#ue4-general
1 messages Ā· Page 930 of 1
actually the grass is not disappearing but the terrain is smoothing out by distance
@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
I don't have any bots, sorry about the big texts
but that was the only way to make it be read
@ashen brook I've used this website for the texts
oh heh
that came completely garbled for me, probably because of line breaks in a narrow discord window
ah yeah
looked just like a weird ascii labyrinth š
all good. It was our fuck-up, can't blame people for jumping on the fun
yeah, true hahahaha
YOO
why does my gun shoot sideways
also
how would i shoot from the center of my screen
help
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
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?
guys
I rigged a steering wheel
But the left side is steering more than the right side
When I steer left, it rotates further than when I steer right
How do I fix that
how can you make it that the muzzle flash moves with the gun?
Hi guys, i need a solution. Can we add a 360 Video in Hdri Backdrop
Attach it to the gun when you spawn the effect
I was pinged...
@grizzled carbon you still there?..
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?
I have 3 game ideas in common and I cannot choose. Can you guys help me?
- To create a mod kit for hello neighbour or receate hello neighbour.
- Create an RPG story mode game
- Make a boxing game
What are you interested in?
ol
@plush yew Have you made games before or have experience with UE4?
I mean which one do you prefer more
Kinda
Well I have all the models for all of them so I dont know
@zealous crane is your root component the mesh?
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.
Ya that would be good
And time to wait for more 24 hours because my friend accidentally uninstalled it
the āitā is the project
Well, that sucks...
How much exp do you have with UE?
yup
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
Just wanna know from both of you guys. @abstract anvil and @plush yew
Oh yeah I forgot about C++
@grizzled carbon maybe its better if you help me in private chat
I remember my first C++ project where the animations got messed up
@tardy cargo About 3 years or so
Well that's just awesome
Coz I just started and things just don't seem to go in my mind
@zealous crane (buttercup alt). This is what I do. Specifically I'm setting the location rather than using snap to target.
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.
Thanks for the suggestion. I really appreciate it.
Np
@thick condor UDIM is scary and sorcerous, try asking in #graphics you might have more luck
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
@quartz pike Could you be looking for RTGI?
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>"
heya
Ahhhhh I see, I thought it might be a naming change. I thought I was losing it.
Thanks @abstract fossil
MageScans sometimes bring displacement map as red channelled texture
Im using Paralax and seems like its not taking its parametrs by default
Im almost sure i should use red channel for that, but not sure how in paralax
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.
It looks like a very simple thing, but I just can't find a solution anywhere
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
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...
ty
No probs!
Hi, I have a quick question, Iām trying to use the first person shooter in unreal, and itās not āwalking.ā So I deleted it and reimported the FPS, but now click play it takes me in the floor, and I canāt find the FPS to move it above ground
this is what i see when i click play
I'm not sure how you set it all up, but usually u need to Get Player Controller and set view target to character pawn or something
in level blueprint for example
Ok
and looks like engine doen't know what camera to use
Also Iām gonna add this from now, Iām new to using unreal so Iām a bit slow
something like this
Sorry but, howād you get to that menu?
Ok thank you got it opened
I just changed Layer Blend Order in my landscape material, but for some reason its ruined order in Paint Layers
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
Is there a way to refresh it or something?
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?
You need to retarget animation. There is a lot of videos in youutbe
UE4 keeps crashing when i start my proect up
and only with one of my projects
It looks like a driver hang
Try re-opening the Map. That will reset these most of the time.
but i tried everything and it still crashes
Doesn't work
I know about it but nothing is working
Hmm. Try to delete Saved, Intermediate directories on your app.
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:
@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. Iām assuming you meant you would like to walk 300 at the start.
@ionic scroll this problem sounds like when you donāt have a player character selected in your game mode, or donāt have a game mode assigned
300 atstart yeah, the max walking speed from the walk speed is 600
@plush yew I would probably go into the character movement class defaults and manually change movement speed to 300 if you havenāt. I might have misunderstood though
@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
Yes In max movement speed
Oh cool ya np
So I started to redo my assignment, and I found out when the FPS didn't want to 'walk.' It happens when I import my props for the homework, and I'm not sure what to do after that
@ionic scroll thatās something I really canāt help with. Sorry mate good luck sorry for the confusion
Hey don't worry about it, thank you for trying to help me though, I really appreciate it, hope you enjoy your day
@ionic scroll thanks you too keep trying!
@plush yew do you have a crouch animation?
I am, trust me on that one lol
idk, like I have third person project
@plush yew I didnāt 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 āis 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 āis crouchedā and if that variable is true, allow for the animation to be played
@plush yew thatās a super rough idea of the steps, it is not exhaustive or 100% correct
But you need an animation and off the top of my head I donāt think there is one on Third person project
@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
@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
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
@wild warren does the map have the controller set in the world settings ?
this stuff?
okay
open the map and check world settings
searching controller didnt find anything
@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
or something like that I think would affect it maybe not @wild warren
ill check it out thanks
yeah the spot i am spawning in is 0,0,0
not sure how its picking that
i meant gamemode, but ive had an issue where the defaults werent set in the world and didnt work in a build
@wild warren your above settings look fine if thats all the settings you are using in gamemode
im wondering if this might have something to do with it
no idea why itd spawn me at 0,0,0 built and in the right place in editor
@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?
@wild warren your gamemode and pawn shouldnt be the same i dont think
@wild warren pawn should be your camera pawn
Does anybody know why is "Get Socket Location" not showing
ive changed that a bunch and it hasnt seemed to make any difference
the pawn stuff i mean
@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
@plush yew also your pic isn't totally descriptive I can't see a ton of what you're doing
I am new to UE4 started yesterday with courses and stuff so I don't really know a whole lot of stuff. I want to make my player attack. And I am using Deal Damage Notify BP. And the guy from the tutorial has the Socket Location there and I don't
@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
@plush yew do you have any other info I can go off?
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?
@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
It's cool man. It just strange and frustrating. No need to say sorry
@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.
@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
Yea. I think that is what happened to me right now. The vid is from 2019
how do you fix GPU hang when loading spesific projects
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"
@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
are you allowed to repost questions which aren't answered i just don't wanna seem annoying
@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
Alright
of your camera*
ye
ok
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.
How do you fix UE4 causing a GPU hang/
@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
i dont want to be annoying but can someone answer my question please?
it loads fully
to 95%
the editor starteds to load
and then the screen flickers black and the editor crashes
@pallid anchor i would suggest downloading some environmental free assets getting a coffee and watching some youtube videos
ok
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
this only started happning after i last closed my project
@pallid anchor do as previously stated but look at blender videos on youtube
@dense knoll backups ?
@dense knoll how large exactly ?
108 GB or so
and all are being used ?
@dense knoll no idea sorry, id have a couple things I would try but dont want to make your situation worse
@dense knoll ue4 Version ?
4.25.4
@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 ?
otherwise you could update to 4.26 as that will create a copy and it might load on that version
back it up before you do anything though
hey guys, quick question. Is 4.25 stable now? would anyone recommend not using it?
@thorny sedge I use 4.26 and find it no less stable than any other version ive used
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
I am using stereo layers to display a texture in VR. When I run my project in engine using the play button the texture shows up fine and on top of all level geo as expected, BUT when I view it in a package the same texture gets occluded by level geo that is in front of it.
What is going on and how can I fix it such that the
Hi everyone i asked this question about a year ago but it seemed nobody knows so im trying again. Has anyone else encountered an issue where using high lag values on a spring arm causes unwanted camera yaw when you move the mouse diagonally. I have a video to show the problem:
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?
[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.
found the correct log
How do i fix DXGI_ERROR_EDVICE_REMOVED ?
looks like a driver issue to me
Which free project is the one with dust particles?
I can't find it, I remember there was one
any ideas how to fix it?
all my drivers are up to date
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?
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?
Okay so I am making my own collisions in blender
with the prefix UCX_ (followed by the name of the mesh) ..and it wont work ..it never imports the collisions
I have watched a few tutorials and I cant spot where I am going wrong
nm i got it
@dense knoll it's a dx thing, not specifically tied to Unreal. Try increasing tdr and see if it helps
@tiny ginkgo wdym transparent?
@unreal widget yes, they get rebuilt anyway
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.
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)
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 -
and RGB has this -
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
!invite
hello!
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.
do you have a ThirdPersonController?
so you're saying when you open a blank project, and then restart Unreal, you don't see anything in the viewport?
@plush yew change your name please. thanks.
@fierce tulip - they've already been warned at least once
why does it not create a line trace
they changed it back aghain
i havent been warned?
pls help me
i fixed it nvm
ayubo, could you help me with something too?
any of you know what node is this? just being clear: this is not my code
i can send another photo if you want
hey everyone I need help with animation
i imported animation and it works fine but there`s one issue
I want to do wall running in my game but its being pretty dificult til now
ill show you
@limber cradle looks like a timeline to me
timeline? huuuuum
you are absolutely right, thanks bro
and this one, do you know? (being clear again: is not my code)
this is just a setter for a variable bruh
how do I fix this?
yeah but i was looking the variables list of this random guy's code and i didnt find any gravity scale
@tiny grove not sure what exactly the problem is - feet dancing or delayed animation start, but you might have better luck in #animation
hey, can you help me?
@limber cradle Gravity scale is a variable owned by CharacterMovement
dude im not the best guy to help you hahahaha
hence the need for it
thanks buddy
@tiny grove Don't tag random users, if someone knows how to help you they will
how can i make this work?
after destroy node nothing is triggered
and i need to destroy the actor before delay
how is the item supposed to do stuff after its destroyed?
yeah i know, but how can i fix this?
rethink what you are doing why not tell the character to set the food before the destroy?
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
@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?
what is the reasoning for this
wait let me show you
you dont have to show me, im just asking why you have to wait after the destroy
if you have to wait, then tell the character that you need to wait then change it
custom event in character -> delay -> set food variable. before you destroy the actor tell the character to run this event
have the character handle the delay and changing the variable
:no_entry_sign: bazhar#0001 was banned.
@merry breach camera is attached to the springarm, springarm is attached to the ball. Ball moves -> springarm moves -> camera moves.
i don't get it, can you show me a example?
@tidal sail which part do you not get?
the custom event
you create a custom event in your character
and i create a delay function in that custom event?
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.
unless you are going to stop destroying the item before trying to talk to the character
why does a cable do this thing
anyway to make a cable more like a line
like it distorts
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
Motion blur?
@near pine please do not spam single lines
oh the irony š
@sly glade the DDC (derived data cache) is what stores those files. They are normally engine based and in the APPDATA folder
also possible to have one in your project folder. i would make sure that DDC folder is also deleted
UE4 will regenerate it
right - that's what I've been searching for, probably didn't look in the right place, checking now ...
(I definitely got rid of the one directly inside the project for sure)
did you check out the documentation for the location?
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
@near pine you should not move folders inside Content/ outside of UE4. You will break all links.
does anyone have any experience with adding IK to a skeleton, does it break animations?
mine are here for example @sly glade "C:\Users\USERNAME\AppData\Local\UnrealEngine"
haaaa interesting, I was searching under Epic Games, that must be why. Let's see ...
ok but is there anyway i could sort it
or do i have to keep it like this
if you have source control, revert it
im not sure if this is the right channel to ask random quick questions or not š¬
yes i have moved all of it back to content
@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)
@rare sorrel it is unless another channel is better (like #animation )
thanks!
lmao
is there a command to fix the redirects for me
that looks great, do you have any more of videos?
or do i have to do it manually
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:
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
yes you have to move them inside the editor, otherwise the editor can't keep track of references and stuff will break
and as soon as you see one, either right click on it >fix redirector, or do it on the folder itself
ok i will try this
its a very unfortunate aspect of UE4, that should be taken care of automatically, but it isn't.
Here's how I'd like to bend the highlight:
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
Here is my shader network:
OK i found that when i move the game mode into a folder it ruined everything, and i have tried fixing the redirect
my ball(character) is not rolling in the direction of my mouse, its just north east south west
try copying the gamemode back into the folder it used to be in
yes i have just fixed it by moving the gamemode back
so ill just keep the game mode there
until i find a fix
@merry breach is your add input in relation to the ball or in relation to the camera? that would be the answer
@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 !
watch basic movement tutorials on youtube, most of them cover this topic pretty early on in the vids
@sly glade did you delete the folder for your engine version from that directory?
(your content is more helpful and easily searchable than the official docs)
will do that next yup
facts
i have watched about 4 hour long videos at this point but most are trying to do something different and it doesnt work with this ball
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
matthew pointed out whatās likely the problem, could you send a picture of your movement blueprints?
??
So weird, that doesn't make sense, everything still loading up instantly
things must be stored somewhere else
i got the camera to move so now it pans around my ball but the direction is not dependant on the camera like you are saying
idk if itās the same setup with a ball but for a third person game u need to multiply the torque inputs with these
ooooh there's a "common" folder too.
what are the last 2 get vectors feeding into?
aaaaaaaaaalright it was all in the common folder indeed
never been so happy to see shaders compiling š
for me itās āworld directionā but iād imagine the ātorqueā input does essentially the same thing for u
i mean multiplying them with what you already have setup
not just feeding them into direction
i dont understand
tried to recreate ur setup so u can try to get what i mean
thanks @grim ore , that was helpful
what is this
its not connecting atleast for mine maybe im using the wrong one
multiply vector by vector
why does it take forever for UE4 to save?
could anyone please help me with fixing this d3d error that is making it impossible to use the engine?
Saves are pretty instant for me, but I save frequently so my changes per save are super small
Are you using a hard drive or a SSD
@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
im using 1050ti, wouldnt that be enough?
Pending on the settings or content you're using, maybe not
Hey some I'm creating somewhat of a pin ball game whenever I run the game this huge sphere sometimes appears/
@prime canyon wether a 1050ti is enough or not is usually not the cause of this issue assuming its a hang or lost error
I don't recall making a sphere this huge
sometimes it just appears when I hit the play button
it says lost whenever it crashes
and sometimes it doesn't
@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
okay @grim ore I did that and it seems to point to a pawn called Default Pawn
no it's the same
then you are spawning in a default pawn, either change that in your default game mode settings to none or a proper pawn
okay thanx I will have to look that up
can anyone help me? when i move, my character just stays in the idle animation
this is my animBP event graph
@grim ore why is the Default Pawn grayed out?
@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?
ok and whats in the blendspace
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
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?
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
imma try that rn
also if you go into the active blendspace it should look like this
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
cool, maybe it was getting stuck for some reason trying to exit
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
you tried lerping, but what did you use to change the lerp alpha value?
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?
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
ohh makes sense
the length is in seconds, right?
notice the timeline changes the alpha from 0 to 1 over 2 seconds
yep if you want it faster you just get to 1 faster
@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
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?
@grand cradle im new to game dev but i think adding a game to steam is very cool
@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
right, i will try
btw your videos are really helpful
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
well some of those errors might be due to files not compiling, squigglies are usually something to look at.
?
also just as a point if you ask for help, having the entire error for people to see might be helpful.
?
also also, this is why i dont suggest learning C++ with UE4 as you have to learn how to debug as well
i did thgo
no you didnt, half of the errors are off the screen
I mean u have to use it for some things
Just post it again in #cpp
There are people who can actually help you
Using hot reload is more than likely the source of your problem
o ok
learning C++ with UE4 and using C++ with UE4 are 2 different things
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?
and yes.. try not to use hotreload its like UE4 C++ 101 š¦
@drifting geode using lighting scenarios or what you suggested should work or just use dynamic lighting for that instance if that is doable
yeah hot reload breaks even more when used with header changes
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
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
@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!
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 š¦
I think the best pro tip is just avoid C++ and you never have this issue š
ugh just realized I need to buy a cat asset and actually work on this game jam lol, off to the marketplace!
Hmmm
Hmmmmmmmmmm
HMMMMMMMMMMM
I think i like how the als movement system works
Its pretty smooth and can do alot
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?
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
Widgets have some support for inventory use?
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
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?
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.
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.
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
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.
https://www.youtube.com/watch?v=YgAQmanFQfE&feature=youtu.be here are the nodes
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
i finally finished my first project
wow man, congratulations
i wish i could say the same thing hahahahaha
its just like a remake of pinball, i've been working on it intermittently for several months, but not very long at a time
well remake of pinball or not, still a great thing!
it feels good to have finally finished it though
sure does!
@spare kernel Congrats on becoming a mod! You deserve it! š„³
@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?
never even heard about it bro
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?
can anybody tell me why landscape tool keeps crashing my editor when i use the "add new" in landscape?
Not without more info
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
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
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
Google searching for that or keywords within that will probably yield answers. But you're on the right track I think
I started to have a play with it, but not a lot of documentation to go on. The API python page is fine but the general scripting page seems to be unknown and takes you to the start of UE4 - https://docs.unrealengine.com/en-US/Engine/Editor/Scripting-and-Automating-the-Editor/Scripting-the-Editor-using-Python/index.html
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)
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?
Top right of viewport there's snapping settings @craggy sierra
The diagonal arrow icon
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
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
yo can someone help me with collision? basicallyt im shooting a bullet right, its colliding with its self:(
You can set actors to ignore
Show your bp
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
@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)
Hi everyone, where can I find the gitar product configurator? This one from Epic, can't find it... https://docs.unrealengine.com/Images/WhatsNew/Builds/ReleaseNotes/4_25/image_28.png
@patent cobalt Thanks š I had my templates and starter content disabled, so that is why I couldn't find it š
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?
how can i stop ue4 from slowing when play in preview mode i tab in to nether program ?
@plain cloak
ok thanks
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
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
Any good game or project name ideas for my wallrun project?
Anyone know why my quixel bridge is now showing up on as a button in my unreal?
megascans*
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!
do you mean like this? https://www.youtube.com/watch?v=m2AKFJx4D9k
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
WINBUSH DEALS FOR YOU with my Affiliate links!
-------------------------------------------...
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, ...
@meager frigate sounds like your variables aren't persistent?
I use this method to render actors with a transplarent background so i can use them in photoshop
@turbid karma that was meant to answer your question previously but I forgot to tag.
Hey Marc are you familiar with the capture audio plugin at all?
thanks. let me check it out
might wanna skip the start of that livestream. They talk gibberish for some time.
dunno why they do that on livestreams
@meager frigate - take a look at this Tutorial it might help https://www.youtube.com/watch?v=YrdEha-Ogc8
this looks more aimed at variants of specific parts of a blueprint
All I rally want to be able to do is duplicate a blueprint e.g. InventoryWidgetBP and InventoryWidgetBP_BACKUP and make changes to the orignal... if I stuff it up completely just revert back to InventoryWidgetBP_BAKUP and rename it
why not use source control?
Any good game or project name ideas for my wallrun project?
yep but it doesnt really suit this problem
@plush yew Sconce-man
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
@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
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
Ehh any more else??
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
Soo is there anyone here that has a good name for my wallrun game?
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.
A wallrunning 3D game?
yeah. Sconce.
Because my game is a wallrunning 3d game
Sorry. Sconce-pronoun. My bad.
I have Fire, Sconce-man and G-Run
I know which I would pick š
Time to ask a Ghostrunner addict
honestly wallrunning isn't enough of a description to base a guess on. Any more info you can share?
fps game that you can run on walls a bit?
Titanfall
Its already taken
damn
parkour pleb?
lol i like that
parkour pleb 3D!
rich people are the enemy and scream "oh my lord, it's one of those plebs that think their vote matters. guffaw"
Great name for my wallrun 3d game!
Ima name it āperfectionā
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.
Bp_Wallrun_Guy
oh yeah. amiga classic
I created my game in just like an hour because of this tutorial https://www.youtube.com/watch?v=gsWHj8GbsfM
Part 1 of my UE4 parkour series.
Source Code: https://github.com/DavieTi/ParkourProject/tree/WallRunningTutorial
Live now: https://www.twitch.tv/DavieTi
Join the Discord! https://discord.com/invite/4dRyJmm
Second channel: https://www.youtube.com/channel/UChvKv1CiVjDkaxLqztIFRkQ?
Part 2: https://youtu.be/24EjtQ2xdww
Part 3: https://youtu.be/QRi...
And I just downloaded sone 3d models
sounds AAA š
TitanGetUp š
Titamstumble
I know! Sike
Titanslacken
Sike is a good name
Ok. Sorry
I have no idea how to capture audio from my mic
Use the free program Audacity and save it as a wav file. Then you can use it in your project
Oh no, I want to record mic input during the game
They have an audiocapture plugin but I'm not seeing anything I can really grasp
https://www.youtube.com/watch?v=LFSxLaSNttQ - Like this exists
This video shows off a GDC2018 demo we made of:
Audio Capture Component
Granular Synth Component
Synth Sound Wave Component
Submix Recording
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.
Oh god no... I've clicked too many things and opened up visual studio...
Haha yeah that's a whole different thing - but - vs is just text blueprints really
How do you create a splash screen?
hey @turbid karma ! I'm looking to do it in real-time rather than a pre-rendered output if that makes sense?
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
anyone for this please?
Update: I might not have had my mic working...
@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 š
Back I just figured how to ceate a splash screen
hi guys
is there bridge called
wait until animation ends
You talking about animation blueprint transitions? Compare time remaining of the state before the transition.
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
like when i try to tun the project it tells me this
adn this but i still cant open it
if i restart epic it says that error code
Check your uproject file with notepad and see if that plugin is set to true, if it's in there at all
how i do that
Right click on your uproject file and open with notepad
Well now I can record game sound effects but not my mic š
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
@fallen marten it is set to true
Look in your engine plugin folder and make sure it's there as well
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 š
Yes sir
Plugins\Marketplace
also there its not
im trying to open the project now but its stuck at 45% initializing
Let it run
its compiling shaders
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.
its loading yes
i use something similar when i render my character in the inventory so you can spin him around and see his equipment
ok
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
Hey thanks! I'll give it a whirl!
here is a vid projecting the image on to a texture then on to a surface
Useful for making: Survelence cameras, mirrors, teleporters, and HUD mini maps!
i then create a material that uses the alpha to make the background transparent
@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 š
Ok I'm now recording mic input, but only because it's streaming into the game.
So I'm halfway there.
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
Try downgrading your nvidia drivers to the ones from december 15
the latest ones are borked
"It just works"
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?
anyone know why a 3d widget thats inside a blueprint can be seen in the blueprint but not in the world?
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
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
Thx, I try it.
I'm trying to change between camera components i have multiple cameras oon one actor
how can i change between them?
Unreal just released a water with post processing, buoyancy etc in 4.26. Physics you pretty much have to do yourself tho, maybe using gravity settings. There's some good swimming assets like Easy Swim that has negation volumes and stuff
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....
Has anyone had an issue before where there navmesh won't show even after pressing P?
Any good game name ideas for my done topdown survival shooter game?
I meant a PC MOBA looking game
Topdown Survival Shooter Game 10: The Reckoning
why is it making it a float i dont get it
It might be from another pawn?
Do you have any variable that is named as score in other blueprints?
i found it out
just took the wrong variable and was struggeling for half an hour nice
anyone know if itās possible to have a light source only affect the player and nothing else?
anyone know how i can import a gif into unreal it wont let me just import it by default
You cant.
You can only import .fbx and blender files
@rare sorrel look at lighting channels, and yes is the answer
@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...
how can i make it hold to fire
this is what i have right now
how could i make it keep firing
like a assault rifle
someone pls help me
@near pine You could loop until false
i will try that
Something went wrong. Check the logs for details.
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.
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?
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.
The changes didn't change anything in all the sublevels. Yet they are now all black.
It definitely needs a fix. Considering it takes me around a hour to rebuild lighting for all areas. An this happens daily.
Ooomph that's rough.
ive had lighting issues going dark many times when i had auto exposure on, personally
why was i muted?
i think it was him
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
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
does anyone have an idea on how this was made? https://www.youtube.com/watch?v=u46fe6_-nd8
Here is the demo video for the marketplace asset that can be found here: https://www.unrealengine.com/marketplace/en-US/rts-shooter-template-with-cover-system
Here is my twitter if you want to drop a follow: https://twitter.com/PrecinctGames
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)
Character is def overkill
Also moving character would be a pain because you'd have to deal with character motion
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
what do you mean by character motion?
I am being tempted by using character mostly because of the movement component (so they can use navmesh)
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
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
Board game is a tough first project tbh
Is there a way to clear the momentum on a character? Something like "ClearAccumulatedForces" but that also clears AddInputMovement
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
@fierce summit not at computer but I think you can set the velocity member variable directly
yo so my gun's bullets r colliding with its own bullets, can someone help me:((
how do i fix it
Just found the answer to my own question š
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
@plush yew look into collision channels, you can then set your bullet to ignore its own channel
@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
help
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.
you'd have to manually reassign the source art when pressing reimport for instance.
Exactly, massive pain. Really weird "trick".
could even break some redirectors
help, why do i get low fps on ue4
: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.
I didn't had any issues with textures. There were just there.
Anyway, this might now work for everyone.
But the shader compile reduction is way important for me (or someone messing with material all the time)
š
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)
@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
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.
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
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
sigh
doesn't answer the question
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.
Do u have blender
yes
ok
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?
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?
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
Thank you. I just tried it and it actually works, but now i have the reverse problem ahah. If i use addmovementinput, my character drifts a lot at high speeds, but if i use velocity.set, the dirft is literally innexistant, i'd like a solution in between, just to reduce the drift. Anyone has an idea?
I can't seem to get my main menu widget to display completely on my headset
What happens when I hit play vs what my BP Login Menu Pawn shows
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
@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
thanks
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.
@fierce summit might be friction you want, or air friction if in air
is that in the movement component?
well rotation is a rotator so what are you trying to compare it against?
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
thats the issue, 180 degrees on what axis
so the Roll. Get the return value and split it into the P/Y/R values then you can compare just the single value
or (Roll)/(Pitch)/(Yaw) that you can see on the right
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
so do that
How do I make both at the same time, the condition can only connect 1 node
well you said how to do it, make a bigger than and a less than and an AND
well what type are you trying to AND together?
there is also an In Range node which is easier.
where is the AND node?
I dont think your math is right, but that is checking for 2 booleans being true or false yep
it didnt work
yep i dont think your math is right
I was curious about this & wanted to double-check. Are you 100% sure about this?.
Here, I'm not deleting the DerivedDataCache in the user's directory but the one in the project's directory.
I got no issue with imports.
I didn't even have re-compile other materials again, I assume they were loading from the DerivedDataCache is the user's directory.
what values are you expecting to run this code on, what # for example?
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
seems like it
will bp collab come soon in unreal?
@median hound nothing officially planned has been announced, there are 3rd party plugins that can do it
across wifi? like not the guy in my house
do you know the name
thank you so much man you helped me alot āŗļø @grim ore
@median hound Scene Fusion was one of them
why does my sound cue only play every other time
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.
did the feud between epic and apple end? did epic got their dev keys reinstated?
@inner vine the Physics Volume is what is used with the CMC for the "swimming" mode
Thanks, that works indeed. I expected it to be its own volume.
yep but nope because why not š
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
0bin is a client-side-encrypted alternative pastebin. You can store code/text/images online for a set period of time and share with the world. Featuring burn after reading, history, clipboard.
@idle merlin https://stackoverflow.com/questions/61788014/android-studio-aapt-error-failed-writing-to-r-txt-the-data-is-invalid did you try downgrading your gradle version?
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
context sensitive
@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?
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""
is there a way to make the transition smooth? When it disables inherit yaw there is a sharp noticable change in camera @knotty heron
@grim ore seems to compile on 4.25 - so will stick with that for now. Thanks for the help.
super weird but yay?
Yeah, weird as hell. But i'm pretty new to UE (from Unity), so I suppose 4.25 is more supported still.
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
why do my sound cues only play every other time
thank you alot āŗļø
have you checked to see if they are playing? print string after for example.
Starting up my project under macOS Catalina and UE4 4.26.0, crashing with the following:
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.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
@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),
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
@spare kernel Yea, already did all of that, a few times, I also wiped and recloned from my repo as well.
@fresh iron that is a GPU crash
@autumn swan not familiar with Mac at all, does it happen with any other project?
and i make a test my gpu and this is the result
and what i do?
what driver are you using? the latest? i heard rumours the latest driver is causing crashes, but i have not experienced it
yes i checked!
@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.
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
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
nah, turns out i just left one of the random pins empty
i make some changes in the files .ini could be that?
it could be yep
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.
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
The DerivedDataCache folder correct?
just set the mac on fire
not the one in your project folder
it will get rid of them š
"/Users/YourName/Library/Application Support/Epic/UnrealEngine"
Ok will check for them