#ue4-general

1 messages Β· Page 931 of 1

grim ore
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basically it will have folders for each engine version you are using, then a common one. nuke em all from orbit

spare kernel
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Apple Mac - When you want to be counter productive πŸ˜„

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jk

grim ore
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the new m1 macs are nice but ugh even if I was releasing on iOS I wouldn't want to use one to actuall do the work on. its just no real GPU makes me sad

autumn swan
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Ok nuked, giving that a shot.

spare kernel
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The Mac Pro looks good, but the price is just absurd. I just can not genuinely get used to the MacOS and its keyboard. I really did try πŸ™‚

autumn swan
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Keyboard? You know you can use any keyboard right?

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πŸ™‚

spare kernel
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that CMD key, granted this was a laptop, so maybe its different 🀷

autumn swan
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You can switch it so alt = CMD and windows key = option

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Or whatever way you want.

grim ore
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I freaking hated the touchbar on the macbook pro.... stupid missing function keys

autumn swan
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Yea touch bar... not great

grim ore
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its like I want to adjust... nope you cant.. but I want to change the... nope you cant.

autumn swan
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I just like macOS more than Windows. I get the Unix side that I want ( without resorting to contortion ) and a clean nice interface with the apps that I need. πŸ˜‰

gilded lichen
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Hello, I dont know what I'm doing wrong,but it seems like I cant change a structure's variable. As I'm making a inventory system I wanted a drop system. In the structure variable, I have a integer that is for quantity which I want to decrease by one when an item is dropped. But it simply will not decrease. Am I doing something wrong? Here is a video showing the code and the issue. https://youtu.be/et6fm9nntoQ

autumn swan
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Rumor is that the Touch Bar may be removed

grim ore
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I really hope so

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@gilded lichen have you tried walking thru the code with breakpoints?

gilded lichen
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no, but I will now

sharp frigate
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Hello

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Can iask questions here

noble wedge
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Hey has anyone else had issues installing UE4? I had to make the C:\Program Files\Epic Games folder writable to install. I basically did EVERYONE full access on several computers. Is this an issue for anyone else?

south dagger
noble wedge
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This was on systems with UE4 versions already installed.

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I read online that a Windows update made new folders readonly by default. Is that what is messing with the install?

sharp frigate
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Great !

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i am trying to make a function that will select any number from Min "integer " to Max "integer "

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something like this

grim ore
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so a random number in range?

sharp frigate
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Not a random

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I want to have all numbers from 0 to a 100 as a true bolean

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boolean*

grim ore
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thats doesnt make much sense, what are you doing with it?

spare kernel
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that is what InRange does though?

sharp frigate
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Well its a long story i am just trying to make a basic function that will make any numbers from 0 to a 100 True and any numbers above a 100 = false

grim ore
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so yeah in range then

spare kernel
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0 - 100 will be true, any other number will be false

sharp frigate
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Well i checked it out

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and

grim ore
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i mean you can make a macro to do it as well if you want using > < and uh or and and and such lol

spare kernel
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i am trying to make a function that will select any number from Min "integer " to Max "integer " this line confused me

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that is Random Integer in Range

autumn swan
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@spare kernel @grim ore So I nuked the cache location, Binaries, DerivedDataCache, and Intermediate. It goes through the entire shader compile process again, then finishes and crashes.
Question, when you set the platform preview, it is sticky to the engine, but I didn't see any changes in the .ini (s), any idea where that may have gotten set?

sharp frigate
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Sorry i can barley explain myself its been a long day

grim ore
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@autumn swan its sticky to the project in the saved config folder

spare kernel
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if it was a fresh pull, then you would not have any

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otherwise, yeah Saved folder

grim ore
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this is like the 3rd time i have seen this same question in the last 2 weeks heh

autumn swan
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@spare kernel Saved folder is empty...

grim ore
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should be a saved/config/platform folder

autumn swan
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Sadly nothing in the save folder. Going to re-clone and wipe the cache one more time...

sharp frigate
grim ore
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that makes no sense lol edit sorry the int -> bool makes no sense if you know how booleans work

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if the number is 0 you want to do something, if its 101 you dont want to do anything? @sharp frigate

sharp frigate
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Right

grim ore
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so then the boolean would be hooked to a branch

sharp frigate
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i want any number from 0 to a 100 to run the event basically

grim ore
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and it would return true if its 0 to 100 and false if its not

sharp frigate
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i want to connect the return value to an integer

grim ore
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why ?

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do you want to see which value was put into it?

sharp frigate
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i have to since the function i made require you to have a specific number

grim ore
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yes the number goes into the value in the in range, then that same number can feed into your function after the branch

autumn swan
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@spare kernel @grim ore No go, going to go back to 4.25.4 and see if I still have the issue

spare kernel
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4.26 banhammer

sharp frigate
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i have tried it and it doesn't work

grim ore
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did you try it correctly?

sharp frigate
grim ore
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wow...

sharp frigate
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value stays at 1

grim ore
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so where is the value going INTO the in range?

spare kernel
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but that result is valid tho

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true == 1

grim ore
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I think the issue is we are missing part of what he wants to do, and he cant explain it

sharp frigate
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hmm make sense

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i don't know how to explain my self

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this is an issue i am having

grim ore
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this is what you asked

spare kernel
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explain it in the simplest terms you can

grim ore
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are you trying to walk thru 0 to 100 ?

spare kernel
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breakdown your problem in fundamental steps

sharp frigate
spare kernel
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πŸ˜•

grim ore
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I mean that wont exactly work since nothing is hooked up and I have no idea where your integer is coming from but thats the draft of what you asked

dim merlin
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Hi, so anyone knows how to use the 4.26 water without a terrain?

spare kernel
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@dim merlin it is built for terrain AFAIK

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not sure there is a way without

sharp frigate
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I think i got it now thank you all again i will try to make it work and tell you about it πŸ™‚

dim merlin
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@spare kernel okay hhm

velvet magnet
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Wait are you saying you want a random int from 0-100?

spare kernel
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@velvet magnet we have already been there πŸ™‚

velvet magnet
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Sorry, didn’t scroll far enough up

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I see

sharp frigate
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well kinda worked

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guess i am just bad at explaining myself

tranquil hare
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assets are from starter content

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how can material have soft reference to static mesh?

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this causing problem , when u try to delete one of those assets, and keep one.
If you try to delete static mesh its says its using material, if you try to delete material its says its using static mesh.
I guess ideally i must easily delete static mesh then material

autumn swan
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@spare kernel @grim ore So I moved back to UE4.25.4 and wiped all caches and recloned my repo ( so no runtime data ). This seemed to be a UE4.26.0 issue in the end... Guess I will be waiting on this, thanks for the info on the cache location.

spare kernel
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4.26 has a few issues

dim merlin
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@spare kernel so the water/ocean stuff is a plugin right?

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i'd just make it support non-terrain maps kinda?

dawn gull
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Is there a way to get a float array from the values of a height map?

grim ore
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@tranquil hare Maybe the material has that SM referenced as the preview mesh?

plush yew
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unreal 5 when ?

grim ore
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and opening up that material I can see that the mesh is being used as the preview

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@plush yew between tomorrow and 2022

tranquil hare
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@grim ore well yeah, you are right. But after you clearing it, it reference still remains

grim ore
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yep dont know if thats why just was an idea lol

tranquil hare
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weird tho.. πŸ™‚

grim ore
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if I remove it and save/compile and re open the reference viewer its gone for me

tranquil hare
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what version you using?

plush yew
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actually time is flying 2022 is not far from now...

grim ore
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.26

tranquil hare
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@grim ore yeah recompilation works. thanks mate

crimson jungle
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Not a blank project! The one I was working on previously!
It happened randomly, sometimes after restarting because I enabled a plug in like HDRI backdrop for example or after working for a couple of days in the project just doing minor light changes and test renders in the render queue , when I come back to the project the perspective and camera view wont show anything while orthographic views do.
Here is a screen capture: https://drive.google.com/file/d/1jWq8E8V9NFXs3YBQ1eCXdf7lE81mdx3x/view?usp=sharing

plush yew
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is there a way to repair unreals broken files? missing sky textures

thick nebula
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hello guys, where can I find some information on hosting a game, from scratch?

near pine
thick nebula
grim ore
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@thick nebula you would make it in a separate program and language, like VS and C# or C++

sterile tulip
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what is this event track for

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is that for true or false changes

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I need a transition between a true or false

grim ore
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it triggers an event

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it basically gives you an execute out that you can do stuff from

shut stump
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Hello

plush yew
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if I wanna combine a float or integer from the same class do I use a for each loop and combine them all or something?

grim ore
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combine them how?

shut stump
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My project won't open anymore after I first created it and edited some settings, UE4 logfile simply "shutting down" after I load it, no errors or warnings.

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Also what's more, on one occassion it got stuck working in background ShaderCompilation 100% CPU

grim ore
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its not stuck if shader compiler is running, that means its setting itself up

plush yew
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combine them to show the total

grim ore
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so you have a float with 23.45 in it and an integer with 15 in it and you want 38.45 in a float?

plush yew
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nah i know how to combine them, I just need all the floats from the same class

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like I got 3 food storage bins, combine the floats into a total

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so I can display it

grim ore
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then yes you would loop thru them all and add them to another variable

plush yew
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Thanks πŸ˜„

shut stump
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@grim ore It's an empty project, starter content, I'll just make another one and delete this one.

meager frigate
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I fixed it! it was super simple, I just needed to make a reference to self as the spawned actors owner. So when the owner despawned so did its spawns. I still learned something from your tutorial though! thanks for sharing πŸ™‚

shut stump
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Why would the LOGFILE says it's exiting and not mention any compilation?

thick nebula
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@grim ore okay thats not a problem, but where do I begin learning this topic, hosting an app and having multiple clients connect to it and connecting it to a database?

shut stump
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Kind of weird it doesn't give a message what's it doing, tho I have ran UE4 for many years and never had this happen, many projects

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And this is the first time I hear of this "compilation initially"

grim ore
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@thick nebula well the server part is unreal usually, it is in that screenshot at least, and the database is up to you ask well based on experience. There’s a few tutorials out there but I doubt anything full stack for this.

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@shut stump the first time the engine runs it compiles shaders. Same with the first time a project is loaded. This can take a long time based on the machine.

tired lynx
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question, can you hypothetically render out an animation in unreal in the movie render with raytracing on on a non-rtx card?

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movie render queue*

grim ore
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@tired lynx technically you can on supported GTX cards but the card still has to support dxr ray tracing

tired lynx
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my reason for asking is that in the interior render demo it will load with rtx on and if static it looks really good, it's just extremely slow

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but even at the <2fps it runs at on my gtx 1060 that would still be rendering significantly faster than many offline renderers

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certainly faster than cycles

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just need some physically accurate, dynamic lighting for this scene i'm working on and ssgi in eevee blender is really not cutting it

grim ore
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Gtx 1060 is a supported dxr gpu. Stupid auto correct

tired lynx
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amazing, thank you!

plush yew
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@grim ore how many questions have you answered so far? πŸ˜›

blazing pumice
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I have two sprites. One is a spaceship and one is a wall. When the spaceship touches any of the walls on its bottom, it gets stuck almost. It cannot move up at all, until it breaks contact by falling off it left or right

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how do i fix this collision issue

plush yew
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Are there any free forest models?

rancid lynx
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is it possible to make two seperate "instancedFoliageActors"? all my trees and rocks are in the same "instancedFoliageActor". can I create a second foliage layer ? I cant figure out how, and the foliage actor doesnt actually show up in the details - world outliner

grim ore
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I beleive its 1 per level, but that being the case you can use sub levels

idle moat
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@rancid lynx maybe not. In source code there would be one IFA per sublevel. And the instance would be fetch by there foliage type. There are some ugly code in FoliageEdit module when i refactor some code here.

blazing pumice
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nothing on sprite collision getting stuck?

plush yew
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is there a way to get the actor reference on click?

rancid lynx
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thanks. I was imagining foliage may be limited to one, considering how well they have to optimize foliage calls.

grim ore
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@blazing pumice you might have to give more info such as your code that is causing it

blazing pumice
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no code

grim ore
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@plush yew at editor or run time? yes to both there are nodes for like get object under cursor and such

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if no code how does it move?

blazing pumice
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I mean there's code, but it shouldn't be relevant. has nothing to do with collision. Basic velocity and left right inputs etc

idle moat
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@rancid lynx the IFA just store the instance data about foliage and it general IFA would be hide in hierarchy. We just need to use foliage panel

plush yew
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run time? Im using get hit result under cursor for objects, But I want it to cast it to a specific widget? like a window that opens with the players stats from variables

grim ore
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@plush yew what do you mean you want to cast it to a specific widget?

rancid lynx
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thanks again QbK, ill double check that also

plush yew
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If I click on my ai, a window/widget will open up with that specific ai's reference

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so I can get the variables from it

grim ore
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yep so when you click on the AI you get the object, cast to that class and get it's variables and use them to create the widget?

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just have to figure out who is handling the "show widget and destroy widget" part of that

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if you dont want to cast, and you shouldnt, use an interface with something like "Clickable" and then have the object handle being clicked on and doing whatever

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if you want the UI to all be handled in one central place, thats fine as well the interface object could be like "GetUIStats" and the item could return those stats and your ui could display them

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interfaces! interfaces! interfaces!

plush yew
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Im not sure I understand πŸ˜…

grim ore
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have you used blueprint interfaces before?

blazing pumice
plush yew
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@grim ore widgets?

grim ore
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nope, blueprint interfaces.

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a generic way to talk to stuff generically

plush yew
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ah

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kiiinda

grim ore
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yep figure out what is going to handle your ui and have it do the work. It could generically ask the item that was clicked on for it's ui info that you want and then the ui thingy does the magic

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interfaces can not only be called on stuff, they can return info when called

plush yew
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So just creating a widget and casting to it is a bad idea?

grim ore
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not a bad idea, just in the end it might be wasteful code and unmanagable. like say you want to click and show stats on the AI, and also maybe chests in theworld, and maybe a tree resource, and maybe...

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all of those items you would have to cast to in order to get the info and just keep failing the cast and trying the next one in line till you find what it is you clicked on

plush yew
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Ah I see

grim ore
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or with an interface you go "hey do you have stats I should show?" and if it does it goes "yeah here are some stats" and then you go cool and show them

plush yew
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So how do you create the ''widget''? in the bp itself?

grim ore
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@blazing pumice that would definitely be some code there making it move. You might want to look into how the input system works, that might be causing some of these issues since you should not be trying to do input that way

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@plush yew that part is up to your project. it could be in the actor you clicked on, or it could be in the player controller handling the clicking part, or it could be a separate part of the code like game mode or a ui handler that handles all the UI

plush yew
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I see, Such a headscratcher this one haha

grim ore
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well do you have any UI now?

plush yew
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Can someone tutor me on he to use Landscapes? Im new in Landscapes

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this is as far as i got

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haha

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if it wants to upload

idle moat
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@plush yew documemt in ue would be enough

plush yew
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and I got buttons to do things, I understand the basics of it(I think)

grim ore
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if you are going to have the item that was clicked handle showing the widget, then no real need for interfaces or anything special just have it handle being clicked like that

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probably dont need to have it add to viewport twice tho πŸ˜‰

plush yew
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ah lol

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But if I set up a text box in the widget thatd show idk stamina or hunger level

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how do I set it up so its only the one being clicked on?

grim ore
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well if you do what you are doing there, creating a widget inside what is clicked on, then you can pass in the information from what is being clicked on to that widget

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I dont know if this is like a tooltip, where its over the item, or just part of the ui in a corner or something that changes the info but the widget stays

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looots of design has to be done πŸ™‚

plush yew
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hm

grim ore
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and every item was just a static mesh and a widget component (since I wanted this in world space the widget was on the item)

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and in the player controller we basically tracked what the cursor was over on tick and did stuff like tell it the cursor was over it or the cursor was no longer over it (to remove the highlight and tootlip for example)

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this was designed due to the way we wanted it. Items exist in the world, the camera is fixed, and we wanted a tooltip that showed up when you moused over the item and wanted it in the world not as part of the player UI

plush yew
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Thanks! I can work with that 😁

dire lantern
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Hey there, my launch button is greyed out for some reason, could anyone help me out with this?

old obsidian
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Compile error maybe

limber cradle
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guys i created a function and i am not able to add a event tick to it

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am i missing something?

grim ore
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event tick is an event in the main event graph, functions are parts of the main event graph

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there is one event tick per BP basically

limber cradle
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so i cant add it in the function?

grim ore
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no, you shouldnt need to

limber cradle
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cause im following a yt tutorial and the youtuber just did it

grim ore
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did they? link to it

limber cradle
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okay

vestal goblet
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i'm trying to create a landscape layer blend, but whenever i try to change the preview weight of my nodes it produces an error saying the Arithmetic between types float 3 and float 2 are undefined, how do i fix that?

grim ore
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@vestal goblet show you code. your basically trying to shove 3 into 2 or 2 into 3

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it should tell you which node has the issue

limber cradle
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oh fuck, forget about, the guy just edited wrong in the second i was watching, he was actually in the event graph and the screen was not showing

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thank you mathew

vestal goblet
limber cradle
vestal goblet
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it doesn't produce an error when the value for preview weight is default, only when i try to change it

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incase its important this is the details for the layer blend at default (no error)

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when i try to set preview weight to anything it breaks

grim ore
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so your two material functions, are they set up correctly?

vestal goblet
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i believe so, i was just copying a tutorial, should i post them?

grim ore
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you can or just make sure they are outputting what is expected. A 3 color texture for the material blend and a 2 color texture for the height

vestal goblet
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these are the material that i'm using, they're basically copies of eachother but with a fuzzy blend for the grass

grim ore
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ok so testing there the layer blend is expecting a float 3 into both height and texture

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and when the height is not 3 it fails, so yours looks just like the original?

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your mask is what is causing it would be my guess but I would have expected it to take a vector 2 as well

vestal goblet
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oh, hold up, i think i caught it

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the SetMaterialAttributes node at the end of mine wasn't connected to the GetMaterialAttributes before like his was\

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i'll see if that was the problem

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no. no it was not

grim ore
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nope its because its outputting a vector 2 from the height, which you are making it do with the component mask of RG

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try changing that component mask to RGB on both and see what happens

plush yew
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messing around with the advanced vehicleblueprint demo level from the new project menu, the instant i try using my xbox controller to move the car, it moves backward in reverse infinitely without touching anything else, anyone reproduce this issue?

vestal goblet
grim ore
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omg no its supposed to be a vector 1 which makes more sense

vestal goblet
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the mask on his only seems to be reading G, should i keep RGB or go back to just G

grim ore
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it just happens to work with a V3 and fails on a v2....

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nope you should be doing just the 1, that is the issue

vestal goblet
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okay, i'll try that

grim ore
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it just also happens to work with RGB for some odd reason

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thats a weird one

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waikt nope I understand now

vestal goblet
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so, i can change it for the dirt layer now, but the grass still produces an error

grim ore
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a v1 cant be massaged into a v3, it just puts that 1 value into all 3. a v2 cannot be since it doesnt know what to stick in the 3rd. the layer blend converts internally into a v3

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you want that to be changed for both

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the height needs to output a v1 or a v3, and it looks like he is using the G channel for that (1 value)

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well you said it looks like he is doing that lol, I dont know what he is doing πŸ˜›

vestal goblet
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i have mine both set to just G, but the grass layer is still producing an error,

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the dirt is fine though

grim ore
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show that end part of the Grass layer, and are you sure you compiled and saved it after?

vestal goblet
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... god damnit

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i forgot to hit save/apply

grim ore
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πŸ˜‰

vestal goblet
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i feel stupid now lmao

grim ore
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but hey if problem is solved, problem is solved πŸ™‚

vestal goblet
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true

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thanks for the help man

grim ore
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yarp, a second set of eyes always helps

vestal goblet
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least its fixed now

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i'll have to keep that little detail in mind for future

normal creek
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Hi all, I'm trying to following along in the "Dive Into Real-Time Ray Tracing for Archviz" tutorial and stuck at a point where he adds a cube that is reflective, whereas mine is not. This is the part in the tutorial: https://youtu.be/wwSs9mdOlA0?t=813 and here is the image that I'm getting when I add the same exact material (M_Metal_Chrome) to a raytraced-enabled cube:

In this product demonstration, Technical Artist Matthew Doyle provides an overview of real-time ray tracing techniques for architectural visualization in Unreal Engine. Learn how to adjust lights for real-time ray-traced shadows and global illumination, use ray-traced reflections and translucency options, and debug your ray-traced scenes.

Want ...

β–Ά Play video
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Anyone here know why my cube isn't shiny like there's, or things I can look into? Also if there is a better place to pose questions such as these, direction towards that is much appreciated. Thanks for any help!

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I should also point out that while the author of the tutorial is on an RTX 2080 Titan and getting near 60fps, I am running an RTX 2080 Super and seeing about 32fps

grim ore
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yours certainly looks like DXR isnt enabled for reflections

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also in regards to performance, if you play the sequencer and dont let it end you will end up with lower performance. Part of the sequence is upping the ray tracing quality for the playback and part of it at the end is disabling that back to defaults. If you dont let it finish it wont go back to defaults

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now with that said I just checked and I think the dev changed some stuff. The metal chrome from the starter content is .25 roughness which will not give you a mirror like result, if you change that input to 0 it will be shiny

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You can even see how my preview ball is now reflective

normal creek
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Ah - yep! Setting the roughness in the material's blueprint to 0 changes it to a perfect reflection

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Yea I was confused because I could see the global illumination effects, but TBH very new to UE4 so was wondering if something in my setup was wrong

grim ore
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nope its....

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well it is what it is and we get to help people when it happens lol

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  1. figure out your platform
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  1. develop for that platform
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  1. repeat until done
normal creek
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well @grim ore thanks for checking it out, nice to keep going forward without any question marks on my end

grim ore
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@normal creek education is what I do so having a education issue made me curious πŸ™‚

normal creek
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Yea following along further into this tutorial, I'm finding that there are quite a few differences in the version I'm using (4.26) to the one that was used when the tutorial was made (4.25something)

grim ore
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shouldnt be any super large differences, which ones have you noticed?

pale forge
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Hey .. wondering if anyone could help me understand DownloadImage. I have a really simple example here. Problem is sometimes it works and sometimes it doesn't. When I call it directly off a menu it works fine, but when I call it embedded in a larger blueprint it fails. No idea why as it reports no status or logs.

grim ore
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check your web server logs to see if its on that side

#

maybe test with something public like an image on google or other website

pale forge
#

thing is half the time it works fine.

grim ore
#

on your local image, or a web image?

pale forge
#

I am running the server so it's localhost.
Do you know if there is a way to download an image synchronously?

grim ore
#

not that I know of, and yes I know its local thats why i said to check your server logs or try one from the internet

south dagger
plush yew
#

Can someone tell me what is the C++ code of β€œAI move to”?

grim ore
#

that is neither

#

@plush yew look at the source for it on github

grim ore
#

@south dagger you change the game resolution thru the game user settings system in game (blueprint or C++), or you set it in the .ini file, or you use a console command. If you want to change it in editor its in the play settings menu at the bottom of the play button

south dagger
grim ore
#

yes that area but that is for in editor only

limber cradle
#

so yeah i copied in a project of mine this yt video blueprints about grappling hook and it went wrong https://www.youtube.com/watch?v=Mu4oJvirSGc

Hey guys, in today's video, I'm going to be showing you how to create a grappling hook system for your games in Unreal Engine 4. In this, the player will shoot a grappling hook, and the player will 'fly' over to where this landed. You can also hit right mouse button at any time to cancel the movement along the grapple.

Grappling Hook 3D Model: ...

β–Ά Play video
#

sorry wrong video

#

does any of you know if this blueprints do not work anymore?

#

or i just missed something?

#

when i try to move the character the hook bugs, the screen starts to shake and thats all

grim ore
#

screen shakes are normally a physics thing so make sure you did that right

south dagger
#

well I did not get the resolution bit... so what is the best practice when one is trying to make a book inside the game?

grim ore
#

#graphics might have more help than in here, but depends on what you are going for. a 3d model with some textures, a ui element that looks like a book,

limber cradle
south dagger
#

@grim ore oh.. thanks for the ui element insight!

limber cradle
inner cloak
#

Anyone know of a good tutorial on adding bones to a skeletal mesh ? I need to add a set of bones for attaching a tool.

waxen raven
#

Socket for tool yeah. Adding bones you could go to blender but... that'll require learning a lot more.

wind ivy
buoyant flare
#

Hey, guys. I have a question about animation notify. So currently I am working on a third person shooter game. I need to acquire the scope socket position of the weapon every time I use iron-sight aiming. The problem is that I only need to acquire the location of the weapon socket when the character is completely in aiming pose (means the hands are holding the rifle up around eyes). Since both the idle anim and aim anim are just blending from each other not a anim montage, I had a hard time to find a good way to add animation notify so that it can trigger every time the player raise both his arms to aim. I needs this primarily for positioning the aiming camera. I know I can probably work around it using a delay, but I still want to see if this is possible to achieve using BP.

honest vale
#

@wind ivy are you using dynamic (non baked) lighting?

honest vale
#

it's due to that

wind ivy
honest vale
#

don't know if it's working as intended or not but that's how it has been forever as far as I know πŸ˜„

plush yew
#

how to disable als v4 mantling/climing i want to make it my self i dont want to use from als v4

lusty carbon
#

Whats this "r.RayTracing.Reflections.ExperimentalDeferred" cmd? it seems to improve FPS significantly with little to no visual impact.

plush yew
#

Guys should I create a star wars game?

waxen raven
#

Definitely. Best one ever too.

fallen marten
#

@buoyant flare does your aim use an alpha to blend? Perhaps you can do a check that's says- when alpha is at 1, then do blah blah (your notify code)- or, when you press aim to get the sights up, delay .2 and have a function run your code .. theres always more than one way to skin a cat or banana πŸ˜‰

next dust
#

hello πŸ™‚ When I'm trying to generate a landscape/terrain by just following the tutorial on Unreals website, i get a plane that is translucent (?) from the top and black at the bottom, and I also can't sculpt on it, even when I rotate it. What am I doing wrong?

plush yew
waxen raven
#

Darn.

plush yew
#

Wanna see the model for the player?

waxen raven
#

If it doesn't have merchandising, merchandising, merchandising I dunno... damn does that give me ideas though.

fallen marten
#

@next dust does the plane have a material on it?

next dust
#

yes :c

fallen marten
#

πŸ€”

next dust
#

doesnt feel like the sculpting on either side is doing anything either and i have a blank project :c

fallen marten
#

So you are in sculpt mode and can access all the tools?

#

What tutorial are you following?

next dust
plush yew
#

is there any way where you can speed the baking?

next dust
#

I think those are all the tools.

#

One second.

#

also changing the brush size in the brush setting changes the size of the plane? XD

plush yew
fallen marten
#

It just looks like a plane, with no verts/sub sections that can be sculpted

next dust
#

that's all that was generated, i used the same settings as the tutorial :c

#

and the landcapegizmo thingy

fallen marten
#

Hmm.. I'll have to read the tutorial

#

Can't think of why it won't sculpt besides it having no sub divisions

#

Ok delete it and try again -

#

You deleted the floor and hit create for the terrain, but it doesn't look like it generated anything. It should generate with a default material

#

Starting fresh would be best

next dust
#

alright, ill just open a brand new file then

#

c:

#

to be EXTRA sure

fallen marten
#

Don't panic - it'll all work out πŸ˜‰

next dust
#

it worked owo''' no idea what cursed the previous empty file but... thanks so much!!! :3

fallen marten
#

Anytime 😁

cursive coral
#

Thank you, the only issue is that I cannot deform the landscape at will as it seems to have a mind of its own when using the ocean volume. Any tips?

fallen marten
#

Umm no sorry - not sure about that one as I've never used the ocean volume before

plush yew
#

When I press q, it will switch to the sword, but when I press the right mouse, it shoots an arrow. Please help.

sharp frigate
#

Hello

lusty carbon
#

For saving r.raytracing commands, do I need to put them in the DefaultEngine.ini file?

sharp frigate
#

Is There a Way to make a single integer to be more than 1 number in a split second ?

sick dawn
#

Hi Guys and Girls, any idea what is this? It;s happening when trying to start my project build.

sonic quest
# cursive coral Thank you, the only issue is that I cannot deform the landscape at will as it se...

Actually, you can control how the deformation is happening. Go to the details panel of the Ocean Actor.
There are blending options.

Check this: https://youtu.be/d5Ft7UaYayM?t=350

Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Games’ Sjoerd de Jong talks you through the basics of setting up an ocean, a lake, and a river. Then, he dives into more advanced features and possibilities that showcase how you can tap into the water rendering through other parts of the engine by making objects...

β–Ά Play video
dense edge
#

hi, is short films excluded in 5% royalty?

wary wave
#

if you don't distribute a binary, then yes

plush yew
#

in RayTracingReflections.cpp

gilded lichen
#

Hello, I dont know what I'm doing wrong,but it seems like I cant change a structure's variable. As I'm making a inventory system I wanted a drop system. In the structure variable, I have a integer that is for quantity which I want to decrease by one when an item is dropped. But it simply will not decrease. Am I doing something wrong? Here is a video showing the code and the issue. https://youtu.be/et6fm9nntoQ

plush yew
#

@gilded lichen You are doing something wrong πŸ˜„ I use a similar system without any problems :-). I don't know what you're doing wrong, but technically this should be your abstract approach: You have an event system in place for item acquired/dropped. Someone/something is listening to said event and ++x or --x it when the event broadcasts. The event should contain the item actor, the owner, the quantity , the action of acquiring/dropping it, etc.

#

I use C++, but you can use C++ or blueprints, the abstraction is identical πŸ™‚

gilded lichen
#

Hello, thank you for your reply. Im a bit confused on your reply. But I have a drop event that has a spawn transform and item info, which is a structure variable that contains all the item's information, for example: name, description, quantity, etc. I dont get how I'm doing something wrong because I'm adding to the quantity fine but subtracting is not working.

plush yew
#

Use a breakpoint

gilded lichen
#

where should I use one?

#

as I cant see any variables when using one

plush yew
#

Right before adding. When it works

#

and then right before subtracting. When it doesn't work

#

and see if your ++x and --x match πŸ˜„

#

by X I mean qty., likely 1

gilded lichen
#

yea

#

ok, I'll have a look. Thanks

sonic quest
dense edge
sonic quest
#

I think it's fine for non-commerial apps.(except games) No need to worry about royalities.
I think games are excluded due to in-app purchases etc.

#

I think it the app is custom, we can distribute it without paying a dime.

#

I think they have not define properly what a custom app is on the website, we need to check EULA.

plush yew
#

hi, is this a collapsed node? and if yes how do i open it again so that i have the normal slots for each map? ;;

wary wave
#

if you build something bespoke for a client, then you don't pay anything
if you build something and distribute it to multiple clients or individuals, then you pay the royalty

dense edge
#

thanks for the replies

fierce tulip
#

@plush yew disable "material attributes" option in left side of option menu thingy

sonic quest
sonic quest
plush yew
#

i guess there is no way to have both? πŸ˜… I just wanted to add subsurface scattering to the material, not completely break it :P

sonic quest
#

You can do that, no need to break.

#

There are some blend nodes.

#

Let me show you.

plush yew
#

thank you so much!! :3

zenith heron
fierce tulip
#
  1. follow sword/medieval weapon modeling and texture tutorials
  2. become good at it
  3. ????
  4. make modular (profit)
#

(so yea, just follow along guides/tutorials until you know how to model them, and with that knowledge you'll understand the modularity)

zenith heron
#

I know how to make the weapon itself, I don't know how to make a blueprint system for generating meshes

fierce tulip
#

ahhh, hehe that was not really clear

#

generally the "modular" blueprint tutorials are for buildings, but same technique can be applied to weapons or anything really

zenith heron
#

Thank you, will check it

true falcon
# cursive coral Thank you, the only issue is that I cannot deform the landscape at will as it se...

It's a little bit tricky to get hang of how landscape layers and blending works, I wrote a little bit about it and the ocean system here https://forums.unrealengine.com/development-discussion/rendering/1844688-ue-4-26-water-system-and-landscape#post1854605

#

Check out Control rig, it has support now for creating animations in engine, and also adjusting existing ones

runic fern
#

Hi guys i want your ideas ...
I have broken electrical cable i want to attach a child to the end of that cable if the cable fixed the child must turn on

#

But the child must be changable

#

I can change it with other electrical stuff

dense glade
#

Hello. Trying to control specular from lights. Keep seeing people talk about roughness parameter in light but i dont see that parameter. Anyone know what imean ?

fierce tulip
mystic barn
#

When developing with UE built from source - when do i choose build vs rebuild from Visual Studio?

#

Context (Working with a dedicated server)

snow sinew
#

Hi there. I have a question. How can I apply hit reaction anim for my enemy character to react to TPS sword hit? I using layered anim. I searched everywhere but I didn't find a straight answer to apply hit reaction to enemy character.

spare kernel
#

Hit reactions are just additive animations played over the top of the current animation

snow sinew
spare kernel
#

damn that is some messy blueprints

#

but your animbp should do the hit react

#

not a montage, and it should be additive

mystic barn
#

Pointless interrupt (ignore me) - it amuses me that someone with Kaos in their moniker notes messy BPs πŸ™‚

snow sinew
#

Sorry. My bad

spare kernel
#

thing is you don't want to override the entire animation for a hit react. We split our hit reacts into two types, Full Body or Additive

dire coral
#

any plans on adding a animator to ue4 like in unity. just set to bones add keyframes and you have a quick animation??

#

it would be very useful

snow sinew
#

Maybe should I do blendspace for it?

#

No. Wait. I have an idea. I'll try something

clever axle
#

Unreal seems to just be packing my entire Content folder when I cook, is there a way to trim that down to only used assets? (when I migrate my level to a different project, it's a lot smaller)

empty smelt
#

Hi all can anyone recommend VR videos or references to trigger objects when looking at them with HMD?

#

I need your help

torpid steeple
#

Hello i was following Weapon system tutorial but having a problem with weapon when picked up I have slots assigned but its attaching the weapon on its own way

torpid steeple
#

Hello i was following Weapon system tutorial but having a problem with weapon when picked up I have slots assigned but its attaching the weapon on its own way

#

Anyone able to help?

true falcon
#

Thanks for that huge F-Pickup image, that will really help us drill down to the problem

spare kernel
#

πŸ˜„

torpid steeple
#

I know as I said i was in the middle of it

spare kernel
#

so the gun is rotated wrong

torpid steeple
#

Yes

true falcon
spare kernel
#

so rotate your socket

torpid steeple
#

Yes

spare kernel
#

ah wait

#

your gun actor is likely rotated wrong

torpid steeple
#

I was rotating the its not helping

spare kernel
#

your gun is seperate actor right?

torpid steeple
#

Yes

spare kernel
#

what is its mesh rotation

#

cause its off by 90 degrees

torpid steeple
#

I am not sure but I think I was rotating it but nothing changed

#

Is that possible I was rotating capsule collision with mesh attached? And I was rotating both of them instead of mesh only?

misty cargo
plush yew
#

πŸ’―

waxen harbor
#

Seems legit to me

#

the messier it gets, the more likely it will work, trust me

torpid steeple
true falcon
sharp frigate
clear light
#

btw Matmagik, your on a PC...why did you take pictures of your screen with your smartphone

sharp frigate
#

Basically any particle effect will get cut in half

torpid steeple
late loom
#

guys when do free content come

true falcon
#

I prefer my screenshots hand-delivered on dot-matrix printed paper myself

fresh vine
#

guys do u ever get the error:
"The following modules are missing or built with a different engine version"
i just made a new project with 4.26 yesterday and now it says this

spare kernel
#

@misty cargo ever heard of reroute nodes, and local variables? πŸ˜„

true falcon
#

If you need to use a comment box, or re-route nodes, chances are you should be breaking down into functions instead

misty cargo
true falcon
#

google it

misty cargo
true falcon
#

Tasked with assembling a tech demo for some new features, Zak needed to create a slider our team could adjust in-game, allowing them to modify other Blueprints. While thinking he would build upon the existing sliders in the Content Examples, it turns out, those sliders, while functional for what they are, were assembled a LONG time ago and don't...

β–Ά Play video
jolly mason
#

ive got another error, "Couldn't find object for bound event node OnActorBeginOverlap (None)" there is nothig in the level blueprint and when tere is it says the same thing

serene birch
#

seems 4.26 + up to date NVidia drivers hard crashes my personal computer shortly after opening the editor :/

wanton lotus
serene birch
#

probably for the best

#

or I could stick to the "creator drivers" on my home computer but I'm not sure about the impact of it πŸ™‚

fierce tulip
#

stof, 3000 series gpu as well?

serene birch
#

2060 (not Super) actually

fierce tulip
#

ok, because 3k series + latest nvidia drivers + win 10 + 4.26 + unlocked windows taskbar = non-stop crashes as well

wanton lotus
#

Well, you got a loose task bar, duh.

serene birch
#

it's pretty much instant

#

I open some project (probably DX12 configured for RTX), then my PC gets very slow

#

then freezes shortly after

#

I'm switching to the studio drivers I guess

#

it's not as if I need that much bleeding edge support for bleeding edge games πŸ˜„

wanton lotus
#

Hmmmm, nvidia and their specific game driver patches... never breaks a thing.... haha.

#

Although sometimes completely necessary, for the gamer, like CP2077 and their countless game breaking bugs on release.

serene birch
#

ok must be some hardware issue on my side (not GPU but HDD I'd say)

fresh vine
#

Ok UE4 crashed wheni tried to close my project:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
atidxx64
kernel32
ntdll
Anyone know what this is?

serene birch
#

that callstack looks to be entirely inside the AMD GPU drivers

fresh vine
#

oh
ok thank u ill try googling that

uneven glade
#

Anyone here who knows a bit about retargeting animations in UE4?

I wanted to retarget some Mixamo animations to the UE4 skeletons, but the retargeted animations do not make the mannequin move except for some strange head movements. I'm not sure what I did wrong since my retargeting manager seems to makes sense after I compared it to several tutorials found on youtube.

Here's what I did:

  • Downloaded sword and shield package and the xbot character from Mixamo
  • Imported the animations while having "convert scene unit" selected.
  • Retargeted the Mixamo skeleton to the Mannequin. Here is a list of my retargeting: https://i.imgur.com/YNiZw8U.png The IK are set to none
    retargeted all the animations
  • This is the result when I view the animation: https://i.imgur.com/Hry3KnF.png

There isn't any movement in the body except for some stange head movements. I think that even if my retargeting wasn't fully correct it should still show some movement at least, but what it is currently doing doesn't make sense to me. I'm still prety new to animation in Unreal so I have been unable to figure out what I did wrong.

still moat
potent bridge
wanton lotus
small basin
#

I'm using BSP to block out something, but the UV for the worldgrid is slightly crooked. I tried using the surface properties to rotate it slightly, but I can't seem to do <1 degree rotations with 0.1 0,1 or 1/10. Any way to input smaller than 1 degree changes?

true falcon
#

oooh seems to be bunch of fixes for water stuff in new release

willow tinsel
#

Which is better? Unity or UE4

#

I'm starting but don't really know which is better

true falcon
#

Unreal

thick herald
#

Unity

#

Both

true falcon
#

One is the tip of the spear for games development, used internally to make billion dollar games with access to million dollars worth of free assets.The other one is an experiment that's never been dog-fooded correctly and everything is in flux most appropriate for doing pixelart 2d platformers

thick herald
#

Whatever you find easiest to use, is the best one.

willow tinsel
#

Ok thanks

true falcon
#

I mean, I'm perhaps one of the worlds most experienced C# programmers, and I STILL prefer Unreal πŸ˜‰ (though I curse C++ on a daily basis)

thick herald
#

No point in throwing stones. Unreal has catching up to do in other areas.

true falcon
#

Yeah, Ux is a bit of a nightmare

#

Blueprints getting better and better tho, just so much .... stuff in all detail panels

#

Also the bridge between C++ and blueprints just breaks all refactoring

#

Unity has some amazing architecture decisions and technology (like ECS), but they've never managed to mature into a proper product

#

I'm glancing at EnTT, but afraid my head might explode

#

Imagine having all the c# tooling under Unreal though drool Unreal really is in the stone age when it comes to some development practices. There's been some attempts like UnrealCLR but doesnt quite seem practical.

#

yeah, wonder how its going for that guy, must be a slog

#

honestly I just got things like generics, lambas, tasks and await in blueprints I'd be pretty settled πŸ™‚

#

yeah, and it popping up all the time isnt fun either πŸ™‚

serene birch
#

well

#

it's only an issue the first time you open a brand new project

#

if you don't forget to disable the VR plugins from it

true falcon
#

Just install the chaos branch and use for non vr πŸ™‚

serene birch
#

I mean, if later you want VR in that project you enable it again πŸ˜›

#

or you fork the project in two, one VR and another without I guess

true falcon
#

VR doesnt exactly seem a priority for Epic πŸ™‚ No millenials running around shooting at each other in Vr

late loom
#

this month free content is so underwhelming

serene birch
#

it's mean to Half Life πŸ˜„

#

but yeah for me Beat Saber is the only good VR game

true falcon
#

Aircar blew my mind when I tried it (short experience tho). I really should try and do something like that

serene birch
#

though I had enough fun with Elite Dangerous with it too

#

there's Red Matter that looks pretty good as a VR game

#

rock fluid

#

UE4 game πŸ˜„

true falcon
#

I almost had tears in my eyes running through the ED tutorial in VR πŸ™‚ Was really one of those "shit we live in the future" moments. Also remembering how Elite used to look back in the day πŸ˜„

#

Roborecall

#

yeah, more than could be said for doom

#

quake was the revolutionary one πŸ™‚

wary wave
#

Quake did come after Doom, yes

serene birch
#

don't forget Ultima Underworld

wary wave
#

Doom introduced online multiplayer and deathmatch to the shooter genre πŸ˜„

serene birch
#

doom-likes πŸ˜„

knotty heron
#

Why does my Niagara System ignore my alpha over life curve

#

i have a translucent material but it wont fade

#

thanks good to know

#

and this is my mat

#

im dumb

fierce tulip
#

you'd also need a particle color node

true falcon
knotty heron
#

Lmao that whole update thing confused me at first after using cascade

potent bridge
#

can someone help me? doesn't seem anyones seen my messages for a while now.

knotty heron
#

Also it still wont work, I'll try the particle color node

true falcon
#

It's the blueprints obvs

knotty heron
#

particle color fixed it thanks

coarse jetty
#

Hi, is there any implementation for azure remote rendering in unreal? Or maybe some tutorial to add native cpp to a project? Thanks

forest phoenix
#

Hey everyone! I've got a minor issue I want to solve here: I've set up a custom animation and a scene for it, and now I'm going to add the camera in a sequencer. The thing I want to do, is have the focus of the camera track the character's eyes. I have set up sockets for the eyes with no issue, but I have no idea how to get a camera focus actor spawn in the scene where the socket of the character is located and follow it through the animation. Is there any way go about doing this? Yes, I could manually focus through the animation, but I'd like to know how to do this regardless.

true falcon
fallen flower
#

@coarse jetty I think you'll want to look into Pixel Streaming. There's a sample in the learn tab.

forest phoenix
#

@true falcon Will do. Sorry, bad habit when I'm unsure where a question belongs.

nimble matrix
#

Hi all, I need help with the Animation tracks not updating into sequencer. I downloaded the .fbx animations at 24fps from Mixamo, and some Free Marketplace Animations. I imported them, and are displaying correctly in the engine. Those Animation Sequences are not available in Sequencer, but they are in the content folder, and are SK_mannequins' export. How do I add the Animation Tracks to display in the +Animation Track drop down? Am I missing a step? Please assist, I researched in Docs, and failed to find a solution.

true falcon
#

Maybe I can go for the hat-trick

grim ore
#

@nimble matrix I would assume the same reason it wouldnt work normally. Animations have skeletons tied to them, are those animations tied to the skeleton you have on the sequence?

nimble matrix
weak goblet
#

I don't know where to ask something like this, but I am running into an issue with a vehicle I am trying to make, it floats in the air but it still functions normally.

I have tried messing with the WheelRadius and decreasing it all the way to 0 but it does not fix the floating issue, I am using UE3, but I do hope that even someone with UE4 may be able to help.

winter zenith
#

I am trying to use source of Unreal and built everything and all of that but when I try to launch it says that this plugin is missing would you like to download it? But I already have that plugin added

coarse jetty
#

@fallen flower @plush yew thanks for the reply but i want to implement azure remote rendering specifically. And dont have any docs, only for unity and native c++. And there is where my doubt come

grim ore
#

@winter zenith launching the editor, or launching a project? launching the editor shouldnt complain about any plugins

winter zenith
#

I am launching the editor in the source unreal

#

But it says that

#

but If I was to launch through regular engine

#

it works

grim ore
#

@winter zenith so you are running the ue4editor.exe file from the binaries folder, which plugin is it complaining about?

winter zenith
#

Just the plugins i've installed from the marketplace

grim ore
#

how did you install them into the source build?

winter zenith
#

Oh haha I don't think I installed them into the source build πŸ˜‚

#

How would I do that?

coarse jetty
#

xD i dont have the knowledge to join both things but im going to give it a try

grim ore
#

you would have to find compatible versions and copy them into the correct place. If its the same main version as you used for the launcher to install them you can find them in that version on your drive and copy them over the same way

winter zenith
#

So I put them in my source engine's plugin folder?

grim ore
#

assuming that is where they go yep

winter zenith
#

Sounds good πŸ™‚

grim ore
#

your file structure between the launcher and source version should be the same basic structure

winter zenith
#

@grim ore Sorry to bug you again but where can I find my plugins downloaded from the marketplace in the files?

grim ore
#

if its an engine plugin it should be somewhere in your plugins folder

#

just depends on the plugin and where it installed itself

pearl wing
#

Hello guys! Maybe I have a little bit weird/stupid question... But who knows πŸ™‚

Is anyone of you knows any news or gossips about new Unreal 5? I mean when it approximately could be released this year and will it be similar to Unreal 4?

I mean, I'm currently developing my own game on Unreal 4, and I'm like in the middle of my progress. I suppose that I could finish it by May or June this year, so if Unreal 5 gonna be released before autumn, I'd love to migrate to that engine (if the process will be almost seamless as well) 😊

grim ore
#

all the release info so far is that it should come out in preview form sometime this year and probably release sometime this year. no dates other than early 2021 I think for preview? its supposed to support 4 -> 5 migration but no one knows the details on that.

#

I wouldnt hold off on developing your game in 4 and waiting on 5

pearl wing
grim ore
#

shouldnt be a doubt, they said there would be a path from 4 to 5 so unless you expect that to be wrong or you need something in 5 there is no reason you cant at the worst finish it in 4 like the majority of people

zealous crane
#

Does anyone know a good way to implement different weapons and their variables etc
please @ me if you do

pearl wing
runic fern
plush yew
#

Is my shaders compiling? Because its stuck at 1,400

supple wraith
#

Don't write your own Volumetric Sky Shader ( at least in UE.26 Chaos Preview ) . A simple shader, that's just using noise for the volumetric effect takes approximately 10 min. on a ryzen 5800X processor to compile.

plush yew
#

Oh ok

cinder iron
#

Hello, are we getting 4.26.1 chaos release?

plush yew
cinder iron
#

πŸ‘

median hound
#

we are now in 4.26.1?

plush yew
#

Isnt it released for you @cinder iron

plush yew
median hound
#

in general

cinder iron
#

Haven't checked Saber, I'm just curious about substepping in chaos.

plush yew
#

Oh ok

sterile tulip
#

oh new update, whats new?

#

If I update it, will it break my 4.26.0 project?

maiden swift
#

It's unlikely to break your project if you're already on 4.26. Hotfixes don't include breaking changes.

#

It's possible a new bug will be introduced, of course.

maiden swift
#

No, I was responding to Blubblub asking if 4.26.1 will break their project.

plush yew
#

Oh ok

maiden swift
#

I should've used a reply for better context.

plush yew
#

Yeah.

sterile tulip
#

if I install a new version, it will take its own new space, how about hotfixes? Does that also install a new version or does it replace the existing?

maiden swift
#

It only includes bug fixes.

sterile tulip
#

Thanks, I will update it then 😊

#

The water plugin has some bugs in 4.26.0

#

Those fixed would be nice

plush yew
sterile tulip
#

also you can scale up the ocean, but not the post processing under it I think

#

Having an option to scale up the ocean post processing is useful

loud linden
#

Hey i am new to UE4 and wanna start a Turnbased Multiplayer Cardgame(Boardgame like Uno. Not like Heartstone etc.). Dont know where to start should i try to implement multiplayer first and then the Card game Logic ? and have the fear that i have to rewrite a lot when add Multiplayer afterwards. I have some Beginner/Basic Knowledge about UE4 and programming in General(did some online courses and watched some tutorials)

plush yew
#

Because if you are, then I have the perfect plugin for you.

reef lotus
loud linden
#

@plush yew Already thought about that but dont know whats pros and cons of that

reef lotus
#

@plush yew what's the plugin you're thinking of? advanced sessions?

tribal holly
#

Anyone know where I can get the starter pack assets without downloading Ue4 again? It's not in my content

grim ore
plush yew
#

How do I create a linked button that launches another web browser like google? because I am planning to like create a button and when the button is pressed it will ask you if you want to go to google chrome or microsoft edge

grim ore
#

there is an launch url button you can use inside the engine

plush yew
#

I know

grim ore
#

if you mean choose the browser, you cant without going into custom C++ code

#

thats all part of the operating system

plush yew
#

nvm

#

Ima just stay with the microsoft edge since I like microsoft edge lol

calm pollen
#

when you are making a widget ui for a mobile game, does everything go in 1920x1080, or should i change it to less

grim ore
#

in game its whatever you set your resolution and scale to, on device it depends on the device

#

on device its going to be the native resolution or a multiplier of it (normally lower for performance reasons)

calm pollen
#

ok so it changes for each device automatically or do i have to change it for every resolution?

tribal holly
#

thanks

grim ore
#

it will scale based on your settings, go into the project settings and there is ui and dpi scaling

#

generally you pick your default resolution (probably 1920x1080 if landscape) and then you say "hey if its this size on device, scale it down to this percent" and same with up

calm pollen
#

ohh got it thanks so much

clever axle
#

about the texture pool size: any tips on what to set it to? is that the vram the game is allowed to use?

gleaming narwhal
#
crimson lake
#

hey guys, is it possible to make a blocking volume block the character only and not the AI pawns?

tough pagoda
clever axle
#

@crimson lake sure, look into collision profiles

crimson lake
#

If I select pawn, even the ai peeps will stop

clever axle
#

then you need your player pawn on a different profile

crimson lake
#

Apologies for lack of knowledge around ue, how would go around doing that? would it be a component tag?

clever axle
#

@crimson lake check "Object Channels" in the project settings under engine -> collision

tough pagoda
crimson lake
clever axle
#

@crimson lake in your character's capsule component under collision, set it to your new object type

crimson lake
#

pffff

clever axle
#

or in your ai, whatever it is

crimson lake
#

my dense ass went through every component but the capsule component

#

which is the only one that handles collision

#

dang it

#

thank you ❀️

floral parcel
#

Is there a release date for UE5?

clever axle
#

@floral parcel yes. 2021

median hound
#

late 2021 i dont think they have an exact date n time

drowsy oriole
#

does anyone know a decent free C++ introduction in a written form? It doesn't need to be very beginner friendly, I just need to get accustomed to the engine's architecture, preferably by example

grim ore
#

preview early 2021, release late 2021. Virus complications? who knows

#

@drowsy oriole learning C++ or intro to how UE4 uses C++?

drowsy oriole
#

intro to UE4

grim ore
#

the docs, or the source itself

drowsy oriole
#

yes, I know this one, however it would be nice to have something like "your first project" tutorial

spare kernel
grim ore
#

there is an older battery collection video course, but nothing written that I know of. There are written parts of the docs for specific things to do, like the player or player controller and such

spare kernel
#

i think has some written tutorials..

drowsy oriole
#

@grim ore oh, I didn't notice this one

#

thanks, that'll do

#

@spare kernel I didn't know this portal either, looks good

grim ore
knotty heron
#

What do I use to make Niagara pick one of these colors instead of using anything in this range?

grim ore
#

so a single color and not a random?

knotty heron
#

either the green or the orange, not the whole range

grim ore
#

yep that is the uniform ranged linear color property at the top on the right click on it and change it back to a single color

#

something like this

#

it might also have a reset icon next to it, the yellow arrow

knotty heron
#

Yeah but then it would only output one color

grim ore
#

oh you want it to be both colors but not in between?

#

so randomly red or randomly green

knotty heron
#

Yes exactly

#

Adding another color 001 doesn't help sadly

#

I think just making a second emitter and putting them together should work

grim ore
#

lerp gives you 2 options based on the lerp value (0 or 1)

knotty heron
#

Oh That sounds promising

grim ore
#

change the lerp value into a select float from array with only 2 options (0 or 1) and it will randomly pick one of the 2

#

might want to put this in the spawn tho not the update

#

and the yellow is just the result of overlapping particles

knotty heron
#

How did you get the select float from array?

grim ore
#

this is the lerp linear colors module

#

and defaults should work

knotty heron
#

I got Lerp linear colors selected

digital anchor
#

are u in 4.26?

knotty heron
#

I think so

digital anchor
#

theres also a select A or B float, thats similar

knotty heron
#

I might still be in 25.4

grim ore
#

ugh i am in .26 I wonder if it was added

knotty heron
#

Oh the A or B one also works

#

Thanks guys!

grim ore
#

yeah uniform A or B float would work but jesus thats named weird

#

I was looking for select is why i couldnt find it

knotty heron
#

I also tried pick and choose lmao

grim ore
#

the bad part is the way its named it makes it look weird in the drop down list so I couldnt find A or B lol

royal stirrup
#

good night, guys! I need some advise please.. I have a blueprint with animated ship and I want to put couple decals on it. Can I do it so they follow ship animation?

little warren
#

Any one know how the engine converts the joystick rotation and position to values between -1 to 1?

grim ore
#

I beleive it just reads it directly from the device and gives you those raw"ish" values. there are adjustments in the project settings for input to massage them

#

and you set up your input to read those values based on the input device and its "key" that epic is mapping to, such as left joystick or bottom button and such

meager stag
pliant rose
#

MASTER @grim ore pushing progress solo

plush yew
supple wraith
#

Is there a way to paint the landscape using the new water river splines?

grim ore
#

@plush yew results like that are normally due to your retargetting skeleton not being correct. extra or missing bones so it cant match them

versed stump
#

Is there a way for me to select which items from an asset pack to add when i'm importing it to my project? or do i have to import everything and then go into my project and delete the things that i wont be using?

plush yew
#

I think that you can't specifically select the items you want, at least I have never done it.

grim ore
#

you can import them into a new blank project then migrate over just what you want

versed stump
#

Ok, Thank you

cursive coral
cursive coral
tawdry python
#

tbh I would assume that the devs went through hell for the mobile port of fortnite πŸ˜…
@hoary mason but it was worth it

#

and it brought a lot of improvements to the engine

hoary mason
#

dunno never played it

tawdry python
#

not everyone has good specs

#

I never played it on phone either

#

but I mean from a business standpoint they made a ton of money and added a ton of improvements for low end specs and phones to the engine because of it

#

check the patch notes for version around 4.22 iirc

hoary mason
#

won't doubt it. But dunno if it was necessary and they could've spent the time and energy for anything better.

hoary mason
#

sure, it's always subjective.

misty cargo
#

I had a major issue with my entire function blue print dying from not saving anymore and when I transferred everything over to anew one it started acting up

#

So it's going to need to be scrapped and redone

#

It keeps having unreal engine gremlins

still moat
#

Nice! No worries, Ill gladly take note of that reminder

misty cargo
#

I'm not much of a programmer

#

I'm making a simple clicker game xD

#

And build upon it

#

But I did something stupid moving everything

#

And the blueprint for my functions stopped Saving and started crashing my unreal editor

#

So I had to move them all to a new one and then that one immitaltly started acting as if the select block didn't exist so I cut everything out of it and paste it into a new function and it worked for a bit then I went to move blocks Around to neat it up and it crashed unreal

misty cargo
#

It's like the cursed function

#

<~>

#

To be honest I'm afraid that this is a start of glitches that will kill me in my sleep by my own laptop

plush yew
#

You can handle it

#

I believe in you!

misty cargo
#

Lmao if my laptop doesn't strangle me in my sleep with the mouse and headset cable

#

It's been very mad at unreal

plush yew
#

Das too kinky for me KannaGun

#

Same tbh

#

Unreal won't let me save my character meshes after I mess with morphs and idk what to do lol

misty cargo
#

Hmmmm

#

I haven't touched character morphs since I'm doing a widget based game

plush yew
#

Well I'm just at a point where I want to make base models for a character creation system

#

So you can pick different races lol

misty cargo
#

<~> if I tried to do something 3d I might have an angerism

plush yew
#

My life :>

misty cargo
#

My laptop isn't meant for it

plush yew
#

Make a 2d game

#

Those are much easier ._.

misty cargo
#

It has an integrated graphics chip

plush yew
#

Oof

#

Crunchy laptop

misty cargo
#

So...... It leaches off the ram like a hawk for mice

#

Smh

plush yew
#

Interesting analogy

#

Lol

misty cargo
#

I have max 3gb of ram that I can use

#

I'm supposed to have 12gb

plush yew
#

o.o

misty cargo
#

And its meant for multitasking

#

.... I feel like I got a rip off at best buy

#

Smh

plush yew
#

Still need to do trademarking and copyrighting and if you don't wanna pay 60% in taxes or more purchase an llc

misty cargo
#

Next time I will by a pc parts

plush yew
#

Yeah pc parts would be wiser

misty cargo
#

Which will most likely happen in less than a year

#

Lmao

plush yew
misty cargo
#

Usa has a stimulus check for a grand coming up

#

And that be enough to get me a pc

plush yew
#

o.o

misty cargo
#

And a cheap ass monitor

#

Lmao

plush yew
#

Why not lol

misty cargo
#

Who needs a good monitor anyway

plush yew
#

True just plug it into your eyes

midnight root
#

$1400 <

misty cargo
#

Lmai

#

Lmao*

plush yew
#

Tbh I'm probably going to blow the 1400 if we get it on marketplace assets

midnight root
#

πŸ™‚

still moat
#

Unreal can be a difficult beast to tame tbh

plush yew
#

^

misty cargo
#

I'm buying cheap but good parts and my main goal is having a graphics card that won't beat me up in my sleep

plush yew
#

I've been tackling this beast for the last 3 months

cold lintel
#

Hey guys. I've encountered an annoying issue:
Newly made blueprints require me to click "open full blueprint editor" option the second time I open them. Once I set it, it loads just fine, but still... Is there an option I don't know of that sets full blueprint editor to default?

plush yew
#

Making crazy progress but jeez

misty cargo
plush yew
#

O.O

#

Noice

misty cargo
# plush yew O.O

I took a month break though cuz my brain was fighting my child hood memories to dust

plush yew
#

;_;

#

Honestly the hardest part of.game design for me is also dealing with my crazy high energy Samoyed

still moat
#

If you think blueprints are difficult, boi, C++ will give you a receding hairline in record time

plush yew
#

^

#

Thats why I'm not doing c+ lamo

#

You guys are crazy lmao

grim ore
#

@cold lintel thats correct, did you read what it said?

misty cargo
normal creek
plush yew
#

Honestly the only stressful part of unreal engine for me is sitting through 30+ to 2 hours long tutorials for something that could of been explained in 3 minutes

#

And its like that for every tiny aspect of making my game ._.

misty cargo
plush yew
#

;_;

dawn gull
misty cargo
#

(auto correct

plush yew
#

Urgj

#

This is only happening in the beginning during the learning curve, after that you'll be just fine

#

Idk if that was well placed

#

Or just a really well placed joke xD

#

You can't name yourself philosopher and say philosophy

#

That's illegal

misty cargo
#

Philoosopher I had a clicker game working then my function blue print took a kick into my nether regions saying adios amigo this is my stop then spit at me

#

;-;

plush yew
#

;O;

misty cargo
#

I had to start over

plush yew
#

Ughhhhh

#

I guess I'll stop procrastinating

#

And just figure out how to setup other races in a creator system

misty cargo
#

Tomorrow I have to snowblow the driveway and break up ice cuz my mom's truck is out of commission and she has to use dad's truck because of all her tires had dry rot and one recently exploded to shreds

plush yew
#

Big rip

misty cargo
#

See the dry rot

#

It's really noticable

plush yew
#

Dun have a car so I don't know how it works

misty cargo
#

Well 3 ways to get dry rot on a tire

#

One it doesn't get enough milage

#

Two cheap tires

#

Three the weather of hot and cold on a tire meant for the middle west

#

Smh

plush yew
misty cargo
#

There's probably more

#

But meah those are the main ones that happen in my area

#

(yikes auto correct

plush yew
#

Car go brrr

misty cargo
#

Let me just say the tire made a huge boom like 20 pounds of tnt went off

#

All I want is a game for me on Christmas

#

;-; maybe I will have made the clicker game by then

plush yew
#

Hopefully!

misty cargo
#

Btw a lot of people have been saying they haven't seen anyone make a clicker game on unreal engine.(it's probably because it's abuse to the engine mentality)

plush yew
#

O.O

#

Oh go for it than

misty cargo
#

But to be honest its a good start to do .... Making a simple click to play

plush yew
#

I'm just making borderline hentai violence simulator lol

misty cargo
#

Hmmmm

plush yew
#

Nothing too fancy lmao

misty cargo
#

Mines basic mobile based

#

But I havent made it to be mobile based yet since it won't need much changing to it I don't think

#

.... I could be wrong

grim ore
#

well there are 2 clicker templats in the marketplace sooooooo

misty cargo
#

... No... I rather do it myself πŸ˜ƒ it's part of the learning experience

#

Since I haven't made a game

#

Plus I have major issues trying to understand someone else's work

grim ore
#

just saying I wouldnt be surprised if there were not already clickers using UE4 out there already

misty cargo
#

I ain't that smart ...... I learn if I work on something myself

#

Not....just buy something and use it

#

Though the guy who made the jigsaw puzzle maker did good on it

#

I used that as a look in how to do things

#

And I figured out how to add in my own photos and such.... But meah..... It kept crashing when I put 3 thousand time 300 lmao for jigswas

#

So it needs a limiter on it

#

Which from what I looked where wasn't one

#

(I honestly quite with the auto correct

plush yew
#

Im new in Unreal Engine and im planning to create a multiplayer wallrun shooter game

misty cargo
#

(It can't handle my dyslexic mind

shut stump
#

Hello

misty cargo
shut stump
#

How to discard changes in UE4, driving me crazy, I made changes to BP and can't "roll back"

misty cargo
grim ore
#

@shut stump if you arent using source control, start deleting your work

misty cargo
# plush yew Oh

Yes like umm try making a space shooter game or maybe a tic tac toe game first

plush yew
#

So should I make a wallrun game?

misty cargo
#

If u want to quit the project halfway through

#

Sure

stark marsh
misty cargo
stark marsh
#

basically i sculpted it and then baked it out, then adjusted some things in krita until i was happy with it

misty cargo
#

If u do something small and work your way up eventually u can do a multiplayer wallrunner

plush yew
#

Eh im moving to the wallrun multiplayer shooter since ive experience developing in Cry engine and unity

stark marsh
#

i used a baked ao map as a base for the albedo

shut stump
#

@grim ore UE4 cant' do a simple undo, in the same session, let's 10 states, really all I need.

misty cargo
plush yew
#

Idk what I'm doing

plush yew
#

But I'm making a multi-player game and have no clue where to start ;D

grim ore
#

@shut stump it can but depending on what you did it might clear the undo states

plush yew
#

Nvm

#

Ima go to the wallrun multiplayer shooter project

misty cargo
shut stump
#

Oh wait there is a n UNDO functionality, under Edit ... I didn't notice it before

plush yew
#

Ima just buy assets

grim ore
#

under is normal undo for like 99% of windows apps. edit undo or CTRL-Z

shut stump
#

Well facepalm, it's only for the main window, even if I use it on the BP Editor screen, it's for the main window actions.

misty cargo
grim ore
#

just dont count on undo, use source control and test stuff heh

misty cargo
#

Meah

shut stump
#

I mean, I didn't change much, no big deal this time around, but I guess I'll need to look into source control if I take this project serious

misty cargo
#

Dela will go back to doing my dream game

grim ore
#

and undo is supported in blueprints but again there is a stack and you can clear it depending on what you do

misty cargo
#

Yes and deleting an asset like a blueprint is not undoable

#

;-;

misty cargo
#

I was a block head and didn't realize my game instance was reset to the original game instance so my game Saving stopped working and I went nuts

#

And deleted the widget

#

Then ate then realized my mistake

#

Smh

plush yew
#

Nice

shut stump
#

I guess I overwrote actions later, or the undo history for BP is gone once window is closed

#

I reopened it this time around

plush yew
#

Oh wait I was at the top lol

midnight root
#

speak of soure ctl, why am I getting this, its taken hr + and no closer to sollution " Workspace 'MyGame' does not map into this project's directory.
" ? 😦

#

source

pulsar ledge
#

I recommend Xeon processors for UE4 πŸ‘

grim ore
#

what are you trying to do @midnight root

midnight root
#

perforce

#

ya sorry about that details help :))