#ue4-general

1 messages · Page 932 of 1

grim ore
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it sounds like your workspace on the server doesnt match your local files

blazing pumice
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is there a blueprint node to just end play

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in Unity I think it was just "Stop;"

grim ore
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quit the game?

blazing pumice
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yes

grim ore
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quit game

blazing pumice
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imagine the internet not being able to tell me that

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ffs

midnight root
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hm ok thx MathewW I'll look into that ;00

late thistle
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does anyone think they can help me with something? It may not be possible but im trying

grim ore
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well literally the first google result from "ue4 how do i quit game" was the answer

meager stag
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Maybe a basic question, but if you enable ray-tracing and use ray-traced shadows, amd cards wont be able to support it and you need a plan b for cooked game, right?

grim ore
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don't need a plan B, it will fall back if they aren't supported

late thistle
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wait nvm

blazing pumice
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Yeah I was googling "End play" because the starting event is "beginplay"

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figured it made sense

distant bane
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What is the best way for dynamic lighting for interiors ?

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SSGI is causing me light leaks

grim ore
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@blazing pumice that makes sense but begin play is for that actor, not for the engine

blazing pumice
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ooooooooh that makes sense

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@distant bane what do the light leaks look like?

distant bane
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SSGI works great here

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where i have windows

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but when i transition underground

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i get these leaks

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and i really need dynamic light

grim ore
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are your walls thick enough and far enough away from the edges to block or are you lining up edges?

distant bane
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lining up

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thicknes around 30cm

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30 i think

grim ore
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if you have edges you will end up with leaks 😦

blazing pumice
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Could be bad developing but does putting another ceiling below them help? 😂

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oh wait you mean around the edges

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yeah as far as level design goes you should be clipping stuff into eachother slightly I think

distant bane
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actually its thickness problem

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they need to be thicker

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the waalls

blazing pumice
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ayooooo there ya go

distant bane
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and also the roof is 2 planes

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with 1cm distance

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from eachother

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thhank you alot guys ❤️

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much love

blazing pumice
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love the look of it so far by the way

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pretty sick looking office

distant bane
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thank you jamsheed

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its the agency forourgame

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it has -12 floors

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it is a VR game we are making

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so i need fully dynamic light i plan everything to be moveable

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@plush yew i know what youtalking about sec i will try

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didnt worked

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only thing it worked was getting the thickwalls

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and adding them as roofs

misty cargo
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One thing I question is why are u even aloud to have a 0 thickness item..... When u can't compile it

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(No this isn't asking for help

distant bane
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it worked with static light nicely

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but i have to change my whole workflow now using fully dinamyc

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still getting used to it

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btw yes it was plane

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still trying to figure out lighting interiors dynamic

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cant wait for lumin

stark marsh
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is using displacement for walls and floors intense

misty cargo
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If in a function and use a for each loop with break...... The only ways that I know of is using a branch to use it as a loop
And a sequence to make it do it a certain amount of times then break

stark marsh
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like tesselation? does it take up tons of power

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becuase it looks really nice but idk if it is intensive or not

misty cargo
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Are there more ways than that?

stark marsh
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idk if i should have a brick texture like this

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or physically have bricks in the world

sterile tulip
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Does world origin shifting work in multiplayer?

regal shard
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do trace channel collisions not work with instanced foliage meshes?

plush yew
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How can I export my unity project to unreal engine project?

spare kernel
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Unity and Unreal are not the same, you can't just export from one to the other

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if you can grab your assets out and reimport them, that could work, but they have to be in a format unreal can understand

south dagger
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there is an implementation that mimics the SHIFT key smooth movement when moving things like blender?

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I mean, if you are altering something and you hold shift, it goes slower

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the velocity that you move things inside the viewport are very quick

calm pollen
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does anyone know how you could make a main menu kind of like this, where the player swipes and it displays one screen at a time

plush yew
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Kinda a long shot but if anyone is familiar with kingdom hearts 3 and its wall running, does anyone know if Soras rotation changed to ensure he lines up standing atop the walls or if the tilt for his wall run animation is baked into his model?

rancid lynx
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what kills a TIMER ? isnt this a potential memory leak ? how can i overwrite old timers? setting a return value to a variable isnt overwriting the spawn timer function, its just overwriting the variable pointer

plush yew
rancid lynx
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perhaps the function name acts as the reference to the timer. creating a second set timer by func, seems to reset the info. idk

limber cargo
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I've got a really basic question that's been driving me up the walls all day ...

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For the last several months I was working with UE4.24 and not having this issue, but I recently installed UE4.25 to test out a plugin asset and ever since all of my FBX imports are only plain white materials.

rancid lynx
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i was wrong. didnt reset the timer.

limber cargo
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My computer chugs away to compile those material shaders but in the end it's just a bunch of blank white nothing.

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Anyone else having this problem? I've been editing my meshes in Blender and using pretty much every technique I can think of importing them into Unreal but the materials always get stripped to nothing.

thorny sedge
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@rancid lynx Try "Clear Timer"

rancid lynx
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geezus so simple X_x thanks X_x

thorny sedge
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@rancid lynx lol it's hard to know everything just be patient haha

rancid lynx
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hehe. i thought i searched the timer options , but i guess i didnt see that good one

humble yacht
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is there a console command to view the current resolution

warm swallow
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Does anyone ever have an issue with Components just becoming NULL randomly

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I have a health component that just becomes null after i recompile code. But none of my code had anything dealing with the health component?

simple saddle
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does Unreal support Voxel natively?

limber cargo
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I know there are free plugins for Voxel support.

simple saddle
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yeah, Voxel plugin

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but i was wondering if unreal support it natively

limber cargo
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I remember it being in an Epic tech demo a few years back but I don't think I've seen any native support.

simple saddle
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hmm... i see...

limber cargo
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There are people who have built their own cubic voxels and shared their in Unreal and shared their source code, but I don't think that's what you're looking for.

simple saddle
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Yeah, why not, do you mind sharing it?

limber cargo
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I don't think I have the links anymore, but I'll look in my YouTube library and see if I saved anything on that.

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Oh wow. It really feels like Voxel Plugin has cornered the market. They're the entire first page of Google and YT now.

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They do share the source for their free plugin, though.

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Obviously they're keeping something compiled and locked away for the $300 version.

warm swallow
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Can someone please explain Why a Components created in a base class becomes null in the child. I keep having weird issues with things randomly becoming Null after i open something.

Also how can i get this damn error of "Are you using package/cookedbuilds" to stop showing up that results in just a restart of my editor

limber cargo
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It's 4 years old so who knows how well it works with the current version of UE.

simple saddle
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that's helpful, Thanks

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yeah, it's not off-the-shelf product

limber cargo
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No problem. Glad I could be of some help after all.

prisma mist
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hi, anyone have a good video of how to add animations to a model?

royal stirrup
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guys, is that possible to use decals on animated meshes in unreal?

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I'm trying to add decal to animated mesh in blue print, but it's not following animation

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despite it's parented

limber cargo
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Oh, you just answered my question before I could ask it.

royal stirrup
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it's moving with the mesh, but not the animation

limber cargo
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Yeah, I remember it's important to make it the child of the object it's attached to.

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It's probably a child of your collider.

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Are you using just a simple capsule?

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Or a full physics asset?

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shrugs I've only ever done static decals so I'm just guessing here.

royal stirrup
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physics asset

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and object also simulating physics

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I also have that problem with regular meshes. I mean even if I attach something to socket it's follow the object change of location, but not the animation

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it's not follow in air idle animation

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same thing happens if I trying to attach the cockpit mesh to this

gaunt abyss
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@tidal pebble here doesn't work for a reason, also why are you asking that in #ue4-general channel in an unreal engine server?
Read the #old-rules
Off topic stuff can go in #lounge

drowsy cape
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Hi, can anyone explain to me why I can't get a hit event to trigger if the on-hit component is not the root of the actor? Using a scene component as root so that I can position the box collider. (Or do u use something else as an "empty" root in unreal? Unity I would use an empty game object.)

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On overlap does work. Simulation Generates Hit Events does not do anything either. While I am at it, Howe come that basic hit events (collider root) trigger hit events without "Simulation generates hit events" checked?

A link to some place that explains this would be great as well.

formal quiver
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Is there a way to force a reimport of a texture file? I'm finding that the reimport tool is not updating my texture file unless I go into the texture and set the file path to the source file manually - even if the path is the same

broken heath
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I wanted to vertify files and my unreal said , (update) what update is it ?

And if i update will i need to vertify files again or its a clean new version

proper marten
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I have a problem where i have drag and dropped my TPCharacter but when i click play it spawns in a new actor. Anyone know how to fix this?

still tangle
velvet magnet
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Probably is just your viewport camera rotated a bit

runic fern
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Are there any API or plugin to communicate between game and discord server ??

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Varest maybe ?

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I want to assign role for players according to his team ingame

wary wave
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once upon a time Discord were working on such a thing, but they just stopped for some reason

velvet magnet
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That’s a good question

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Well, you could do it manually with a server

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Use a discord bot, create an API where server data goes into your bot and then translate that data to a role

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Could be an interesting project

coarse turtle
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When I try to load a tiled 8k map, I get out of memory message after loading some tiles.

velvet magnet
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Sounds like you’re out of memory

stark marsh
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if i bake a curvature map in blender how would i put it onto my material in ue4

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like how would i overlay it over the base color

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it would basically be white lines that show the edges / highlighted parts of the texture

honest vale
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multiply it with the base? Not sure how curvature maps look

broken heath
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Do you guys use Specific mouses ? Like mx master or another? anyone have a suggestion for a productive mouse

plush yew
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Is there a super quick way (console command) to hide all UI objects?

broken heath
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Isn’t there remove all widgets node?

plush yew
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It's in an old build - I'm trying to hide the HUD so I can take a screenshot.

broken heath
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Idk what is a console command

plush yew
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Blueprint command is supposed to be ShowHUD 0 but that isn't working.

stark marsh
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i think i'd just multiply it idk

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it would literally look like a black background but with white lines to show the edges

strong vortex
uneven mica
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So i sculptet my mountain but it got to max height how can i change max height ?

wary wave
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you can't, you reached the maximum height on the heightmap

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your only option is to scale the landscape

stark marsh
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can i use a wacom for landscape

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painting

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so that i can have pressure sensitivity

smoky sonnet
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may someone know why this is a thing? because here is everything ok

wary wave
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multiply by zero is just making everything black and adding zero adds nothing

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I assume you're just copying something without understanding it?

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also, it tells you why that error is there

minor tree
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Hello, I have a question on player name plates in multiplayer on a dedicated server, I'm using blueprints. I can get them working if not in a dedicated server and also working once in awhile on a dedicated server. I was wondering if anyone had a good way to get the player name plates to show on a dedicated server when players join in at different times. I used RepNotify but It's not always working. What's the best place to do this, Player character BP, PlayerState, GameState etc? Thanks

smoky sonnet
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and if i didnt convert them to parameter they are still vector4

wary wave
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Scene Color is a vector 3

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(at least it should be?)

smoky sonnet
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but why doesnt it throw an error before converting to parameter

wary wave
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actually it might be a vector 4 and your other inputs are using just RGB

smoky sonnet
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because they were still vector4 or not?

strong vortex
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The white circle of the parameters is RGB, so vector 3

wary wave
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in any case you need to append or truncate one of those vectors to solve the problem

wary wave
smoky sonnet
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ok lel

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thx

crude jasper
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Hi guys!

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I have a question that im sure is short to answer and the ue4 answerhub seems to be down... so here it goes.

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Im entering the WN Dev Contest for Unreal Engine Developers, but im not sure the assets im using for the projet are licensed as free for any use...

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I dont plan to release the game using this assets, they are purely for the appearance, as it helps to see what im making

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Could this be a problem?

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oh and what if the asset is copy righted? would that be a problem too?

spare kernel
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if you don't own the rights to something and your sharing it (regardless if you are publishing/releasing) is still a problem. I am no lawyer, but i would see that as sharing copyrighted material.

crude jasper
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Ok yeah.. i guess thats obvious...

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I just hoped xD

fierce forge
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is there a way to get it just with the item name, and not with the global price and the item name ?

tender pecan
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@fierce forge not for contains, you will have to loop and match on name I think.

distant acorn
thorny sedge
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so confuse! - in old versions, i could spawn actor from class, input a select node of classes and then say "possess" but I just switched to 4.25 and it doesn't seem to work anymore. Does anyone know about this?

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it won't allow me to possess out of the return value of a spawn actor node when I'm inputting a series of classes

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but tbh, i think it's more optimized. There is one other thing about the spawn actor node that made no sense to me before that I believe they have fixed, perhaps this is the result of that fix

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@distant acorn that link is invalid for me

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@distant acorn yup its a dl got it

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@distant acorn do you have an actor spawn placement? you need to go into the world outliner in the top right and make sure you have a spawn actor placed. Let me know if you do

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@tender pecan I'm guessing you recommend engine version 4.21. Can you check to see if you can possess an actor from a select node of classes?

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@plush yew It's good practice in my opinion to create a container widget, where you separately create all your widgets, then create a container widget, go into "user created" and all the widgets separately. Then you can add the container widget to the screen and you will be able to turn your entire visible UI off by disabling your container widget. Look into it

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@runic fern Look into the Discord plugins on the UE Marketplace. Try typing in "Discord" into the search bar. There are three right now.

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@proper marten It's probably because you're just dragging and dropping your player into the world. If you have created a new character, go into your Game Mode and assign the player class that you have created. Make sure you have a spawn point created in the world outliner. Make sure you have only one character that is spawning. I'm fairly certain that if you have a spawn point and you drag a player of the same class into the world, it chooses one of those to spawn from and I think it's the spawn point as you say, not the character you drag in. Although, I believe if you have no spawn point but you drag in the correct player class, it will allow you to take control of that character pawn but don't quote me on that.

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@drowsy cape Your terms are mixed with Unity terms I believe but I would suggest clicking on the box collision and going into the event overrides and selecting a "event on overlap" event. If you just select the item and scroll through the details until you see the green check boxes, those are what you want to mess with to learn more about collisions. Look into that is what I can gather would be necessary for you.

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@warm swallow what engine version are you using? Maybe look into your version. I'm not familiar with that problem though so don't waste your time on me. It sounds like maybe a small oversight or a versioning issue.

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@radiant haven you know, if you select nodes and right click, you can collapse things to macros and functions

radiant haven
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sery wrong chat lma0o

radiant haven
thorny sedge
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@radiant haven it would have been less letters to just spell horrifying

radiant haven
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🤷‍♂️

distant acorn
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@thorny sedge i have placed a PlayerStart right now but it still happeds

thorny sedge
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@distant acorn is the player class that you are trying to spawn the one that is selected in the game mode?

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@distant acorn Are you using the correct game mode? player controller? check all that in the game mode and check in the world details if you have the game mode set, or go to your options and go into "maps and modes" and select the correct game mode if you think this could be the problem

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@distant acorn Drag your player start where you want to spawn the character, it's probably best not to just drag the character into the world

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@distant acorn after you do that, delete the character pawn that you have dragged into the world

distant acorn
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i think i know what we problem is why i tp back to the earth

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cause the lightsource, skysphere,atmos fog and skylight are like 1.5 miljion meters away

tribal oak
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I tried this on a dedicated server but it doesn't work, someone has an idea why?

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I set these variables in the configs

DefaultEngine.ini
[Voice]
bEnabled=true
[OnlineSubsystem]
bHasVoiceEnabled=true

In DefaultGame.ini
[/Script/Engine.GameSession]
bRequiresPushToTalk=false

thorny sedge
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@distant acorn I hope you figure it out

plush yew
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Should I create an Infite Matrix or A FPS shooter for my first project??

supple totem
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hi all, has anyone had trouble with game losing window focus when player is rapidly turning with mouse? my cursor is hidden, but its like the cursor can leave the window and focus snaps to my windows start menu

exotic thicket
thorny sedge
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@supple totem try "set input mode game only" and choose the capture options you want

supple totem
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thanks, this is what I

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'm doing now UWidgetBlueprintLibrary::SetInputMode_GameOnly(GetWorld()->GetFirstPlayerController()); GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false; UWidgetBlueprintLibrary::SetFocusToGameViewport();

thorny sedge
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@supple totem check to see if you can say when to capture the mouse. These are the settings that change whether or not you have to click to start moving, or if the game starts and it already has your mouse captured.

supple totem
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cool, I'll check it out, thanks!

thorny sedge
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@supple totem yaya have fun

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can anyone recommend a solid engine version this early?

plush yew
lament star
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I'm having a weird issue were every time I open up a project the physics settings get changed back to default, I even tried modifying the Engine.ini file too but it doesn't seems to change this behaviour

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has anyone experienced this/know a fix? This would help a lot

dark briar
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when using the ramp tool in landscapes, how do i chain it to made a road/path?

near pine
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ive been having struggle with this

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how would i go about making a henry stickman type game

agile nova
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hi, i got question
Execute Command (slomo 0.1) in blueprint are affect on Camera Shake
but when if write in " original ~ console " it doesnt
Wth ?

small vault
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Can anyone tell me why I'm getting these harsh shadows when baking light? I've messed with source soft angle but it doesn't seem to make a difference at all

small vault
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What do you mean?

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Lightmass settings are all tweaked to be high quality and I've improved landscape lightmap resolution as well as the rockwall itself

cursive coral
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Anyone have any ideas why water textures are not appearing with the 4.26 plugin. They water is in my level and deforming the landscape but no water is actually appearing. Enable edit layers is on, I am using an imported landscape? Any help is greatly appreciated.

willow tinsel
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Guys I need help, do you know what the best way to learn Unreal Engine is? Also can you guys tell me how you learned Unreal Engine. I just started and want to know where to start. Thanks

plush yew
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from details

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then turn it on again

ocean grove
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@willow tinsel I'd get a book or take a course if I had the opportunity. I have been slogging through code and it's been a struggle.

plush yew
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Or make it true

cursive coral
small vault
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rebuilding now but i've tried rebuilding before

cursive coral
ocean grove
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Haven't tried.

small vault
willow tinsel
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@ocean grove @cursive coral Thanks so much. Now I have an idea on what to do.

cursive coral
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Let me try, I am currently resetting all the water parameters to default as it appears to keep them across multiple projects. Could do with resetting the plugin to default. Shall have a look now for you and get back

small vault
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yeah be careful messing with the content of the plugin as its not saved per project but in engine

cursive coral
ocean grove
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Is anyone familiar with audio capture? I am struggling to get it to work correctly.

cursive coral
small vault
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uhh not totally sure, maybe verifying or repairing the engine could reset it?

cursive coral
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yeah, its annoying it carries across projects as I messed it up a while back where I could not change the albedo no matter what colour I set it to. Now it makes sense that it carries

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Its annoying how there is not many tutorials yet

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The underwater post processing works just the surface texture is not there

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(Currently compiling shaders after resetting all to default values)

small vault
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if you want to mess with the color you should adjust the absorption

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or atleast that was the way I was able to adjust it, changing the albedo didn't do anything

cursive coral
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Yep, its because its new and the purpose of each slider isn't really that clear.

small vault
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This might just be a hack for now so don't take it as gospel

cursive coral
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I ended up with black water on my last project haha

cursive coral
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This is what is happening as resetting to default didn't do much

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or anything for that matter

small vault
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i'd probably verify the engine or reinstall completely as you don't want to mess up the water content

cursive coral
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yeah, I shall see what I can do

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.......and once more another issue lol. Its the joys of game development

dawn gull
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So, I have a model made in Blender but the material is complicated, how can I export the model and the material?

cursive coral
small vault
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I mean its also pretty great if you just need it for the basic implementation, I'm mostly frustrated with the lack of foam / fluid sim etc being explained

cursive coral
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Validating will not remove my project will it?

small vault
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the entire thing is literally filled with unconnected nodes, missing references and other stuff. I'm so looking forward to using it but it looks messier than my own projects

plush yew
small vault
cursive coral
small vault
cursive coral
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Ive just tested water in an example level and it works fine

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it must be an issue with the imported landscape

small vault
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you definitely HAVE to have edit layers enabled before importing the landscape, you can't do it later because it won't work

cursive coral
median hound
cursive coral
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shall try again if not I shall post here again

small vault
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oh i just remembered something else, check out sjoerd de jong's video on the water stuff

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might be a little more accessible

cursive coral
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You dont happen to know how to build buildings into games do you as well? Its something I want to do but dont have a clue how to lol

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^As in the best way to do this

cursive coral
cursive coral
small vault
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make sure the landscape is zeroed out and not scaled

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and watch that video!

cursive coral
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If I have issues after trying everything is it ok to DM to avoid blocking up this chat and causing peoples questions to be lost?

small vault
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yeah we're spamming it up a bit so sure

versed forge
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hey guys! im currently making a e to toggle light with a little ui showing when you get in to the box collition. i know how to enable the ui to show on the players screen but not how to accually disable it when the player has left the box collition. can somebody explain how to do it cuz im really new to ue4

hidden sparrow
#

Hey, im looking for a way to memorise what UI Widgets are active, so that when i click a button they disappear and when i release it the same widgets appear.

clever axle
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is it possible to enable server side animation? my effects are off because they're on a different position on the server

grim ore
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@versed forge on the overlap, after creating the widget and before adding it to the viewport save it to a variable. When you want to remove it, use that variable to remove from parent and then null the variable

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@hidden sparrow when you click on the button how do you know what widget to disappear?

hidden sparrow
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Yea I want all lets say 7 widgets to disappear even if only 3 are active and then get the same 3 back

versed forge
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oooh i see

grim ore
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@hidden sparrow yes. are you currently tracking them when you click or is the issue you have no idea how to do any of this?

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@plush yew yes. wait.

ocean grove
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When I make audio capture it's own blueprint and then add component to actor via the level blueprint I can record mic input, but I can't seem to get it to get it to work in any configuration in my vrpawns bp.

hidden sparrow
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I have no idea

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I think i could use Is Visible Node right?

grim ore
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you need to track the widget you are making visible, add them to an array

hidden sparrow
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It is actually called is in viewport now

clever axle
grim ore
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nothing visible, make visible, add to array. hide the visible ones, loop thru the array and hide them, make them visibile, loop thru the array and make them visible. hiding one widget, hide it and remove from array

ocean grove
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This gives me the right timing info trial by trial but the audio file is blank.

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This gives me the right audio but I'm so terrible at casting data properly I can't figure out how to pass trial info into the game instance and spit it out as a file name as I did with the other nodes.

versed forge
grim ore
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which part?

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"on the overlap, after creating the widget and before adding it to the viewport save it to a variable. When you want to remove it, use that variable to remove from parent and then null the variable" you have an overlap, you create a widget, after that save the widget to a variable. you have an stop overlap, at that point use that variable and remove from parent. After you remove it set the variable to null/nothing

viscid bough
#

Hoping someone can point me in the right direction here. I'm running into an issue running out of memory while moving uassets within my project. This time it was 50 or so material/material instances from one folder to another.

Out of video memory trying to allocate a rendering resource```
I have never had an issue moving files in the project until a couple months ago.  I have since changed out my graphics card from a gtx770 to a r9 290 (I know, still old, but twice the memory)   Same issue.  I can move assets if I do it one at a time, but will run into the same issue attempting to fix up redirectors after.
vocal python
#

Hello! Someone faced a problem when when you pull updates from the Git and the mesh arrives with incorrect ID materials ? UE4 4.20

versed forge
grim ore
#

welp, you need to figure out what a variable is then

#

you wont get far without that

versed forge
#

i know what it is, it is a true or false value

grim ore
#

nope

versed forge
#

what is it

#

the set

#

variable

grim ore
#

that would be a boolean variable, you want a user widget or your specific class variable

versed forge
#

ok well lets just forget my question cus i don't get anything xD

spare kernel
#

@versed forge see after you create the widget

#

you need to store a variable to that newly create widget.

#

then in your EndOverlap, you use that variable and call Remove From Viewport

versed forge
spare kernel
#

how you would save any variable

versed forge
#

im new

grim ore
#

we know but your refusing to learn lol

spare kernel
#

it will 100% be more beneficial than us holding your hand

versed forge
#

im learning

#

im looking at youtube tutorials

spare kernel
#

but you need to learn the very very basics on Blueprint. Which you are lacking.

versed forge
#

i know

#

your right

versed forge
#

i know like a little bit but the guy on the tutorial series haven't gotten to variables yet

spare kernel
#

i take a lot of youtube tutorials with a pinch of salt. A lot of them are made by people who are also new.

versed forge
#

i can send you the link

#

it is unreal engines own tutorials

spare kernel
#

yeah i also take some of them with a pinch of salt 😄

versed forge
#

why?

#

xD

spare kernel
#

lets say, i have seen some questionable things 😉

grim ore
#

in their own tutorial are you doing the same stuff or are you trying to do something else?

versed forge
#

what do you mean

grim ore
#

are you are the same step as they are?

versed forge
#

yes

#

but im making a widget instead

#

cus i wanna test widgets out

grim ore
#

oh so thats the issue

#

your not following it

versed forge
#

i am

grim ore
#

so no you cant expect them to cover your deviation which means you need to learn how to do it which is why we are telling you how to do it but you are expecting someone to tell you what to do

versed forge
#

no

#

plz

#

thats not what im saying

#

im just a guy that is following these tutorials and followed them, but now i want to use a widget instead

#

but just forget it

#

i will try learn

grim ore
#

yes

spare kernel
#

i told you what to do though

versed forge
#

i know

grim ore
#

I am following this tutorial but i dont want to do what he is doing so now I am lost

#

but I am following the tutorial so why is it not working

#

....

spare kernel
#

what tutorial?

versed forge
#

i have alredy done what he is doing

grim ore
#

and yes both of us have told you literally what you need to do but not HOW to do it. that is part of learning. Take a few minutes to find out what a variable in UE4 is and then go from there

versed forge
#

i know

#

your right

spare kernel
#

Give a man a fish, he will eat for a day, Teach a man to fish, he will eat for a lifetime.

versed forge
#

Haha your right

#

tnx @spare kernel

calm pollen
#

anyone have any idea how to change the resolution of a mobile game for a smaller phone screen. I think ive asked before but i still dont quite understand

spare kernel
calm pollen
#

oh true thanks

fringe lynx
#

has anyone here already done voice chat with pixel streaming?

ancient bone
#

Hi, if anyone has see this issue please let me know, I have tried a whole bunch of things and it happens from time to time. can anyone help?

grim ore
#

@calm pollen look under window -> developer -> device profiles. this is generally where the automatic profiles are set up and the resolution settings are designed however you kinda need to adjust your game to the resolution depending on what you need. Also UI is separate and in project settings under DPI scaling

calm pollen
grim ore
#

so when you mean screen do you mean UI or what?

calm pollen
#

mostly ui, it looks like my game's actual gameplay is fine no matter what the screen size is

grim ore
#

yep thats what I was thinking. so for ui you need to use good anchoring and DPI scaling which would be in the project settings -> UI section

#

anchoring being the biggest issue with keeping stuff on screen and dpi scaling is what is used to make it "fit"

calm pollen
#

im guessing the DPI curve graph thing is important in this right?

clever axle
#

I have a niagara system attached to a skeletal mesh socket. it seems when I get too far from the character, that location isn't properly updated (the system stays in place when an animation is moving the socket)
any idea how to fix that?

grim ore
#

yes that says "hey this image is this size and this resolution and if the resolution is smaller or larger scale it up or down" so this helps you fit the image size wise. Anchoring in the widget is what says "hey always be in the bottom right"

#

a common issue is you design your UI just dropping stuff to where it looks good on a canvas panel which makes it in in a location so if your at say 1000 on the X and your device only has 900 across it will still try and make it off screen at 1000

calm pollen
grim ore
#

well by default its probably fine with the scaling, I would make sure your anchoring on the widget itself is set up first

calm pollen
#

alright will do, thank you 👍

calm pollen
grim ore
#

in the play button click on the settings at the bottom

#

you can also adjust the UI widget preview in the top right of the widget window if you want to see what it looks like

#

but in general you want to preview on device as well when you can because its more accurate

tired escarp
#

I decided to make a hilarious quixel meme for reasons

#

Now back to your convo

versed forge
#

it looks cool

versed forge
#

what are you animating

clever axle
#

I have a niagara system attached to a skeletal mesh socket. it seems when I get too far from the character, that location isn't properly updated (the system stays in place when an animation is moving the socket)
any idea how to fix that?

that's the problem I'm having

versed forge
#

oh i don't accually know

clever axle
#

well, there's the shooting animation and when I'm close to the character, everything is fine but when I get too far (not that far actually) the position of the niagara system is off

versed forge
#

wierd

clever axle
calm pollen
vast pawn
#

Is there a way to export your own mesh volumes as an overlap component instead of box, sphere and capsule?

calm pollen
vast pawn
#

no

#

it's like this

#

I have a ball that hits a bumper

dense knoll
#

There a fix for the D3D bug?

#

I still cant load my project

#

it just hangs the GPU nad then crashe

vast pawn
#

there's a volume so that when the ball hits it that volume pushes it away

#

Currently I'm using capsule volume for the ball to bounce off from it

calm pollen
#

is the capsule not working?

vast pawn
#

it is somewhat

calm pollen
#

dm me a screenshot and ill try to help you

dense knoll
#

[2021.01.31-19.54.48:485][ 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=1928x1088 Format=DXGI_FORMAT_R10G10B10A2_UNORM(0x00000018)
[2021.01.31-19.54.48:485][ 0]LogD3D11RHI: [Aftermath] GDynamicRHI=0000022BF8B1E0C0, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0
[2021.01.31-19.54.48:485][ 0]LogOutputDevice: Warning:

visual hare
#

anyone know a place to find more assets? i want isometric stuff and the marketplace is pretty lacking

grim ore
#

@calm pollen if you know what you are doing yes. It just needs the right NDK and SDKs setup. but in the latest version of UE4 they switched to android studio to make it easier.

calm pollen
potent bridge
#

Is anyone here good with materials? I'm having a bit of an annoying problem.

grim ore
#

@calm pollen have you tried the archive then instead of the installer?

calm pollen
#

@grim ore yeah ive downloaded like 5 differernt versions with the same error message

grim ore
#

well you dont need multiple versions, its one version

calm pollen
#

ik, i just went in the archive and tried multiple to see just in case one of them was corrupted

grim ore
#

the zip files there are the bottom should not need the installer which you are saying is the issue

#

if the installers are failing your windows might be fubared

calm pollen
#

im gonna try the zip files now, i think i tried earlier this week and still got an error message, i dont think the android studio likes me lol

#

@grim ore is there any other way for me to download this studio or at least something that does the same job?

grim ore
#

@calm pollen the .zip is the entire studio install ready to install. perhaps its your winzip or your drive or a virus scanner

calm pollen
grim ore
#

yep its definitely something on your machine and not the file

flint arrow
#

does anybody know whether there's a good option for cross-platform (android/ios/windows/osx) secure local secret storage? I have e.g. a login endpoint that gives me back a JWT and a refresh token and I want to store them on a player's device. it looks like EOS does this but they haven't open sourced it as far as I can tell

fallow oxide
#

@flint arrow This mostly platform specific implementation.

flint arrow
#

yeah 🙂 I'm trying to be lazy and see if somebody already built a library

#

if I am forced to not be lazy that's ok lol

fallow oxide
#

i think UE4 must be having something for Windows/Linux/OSX, you may want to implement for mobile

grim ore
#

@calm pollen I also just tested and you really have to use the installer or its going to be a pain in the ass to fix the setup files. so you want to get that installer working

calm pollen
#

wait theres a different installer 😆

#

could that be the problem, its downloading with nothing to actually read it

grim ore
#

well the installer is the first files on that page, you said it didnt work for you

#

I just tried setting up UE4 with the .zip version and no go since it reads the registry entry when the installer.exe is ran 😦

calm pollen
#

oh ok im downloading the first thing you see when searching "download android studio" im assuming thats the installer

grim ore
#

well its the first thing on that list under installers on the official android page that epic directs you to that I screenshotted above

#

I mean techinically if you cant get that to work you could use an older version of UE4 that didnt use android studio but if that file wont install theres something else wrong in your PC that should be fixed

true ridge
#

Can anyone direct me to a tutorial on how to export FBX files to and from Blender?

#

I'm trying to do it myself and the bones look weird in Blender.

visual hare
#

im having trouble creating tilesets/tilemaps, can anyone help with that?

calm pollen
grim ore
#

you would need to have a macos device to put it on an iphone

#

and no android studio is not, you just need the SDK and NDK files and put them in the correct spot

#

android studio just does the basic setup of the installers then the androidsetup file that epic provides downloads and installs those parts

calm pollen
#

ok ill keep trying with the downloads, i genuinely dont know what else i gotta do lol, i uninstalled my anitvirus and turned of windows security and still nothing

grim ore
#

yep its weird both files fail from that site

abstract cradle
#

Hey question. I'm new to Unreal. But how does someone go about making an RTS with 100's-even 500 units all pathfinding around the map without massive lag?

Like for example making a game like Warcraft 3. I assume you can't use the built in pathfind system that Unreal provides?

Anyone know some stuff about this or where I should look into.

true ridge
#

You're gonna want to read up on multi-agent pathfinding. I would start with something dumb and inefficient that makes the units move like you want then optimize from there.

sterile tulip
#

I imported my texture (speedometer) as a texture sample, but its stretched

#

Can we not upload an A4 as a texture? Must it be a 1:1 ratio texture to work?

rigid marsh
#

I'm pretty sure you can rescale the texture in the material, i forgot what the node is called ...

tender pecan
#

I think that is just your preview size, the image will scale depending on how your UMG or slate widget scales/stretches it.

grim ore
#

^^

#

your source texture is not a 1:1 ratio from the looks of it so its going to stretch it

tender pecan
#

adjust your preview size in the material editor view to match A4, and it will be fine. Once you use this material on a UMG component, it will scale according to the UMG component setting

#

the image is not scaled it is just your preview size that is set to 250x250, but your image is A4

#

so of course it will look scaled. and its for UI, so it does not have to be 1:1

tribal kayak
#

my launcher doesnt show an update for 4.26

#

I'd really like the hotfix

winged crypt
#

If I hit play and then Eject from the character, and then select the character in the level, UE becomes unresponsive. It doesn't happen with smaller characters so it's probably just taking a long time to load it or something, any way around this?

grim ore
#

@tribal kayak try running a verify on it

tribal kayak
#

verify is greyed out

grave radish
#

How hard is it to get a ps5 devkit?

#

And if you can, how

tribal kayak
#

you need a static ip @grave radish

distant acorn
tribal kayak
#

I'm in the process of getting one

grave radish
#

Static ip? Like internet protocol?

tribal kayak
#

yes

#

you need a business internet provider

#

or a private VPN

#

Sony will not let you near their SDK or dev kits until you have one

winged crypt
#
  1. Partner with Sony
  2. Have a static IP (VPN is fine like Prazon said)
  3. Buy a devkit from their portal
tribal kayak
#

^

#

1 consists of sending them a pitch/design doc

grave radish
#

Good to know, where do I get started? Do you call sony after you have that?

tribal kayak
#

you have to pitch your game

#

and they have to accept you

grave radish
#

Ok cool

tribal kayak
#

game(s)

#

if you have multiple

winged crypt
#

Start here: https://partners.playstation.net/
You don't have to call them, they have a "shop" essentially for dev/test kits in their portal once you're partnered and have a login.

sterile tulip
#

What if you live outside EU or US. Do they send it?

winged crypt
#

I live in Canada and was fine, pretty sure they ship international

tribal kayak
#

yeah same here

#

not sure of cost yet though as I'm still working on an upcoming move so I've asked sony to wait until I've completed my move to get a static ip

sterile tulip
#

what about the customs duty

tribal kayak
#

xbox dev kit was free though cough

sterile tulip
#

I dont even think you need a dev kit for xbox

tribal kayak
#

you don't

#

but I use it for red dead

winged crypt
#

It's not cheap if you're a solo dev doing it in your spare time

sterile tulip
#

I saw a video where you can just upgrade your xbox to a ,,devkit,,

#

Why can sony not do that

tribal kayak
#

yeah but the really nice devkit has a 1tb ssd and 1tb hdd

tender pecan
#

but to get it published is another thing altogether though

velvet magnet
#

it's usually not designed for solo devs, it's designed for teams

sterile tulip
#

Do you need a sony devkit to release on Playstation store or can you just do it like xbox where you do it inside the base console?

winged crypt
#

Converting consumer consoles to devkits has security risks, Sony is just a lot more uptight

tribal kayak
#

sony doesn't have the best relationship with security risks

winged crypt
#

You definitely need a devkit to release on the PlayStation store, you can't test or debug your own games any other way

sterile tulip
#

well, then hope that the devkit lands home and doesnt get stuck on some customs

tribal kayak
#

it would unlikely get stuck in customs

winged crypt
#

Should be okay, what country are you in?

sterile tulip
#

Im in Asia

grave radish
#

I want one, I just will have to get all that in order. I'm in the us

#

What vpns can you use?

winged crypt
#

I use NordVPN

grim ore
#

@sterile tulip you cant just upgrade a retail xbox to a dev kit. they are not the same.

winged crypt
#

I used PureVPN before and that worked, too

#

Any static IP will do

#

As long as you're the only one with access

sterile tulip
#

what do you need a vpn for?

winged crypt
#

The only way to gain access to 99% of things on Sony's end is if you have a static IP that is whitelisted and trusted

#

It's just a security measure

grave radish
#

I hate to ask, but how much is a dev kit?

winged crypt
#

I don't think I can legally say, but I googled it and found this: Various online sources suggest each PlayStation 4 dev kit costs around $2,500, this price increasing with add-ons and different configuration options.

modest trench
#

I didn't see anything...

grave radish
#

That seems alright, just gotta eat some ramen for a month or two

tribal kayak
#

@grim ore that is incorrect

#

you can use any retail xbox as a devkit

#

I have 2 devkits and a retail unit

#

all 3 are in devkit mode

sterile tulip
#

I wish sony would do the same

#

with the PS5

tribal kayak
#

Sony has had many exploits in the past

winged crypt
#

it's probably harder to get a consumer PS5 than a devkit right now 😂

tribal kayak
#

PS3 and PS4 were notorious for piracy

#

they are locked down tight over there

sterile tulip
#

I remember when I had a PS3

#

They got hacked

#

And I couldnt play online for months or something

#

I dont exactly remember how long it was

tribal kayak
#

I remember that too

sterile tulip
#

And then they gave 2 games for free

#

I picked little big planet

#

And another one which I dont remember

tribal kayak
#

it was that and an assassins creed I think

sterile tulip
#

can you get a static ip with a free vpn or does it only work in a paid vpn service

winged crypt
#

I don't think there are any that do static for free

#

But it's common to find deals for a 2-year membership for relatively cheap

sterile tulip
#

its asking for a email adress which is not gmail, hotmail etc.

#

What does that mean? What type of mail do we need?

winged crypt
sterile tulip
#

I dont own a website

#

Do I need one?

winged crypt
#
  1. Website with a custom email handle (yourname@yourwebsite.com for example) that is provided by the host (like GoDaddy). You access it via Outlook / Office 365
  2. Static IP via VPN service (NordVPN / PureVPN both work, but I had bandwidth issues with PureVPN)
  3. Partner with Sony, you'll need to submit a game design document outlining what you're going to be working on first for the platform
  4. Buy a devkit at some point, preferably not near release, some time in the middle of your dev cycle is fine
  5. Adhere to all of Sony's TRC
  6. Publish
grim ore
#

you need a domain for the most part, even if it's not tied to an active website you can still use it for email. They really want you to be commited to this and be a real entity not just random person

winged crypt
#

This is assuming you've registered as a business. I don't know if Sony allows independent developers / sole proprietors on their platform, but it's always good to limit your liabilities as a company

plush yew
#

you have to pay for a ps5 devkit? o-o

winged crypt
#

Publishing on console is a long stretch and there are a lot of hurdles to overcome -- the platforms expect you to take it seriously and be committed, like Mathew said, and if you are, then the payoff is worth it

grim ore
#

or join a game company that puts out shovelware. that works as well lol

winged crypt
sterile tulip
#

yea you need a business anyway to pay taxes I think right?

winged crypt
#

You can do it as a sole proprietor which is usually cheaper to register as, and this is fine for Steam, but not sure about consoles

sterile tulip
#

I dont think you can pay taxes as independent if you have no business

#

but there could be minor differences in every country

plush yew
#

as a solo dev is purchasing a devkit pretty expensive? ;-;

grim ore
#

depends on the solo dev

winged crypt
#

How much is expensive?

sterile tulip
#

2500$ cost ps4 devkits

#

might be the same for ps5

plush yew
#

;-;

sterile tulip
#

Why does it cost so much?

grim ore
#

for the most part if you are serious about consoles as a release target, you should be able to get this done properly. You would know to talk to a lawyer or other business entity to get yourself set up properly and your product would be ready to show

#

dev kits are investments into your property is why

winged crypt
#

It's usually bigger studios that partner with consoles, for them it's inexpensive and they can afford to buy many devkits too

grim ore
#

yep you could find a publisher if you want and they could handle all of this for you

sterile tulip
#

why do they buy more than one

grim ore
#

more than one dev working on a project

winged crypt
#

internal QA consisting of more than one person, or multiplayer testing

plush yew
#

guess im releasing on pc first than console ;D

grim ore
#

releasing on consoles is not open, its not an open platform and its a giant pain to even start let alone publish. publishing is when it gets hard with QA and testing

sterile tulip
#

also activate your bank account @plush yew

grim ore
#

this is why there are companies that specialize in that part and they take your money for it

sterile tulip
#

so they can take their taxes

plush yew
#

i plan on it

#

i already setup my llc

winged crypt
#

Support and documentation can be a nightmare and often non-existent for niche problems

#

But still definitely worth the trouble

sterile tulip
#

if you dont activate your bank account and they dont take taxes, you will have to pay alot of penalty

#

can you not release on playstation without a company?

winged crypt
#

No, I don't think you can release on any platform without a business of some sort. A sole proprietorship is a non-corporate business so it still counts (for Steam, at least. Not sure about consoles, they may expect more)

sterile tulip
#

I think on steam you should be able to release without a business

grave radish
#

Is a start up good in sony/ms eyes tho? Like if you make games in your spare time in an apartment with you and a few other people; does that count as "a studio" to them; even with an LLC?

sterile tulip
#

You just check that you are a private person on steam I think

winged crypt
#

If you are a one-person company, choose Sole Proprietorship for the Company Form and enter the address where you or your company is registered.```
#

If you're a solo person, they still expect you to be a sole proprietorship (which is a registered business)

sterile tulip
#

is this for steam or console?

winged crypt
#

@grave radish Sony doesn't know or care about how many people are in your studio, as long as you follow the rules and regulations and you partner with them as a company, and you're committed to making games that pass their QA testing, it's all good

winged crypt
grave radish
#

Ok whew.... I was worrried bout that

winged crypt
#

The first few games we released, we did as a team of 3, but I was the only one on the dev side

#

Sony never questioned it hahah

grave radish
#

That is what it is going to be in my case most likely

sterile tulip
#

In my country, you pay each month when you have a business registered, is that the same in your country?

#

@winged crypt

grave radish
#

each month? that seems a bit extreme compared to US

grim ore
#

depends on if its the same over time as here

winged crypt
#

In Canada for a corporation it's every 5 years

#

Renewal

sterile tulip
#

no monthly or yearly payments to keep the corporate active?

grave radish
#

Not for LLC's no

sterile tulip
#

damn thats nice XD

winged crypt
#

No, but there's an initial $360 fee + some other fees if you do it online through a third-party, etc

grave radish
#

Time to go to America lol

plush yew
#

;-;

grave radish
#

Yeah legal zoom will get you

winged crypt
#

That's for a corp though

sterile tulip
#

some also let a 3. person do handle the business and pay this person or a tax manager each month

winged crypt
#

Yeah it can get pretty wild but assuming you're releasing games, on console etc. and you're generating revenue, shouldn't be an issue hiring someone to handle all of the legal / business things for you

sterile tulip
#

yep but it asks for a corporation beforehand, so you wont have an income at the early stage right

drowsy oriole
#

how do I update an UE4 build? Can I just git pull and re run the setup/project files generation again, or do I need to do something else?

sterile tulip
drowsy oriole
#

I'm on linux, no launcher here

#

plus there used to be some problems with launcher builds, most of the studios do their own builds anyway

grim ore
#

you would basically pull down the branch or tag you want, regenerate your solution file if you have one, then rebuild yep

drowsy oriole
#

thanks 🙂

grim ore
#

you probably dont need to re run setup unless its between major releases

limber cradle
#

guys i have just created a new blueprint class and when i try to add a component, a static mesh, the statich mesh option does not appear

#

anyone know why?

grim ore
#

which blueprint class did you choose for the parent

limber cradle
#

actor

grim ore
#

show us your add component drop down?

limber cradle
#

here

grim ore
#

yup thats weird....

limber cradle
#

oh fuck

grim ore
#

have you tried restarting it?

limber cradle
#

well im having this issue for a while

#

couple of days

grim ore
#

same project or any project?

limber cradle
#

same project

grim ore
#

try it in a new project, that would atleast tell us if its the project or the engine

limber cradle
#

okay

grim ore
#

that would only happen if the static mesh class is like missing in the engine which would be weird

limber cradle
#

yep it didnt appear when i tried in other project

#

some parts of my engine are in portuguese, because im brazillian, but the static mesh option is not appearing and yeah, dont know why

limber cradle
kindred viper
#

@limber cradle try pressing the add component button and without typing anything into it, scroll down to the Rendering section and see if it's there

limber cradle
#

ok

kindred viper
#

it might be a localisation error with the search or something

limber cradle
#

yup

#

you are right marc

kindred viper
#

ahh cool at least it's solvable then

limber cradle
grim ore
#

I would not have expected that considering the other ones are not translated lol

limber cradle
#

wtf dude

#

this portuguese version is shit

#

the worst part of it is the fact that i dont know the names in portuguese, because i ve learned to use the engine in english

grim ore
#

and its using windows localization ?

limber cradle
#

i guess so

#

i didnt find a way to chance the language

#

maybe using vpn and downloading again

#

but yeah

#

thank you so much guys

grim ore
limber cradle
grim ore
#

but i dont think it does what we think it does. I know using localization preview you can change it. Editor Preferences

limber cradle
#

okay

#

thanks mathew

grim ore
#

yeah try changing the editor language to English and restart

limber cradle
kindred viper
#

no worries

limber cradle
grim ore
#

I honestly would not have expected the same word to not be translated but there we are

#

im wondering if they are all just separate strings in the localization file and thats why

ivory stag
#

Anybody know why you dont spawn at the location where the player start is on ue 4.26.0

grim ore
#

is your play set to current camera location? do you not have a default pawn? is that player start bad? did you override the game mode?

ivory stag
#

ok thanks

hidden sparrow
#

Hey I made a material from render target and wanted to use it in my widget but this shows up.

#

when i click it the material changes to all black

grim ore
#

did you fix the material so its plugged back into the output?

hidden sparrow
grim ore
#

well once you changed it, the output would be disconncted and different

hidden sparrow
#

Sorry I dont understand. What should I do?

grim ore
#

what does your material look like after you changed the domain?

hidden sparrow
grim ore
#

the material itself, its graph

hidden sparrow
grim ore
#

now are you sure you have the material in your image and not the render target?

hidden sparrow
#

yes

#

the material is black on plain mesh too

grim ore
#

well one of these things is wrong

#

the last picture with the material graph is NOT the material you are using in that image

#

the domain is wrong

#

a user interface domain material has way less properties

runic fern
#

Hello Guys ..
How Can I replicate the Skeletal Mesh Switching because its just switch on client

#

i've tried to replicate it many times it wont

grim ore
#

so trying to swap out the skeletal mesh in multiplayer?

runic fern
#

Yes

#

but just the owner can see that

potent bridge
#

Is there a node to set all of the texture maps before inputting it into the layer blend?

#

(found it, MakeMaterialAttributes)

grim ore
#

@runic fern based on what I know for MP this is what you can do for that. I dont think the SKM component replicates that property so you cant just tell it to replicate. this does work tho as expected.

#

the client tells the server it wants to swap the mesh

runic fern
#

hmm multicast maybe work i will try it

grim ore
#

the server says ok i am the server, let me call the multicast event to tell everyone to do this

#

the multicast event tells everyone to do that event, including the server which is calling it

runic fern
#

Yes its work with Multicast i've setted multicast and owningclient ? xD

#

thanks Mathew have a goodday sir ❤️

hidden sparrow
#

I got it working thx Mathew

grim ore
#

yay

narrow mauve
#

My orthographic view is totally blank (grey)..been like this a few days..any idea what is the cause?

dawn gull
#

Is there a way to have my triplanar mapped material also moved to the world position of the object so the material stays the same? I guess it would also need to be adjusted for rotations

royal stirrup
#

hey, guys! Am I doing something wrong here? I'm trying to add skeletal mesh to my main mesh, but it's just not in the game after I hit play

thorny sedge
#

@narrow mauve is it blocked by a wall or something? It's a simple problem but you might want to mess with the field of view? Have you done that?

kind dew
#

I am running "open BlueMap" via the execute console command node. This works when I PIE but it reloads the same map when I am playing in a packaged version of the game. Any Ideas?

grim ore
#

is the blue map being packaged? if you are not referencing it (you arent if using a console command) then the packager might not see you are using it and might not package it. this is why using the node and not the command is better. Go into your project settings and packaging section and make sure its forced added

knotty heron
#

Why do my previewed shadows look so different and much better before I build them?

grim ore
#

your preview shadows are real time and dynamic, your built are static and probably lower resolution.

knotty heron
#

but Why does the whole shape of the shadow change?

kind dew
grim ore
#

why not use the normal nodes and not the console commands?

#

@knotty heron lower resolution, lower quality.

kind dew
grim ore
#

best bet is to run it in logged mode then and see what error when its trying to open it

kind dew
#

Actually @grim ore you may know the answer to my question I'm trying to figure out via testing. If i have multiple servers. If I am using pixel streaming, so controlling my character using the browser. If I were to run something like "open serverIpAddress" with a keyboard event or something similar, will the client seamlessly connect?

grim ore
#

thats a good question, I dont honestly know I never tried map migration with pixel streaming on.

#

I would assume it would, your basically just streaming your machine to the remote client in the web and the network connection is separate

kind dew
#

that's what I'm thinking too. okay, I'll keep testing. Thanks!

grim ore
#

its a really good question tho, what is the use case?

kind dew
# grim ore its a really good question tho, what is the use case?

Want to have multiple players connecting. In my specific example, we might have 10,000 players, but since it takes some leg work for ue4 to handle that many players, we shard our servers so that there can be more than 1 of the same level, running on multiple servers to break up the load of players. So there will only be 50 players on "BlueMap" but there will be like 10 different BlueMaps running at a time.

grim ore
#

so just using pixel streaming to allow web play in a MP game basically?

kind dew
#

yup!

grim ore
#

welp thats a good question and if i had a remote server to test with I would try and find out lol

plush yew
#

Ok so I just wanna know i guess the term i should be looking for

grim ore
#

im assuming you could test locally as well hmm

kind dew
#

yea I'm trying to find a way to test locally

plush yew
#

I'm trying to figure out how one would be able to setup preset characters to be customized by the character creation system

grim ore
#

morph targets? character customization? swapping meshes?

#

few different ways

#

ah blend shape

#

I knew there was another one

#

morph targets are probably what you think of when thinking of "sliders" when doing customization

plush yew
#

Well i have models with many morph targets imported them no problemo, I bought a creator system I plan on tearing into pieces to make it just right but I'm asking like what I would be looking for term wise to creator a system where preset races or reset meshes with morph targets applied can be setup

grim ore
#

swapping out meshes would be stuff like different parts like say maybe a robot arm

plush yew
#

Excuse me

#

o.o

#

I have a question about Unreal

#

Do I need a level in order to start coding in Unreal or can I already start creating pre-existing code?

#

Like how a game will have a screen where it shows 3 races and you can select which one you want before going into the edit race / character model option if that makes any sense xD

#

Idk what term id be looking for to figure out how to setup that part in particular

grim ore
#

those would be different meshes completely

#

thats just changing out a skeletal mesh is all

plush yew
#

So I'd need to setup different meshes which makes sense

grim ore
#

@plush yew what kind of code?

plush yew
#

C++

grim ore
#

I mean like, the code is going to do what.

#

you can have a blank project and just start coding away sure

plush yew
#

o.o

grim ore
#

you do need a level in order to actually start doing stuff in engine tho since it has to have somewhere to run

plush yew
#

Like yeah let's pretend the above is different races notice how their morhps for example change their appearance and it stays that way in engine thats what I'm looking for xD

#

Idk the term so I can go learn how to keep the morphs on the meshes the way it is until changes by the wodget

grim ore
#

well the body on all of those is the same

plush yew
#

True but pretending they were different lol xD

grim ore
#

oh theres a live stream and plenty of docs on morph targets on the unreal docs pages

plush yew
#

So far when I change morphs in my meshes edited options they don't stay stagnant and on the mesh after leaving the morph area

#

@grim ore a blank level though is what I am asking

#

Oh so I just need to look up morph.target stuff?

#

like could I use a blank default level and then start coding?

grim ore
#

morph targets and blend shapes yes. Also look at the animation demo level in the content examples as they are in there as well

plush yew
#

o.o

grim ore
#

@plush yew yes you can

plush yew
#

oh thats awesome

#

Okie l look into that thankies so much <3

#

ty man

#

Oh one last nuisance if you guys don't mind

grim ore
plush yew
#

Can I use assets only for 4.25 on a project made in 4.26 via migration?

grim ore
#

depends on the asset, usually you can go forward yes

plush yew
#

Oh okie thanksies thankskes :>

light thunder
#

texture asset has a thing called "displacement" where in the material does that go?

grim ore
#

so either world displacement or world position offset depending on how the texture was authored and your goal

kind dew
#

is it a pathing thing for my maps? Do I have to put a path to the directory in to run the open command? Cause the maps are not in the standard Content/Maps/. Their next to the ThirdPersonExample map in Content/ThirdPersonExampleCPP/Maps

light thunder
#

weird....it's just a concrete texture @grim ore

grim ore
#

then I would think the displacement map would be pretty simple

#

ignore it and move on!

spare kernel
#

@kind dew that is fine in ThirdPersonExamplesCPP/Maps

#

when you call openlevel, you just put the name, no path.

kind dew
#

I'm calling open the console command

spare kernel
#

why not the open level function?

grim ore
#

heh

kind dew
#

lol

#

cause I need to be able to replace it with server IP addresses in the near future

spare kernel
#

hmm

grim ore
#

yep who knows, there is supposed to be a universal language for art like this but over the years its changed and who knows what an artist will do in the end lol

spare kernel
#

i use OpenLevel when switching map, then open "ip" if i want to connect to an ip

#

why can you not do the same @kind dew ?

grim ore
#

the change to PBR really caused an issue with older textures and newer ones and different models and then art exploded

spare kernel
#

show me your console command

kind dew
spare kernel
#

that is now how it works though

#

not*

#

if (InIP == OneIP) { map == red } else { map == blue } in psuedo code, but why would you do that?

kind dew
#

copy pasting from my earlier post:

#

Want to have multiple players connecting. In my specific example, we might have 10,000 players, but since it takes some leg work for ue4 to handle that many players, we shard our servers so that there can be more than 1 of the same level, running on multiple servers to break up the load of players. So there will only be 50 players on "BlueMap" but there will be like 10 different BlueMaps running at a time.

spare kernel
#

how did you get multiple worlds on the same server?

#

oh

#

you mean you load balancing? hmm

lone fable
#

hi i saw that epic games start with publishing deals last year, does anyone have experience with it ? is there a link for application like epic megagrants or different contact?

light thunder
#

I'm trying to make some wreckage in blender - using the same texture but it's not sizing up correctly as you can see here - where in the material instance would I find the settings? or is it more likely the person who made the asset just scaled the UV's down manually on the mesh when they made it?

#

I applied the same instance there, so that rules out that it has to be the actual UV's right?

grim ore
#

@plush yew either would work, you can easily separate your items from the array at runtime for each switcher if you want just looping thru and checking if the category matches the tab

light thunder
#

Ugh, this is becoming more of a blender issue obviously -

south dagger
#

All textures should have dimensions that are powers of two (32, 64, 1024, 2048).
If I create a Blender model with a texture without being a power of two, does it correct for me?

#

OK! did a small test with a texture of 3x3 pixels with a cube and did not got any errors

#

what is the difference when setting none to "pad to power of two"?

#

and can someone tells me if there is a option somewhere to change the interpolation of textures set to the nearest by default?

strong vortex
#

As for the last part, you can change the Filter setting to Nearest

#

or change the Texture Group that already has that kind of filter

south dagger
#

if I did not received any error message, I still need to pad to power of two every time for good practices purposes?

strong vortex
#

If you want texture optmizations, you need it to be a power of two

#

Power of two allows mipmapping, etc

south dagger
#

changing the Texture Group (how can you highlight words?) you mean selecting a bunch of textures and setting the filter?

strong vortex
#

Wrap words with `

south dagger
#

isn't possible to change it by default or when i change the filter settings it becomes the default when importing new textures?

#

i am planning to to a entire low poly, pixel size texture game

#

aha! thanks for the tips

strong vortex
#

Afaik, the texture group it defaults to is World when importing but I think you can batch bulk edit that?

narrow mauve
#

Can someone help me understand why my orthographic views are effed

south dagger
south dagger
#

anyway someone typed me that it has to load for every model so it is not noticeable...

dense knoll
#

I think i figured out why my PC hates me and is crashing UE4 because of some D3D issue

south dagger
#

and i am so nautical miles away from messing with the engine source code to do such a thing

#

😛

dense knoll
#

My GPU Shouldnt support DX12

#

yet it somehow is running DX12

south dagger
#

go for linux,

#

change to vulkan

dense knoll
#

My GPU shouldnt be able to run DX12

#

but it somehow has DX12

#

thats whats worrying me

#

It litrally shouldnt be able to

south dagger
mellow turret
#

Is it safe to gitignore this file?

wanton lotus
mellow turret
#

thanks

limber cradle
#

guys is it normal to add a static mesh in a new blueprint class and the static mesh not be in the same place as the default scene root? check this out please

spare kernel
#

that looks fine

#

your mesh origin is wrong

limber cradle
#

change

dense knoll
#

DefaultGraphicsRHI=

#

how do i set this to DX12

grim ore
#

@dense knoll that is the version of DX that is installed, its not your GPU stats

dense knoll
#

How do i manually set the editor RHI to DX12?

grim ore
#

and if you want to change the default RHI you do it in the editor under project preferences, windows

dense knoll
#

Is it possible to do it without the editor

#

like in the DefaultEngine.ini

grim ore
#

it is but there is no reason to do that

dense knoll
#

I cant access the project without changing the DX

#

the editor just freezes my PC

grim ore
#

it defaults to DX11, if you cant run it on DX11 it wont run on DX12

dense knoll
#

under [/Script/WindowsTargetPlatform.WindowsTargetSettings]

#

DefaultGraphicsRHI=

#

it worked before, but then i changed it back forgeting what hd happened before

grim ore
#

are you changing it in the engine settings or your project settings?

dense knoll
#

in the DefaultEngine.ini file

#

not in the editor

#

i cant open the project

grim ore
#

there are different .ini files in different places is why i was asking. [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 is what it will show if its using DX12

dense knoll
#

thx

grim ore
#

and deleting it will default to default

dense knoll
#

Default crashed the editor

#

welp here it goes

grim ore
#

@limber cradle the pivot/root/origin of a mesh is based on where it was exported out at so yes that is perfectly normal if the origin is not where you expect it

#

for ue4 the 0,0,0 (world origin) inside of your DCC (blender, max, etc.) is where the origin/pivot will be when you export it out and into UE4

#

if you have the original mesh you can also change it in the mesh settings (in ue4) and reimport it

limber cradle
#

huuum got it

grim ore
#

you can also change it in .25 and above with the new mesh tools in editor as well but I dont like them, they are voodoo

limber cradle
#

if it is inside the blueprint class, is there any easy way to change the location or naaah?

grim ore
#

yep just move it as long as it's under something that has a transform (like your root right now)

limber cradle
#

dude

#

you are this mathew? no way!

#

hahahahaha i never realized, your videos are awesome!

winged cypress
#

Alright so I have an issue where when ever I package my game it breaks all my lighting, if I switch levels it breaks my lighting, or if I save and reopen the project my lighting gets broken. I checked dumpunbuilt and its basically the whole level

marsh swallow
#

Sooo.... has anyone else noticed that Delays are retriggering?

#

that are NOT retriggerable delays? in 4.26.1

spare kernel
#

i have not noticed that

marsh swallow
sterile tulip
#

Im getting white lines which are not present in the image texture

#

Im getting white lines which are not present in the image texture

spare kernel
#

i don't see the delay triggering tho?

sterile tulip
#

This is a png with a alpha background

marsh swallow
#

you know what...

#

valid

#

your right

#

its not even triggering

spare kernel
#

but..

#

i need to see more to see if that is desired behaviour

#

cause retriggrable delay should not fire if its reset

marsh swallow
#

Normally a delay will fire and any new incoming execution will be ignored until the delay finishes

spare kernel
#

non re-retriggable delay should fire with previous value, iirc

#

let me test real quick

marsh swallow
#

but in this instance, your right in that its not even accepting the first value as there is a little timer missing in the upper right corner of it.

#

okay.... yeah. wtf?

#

i tried a few scenarios

spare kernel
#

that should fire after 50 seconds

#

i saw it get called

#

i do advise against using Delay on tick tho

marsh swallow
#

yes it gets called

#

but its missing the count down timer

#

you know what i mean?

#

and yeah i know. I will make it event driven later on for cleanup

#

thats why i added the do once for testing to just to see if Tick was causing the issues

#

we just upgraded to 4.26 last week, so idk all the nuances of it yet

#

the project started with 4.16 so, we have our fair share of weird stuff when we hop engines

#

see, remember the count down clock

plush yew
#

@grim ore it worked!

#

i got it to stay whilst in play mode and such

#

even learned how to use timelines to make it regulate on a set interval

#

thanksies so much ❤️

grim ore
#

oh yay

plush yew
#

❤️ ❤️

#

now the next step is

grim ore
#

finish game? profit!

plush yew
#

yes almost!

#

;DDDDDDD

marsh swallow
#

Mathew! can you assist confirm something

#

I think delay might be broken. lol

plush yew
#

but now i just gotta make the level you teleport to when you enter character creation button via the start menu widget :>

marsh swallow
#

wait....

#

maybe not

#

DID THEY REMOVE THE TIMER ANIMATION?!

#

they did....

#

-_-