle merlin
#

Yeah, weird as hell. But i'm pretty new to UE (from Unity), so I suppose 4.25 is more supported still.

grim ore
#

they should be about the same but I know newer engines used a different android setup but I thought that was in .25 for the change but it could have been in .26

jolly jungle
#

why do my sound cues only play every other time

sterile tulip
#

thank you alot ā˜ŗļø

grim ore
#

have you checked to see if they are playing? print string after for example.

autumn swan
#

Starting up my project under macOS Catalina and UE4 4.26.0, crashing with the following:

https://pastebin.com/LG9ThSpE

Cloning a fresh version of my repo still results in the same issue. My editor came up once, but crashed during my switching the platform preview to iOS from ShaderModel 5.

Anyone here seen this before? UE4 Answers and forums had nothing on it.

spare kernel
#

@autumn swan please don't ask the same question in multiple channels in the future #old-rules 7

#

Try the normal stuff, delete the Derived Data Cache folder from your project. Maybe also the Derived Data Cache from the engine files (not sure where that would be on Mac),

fresh iron
#

hi! i need fix that, when i open any project of ue4 appears this message.... and mi PC cant be used cause its freeze and i need restart

autumn swan
#

@spare kernel Yea, already did all of that, a few times, I also wiped and recloned from my repo as well.

spare kernel
#

@fresh iron that is a GPU crash

#

@autumn swan not familiar with Mac at all, does it happen with any other project?

fresh iron
fresh iron
spare kernel
#

what driver are you using? the latest? i heard rumours the latest driver is causing crashes, but i have not experienced it

autumn swan
#

@spare kernel Reinstalling UE 4.26.0 as a test. In regards to other projects, I do not have any, at least none that have the assets that this project has.

spare kernel
#

You could try one of the epic sample projects

#

see if you experience the same, but did you say it crashed whilst loading? Have you ever had your project open

grim ore
#

I've had everything work fine but CP2077 due to a minor overclock on my card. Just because 99% runs doesnt mean its not a problem with the card or driver

jolly jungle
fresh iron
grim ore
#

it could be yep

autumn swan
#

Yea, the project had loaded once, I switched my platform preview to iOS, it got most of the way through the shader compiling ( may have finished ) then crashed. What makes no sense is that I did another fresh clone of the repo, so no bin, intermediate or any other runtime generated folders were there, all files were fresh from the repo. It now just starts to load and hits that same crash, hence I am trying to reinstall UE 4.26.0, as it is the only thing that I haven't removed.

grim ore
#

shaders when compiled are not in the project, they are in the shared cache directory

#

so unless you deleted that the bad ones would still be there

spare kernel
#

^

#

not sure where those are on the mac though

autumn swan
#

The DerivedDataCache folder correct?

grim ore
#

just set the mac on fire

spare kernel
#

not the one in your project folder

grim ore
#

it will get rid of them šŸ™‚

#

"/Users/YourName/Library/Application Support/Epic/UnrealEngine"

autumn swan
#

Ok will check for them