#ue4-general

1 messages ยท Page 934 of 1

versed forge
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i messed up

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xD

wanton lotus
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Ah, ok

wary wave
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wait

versed forge
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i clicked the wrong button

wary wave
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I think I know what you've been doing

wanton lotus
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Well, you need to edit the parent of that blueprint.

versed forge
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and now it is like this

wary wave
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you've been trying to create a blueprint actor from a selection of actors in the viewport

versed forge
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In this video we approach creating a new Blueprint Class through alternate work flows. We start by adding an Empty Actor to our level which we then populate with Components and then turn it into a new Blueprint Class. We also take our little room and light setup and convert those Actors into a new Blueprint Class which we then place inside a new...

โ–ถ Play video
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yes

wanton lotus
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All of those can't be changed in that child blueprint, since it "inherits" those from its parent class.

wary wave
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ditch the entire generated blueprint

leaden dust
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Just a general question, for making this kind of inventory, should I use a canvas panel or a grid panel?

versed forge
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what should i do

leaden dust
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for the On-Drop operation

versed forge
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@wary wave shall i delete the whole blueprint?

wary wave
wary wave
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you chose "child actors"

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you want "harvest components"

versed forge
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oh but can i re fix it

worthy plaza
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There is a way for know how meter is tall/large an asset?

wary wave
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but in any case this is a terrible, unreliable workflow and most people don't even know this thing exists, hehe

versed forge
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oh

wary wave
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I build my blueprint actors entirely in the blueprint editor

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manually adding the components

versed forge
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yeah

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the guy just wanted to show it

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in the tut

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so

wanton lotus
# wary wave you did this:

That is cool, didn't even know this existed. Being a programmer I never do stuff like that since I rarely work in the level editor.

versed forge
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i just delete everything and start from scrach

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over

wary wave
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yeah, delete that blueprint it generated, then go through the process again and make sure you choose "harvest components"

versed forge
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okay

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tnx!

wary wave
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assuming it even successfully gives you the component you need

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none of which will have names, of course

wanton lotus
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Seems like it is more for the artist, to help them add functionality to their creations.

wary wave
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it's too hard to use

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I'd prefer they didn't know it existed

rancid lynx
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Thankyou, but what if i want to display the collision during GAMEPLAY, in the live final build sold on steam. not in editor mode. is that also possible?

wary wave
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no

plush yew
wanton lotus
worthy plaza
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so for example

wanton lotus
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You using the 1m cube? Then, yes.

rancid lynx
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is there a way to display the collision from "STATIC MESH" during live gameplay on the final product? during game mode, i want to hide the static mesh and only display the collision of some items. I dont want to double box collisions just to fake it.

worthy plaza
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So if i put on "1" is high 2,94 meter?

tiny ginkgo
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I am looking to do something like this in Unreal and was wondering if anyone can help me? I have a media texture on a UI and I would like to display models in front of it like the developers have done here. I understand it may have something to do with render depth? I am new to unreal so I am not sure where to start!

tender pecan
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@rancid lynx no, not in prod build. you will have to make geometry that will go through the render pipeline and set materials and shaders on it to render

rancid lynx
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what about wireframe mode? also no ? X_x

tender pecan
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you can run wireframe, and show collision, using a development build

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but not prod

rancid lynx
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thank ya

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i wasnt seeing the option either X_x

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my game scales meshes during gameplay, but the mesh can obstuct views, so a wireframe would be great. especially considering its already in game X_x. ATM i use holographic , well, semi opaque mat swaps. but I noticed how nice and clean the collision mes looked, and really wanted that instead X_x

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UE4 is full of candy. guess im just asking for too many cakes ^ ^

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but seriously , a default OFF on "show comment bubbles" isnt too much to ask X_x

rancid lynx
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when my player pawn walks off a 50cm stair, he instantly travels 50-z. anyone know how to use regular gravity while walking off a ledge, instead of warp to next floor?

plush yew
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Should I create a hard topdown shooter 3d game?

worthy plaza
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And the geometry box how much is large/high? 1x1x1? can't find on internet

rancid lynx
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I would never play it. but there are people who would. but technically, you will learn something, so technically, you should.

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i enjoyed a few for a little whlie , while i was younger though.

worthy plaza
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you?

plush yew
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Is that a yes?

worthy plaza
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Idk, is a question ahah

plush yew
worthy plaza
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So it's 1x1x1?

plush yew
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Which one?

worthy plaza
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geometry box

plush yew
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No

leaden dust
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This is a grid panel on top of an image of a grid

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Is it possible to move the image up and down the grid without adding more elements

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Because if I do not add any placeholder images to this the arrows do nothing

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I guess I should just patch together a grid box myself because this doesn't seem to work in my case

honest lily
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guys do you know why doesnt the water cover this green thing?

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i dont know why it does that

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(im using the water plugin btw)

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well i put the default wave asset

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but it goes inside the island

chrome mural
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Hi,
I would like to rig a character in Blender and exported in UE4. I am planning to use some animations from Epic, so I need this rig to be compatible with UE4. So far I know Uefy and Mr Mannequins tools. Which one do you recommend?

odd fractal
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Hi

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When I import my assets again (or reimport) should I re-add them to World Outliner?

silver cypress
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Hi, Im new in UE and Im wondering why light goes through the geo in UE. Is there a turtorial on this?

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Thanks

crimson jungle
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Any one knows?

odd fractal
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I need some answer too...

rancid lynx
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when i walk off this yellow collision box, i teleport directly to the floor below instantly. how can i disable that trash? if i jump gravity works normally, if i walk off, i telliport down the stair, no matter how short or tall.

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if checked all the physic and fall options i can find in the player pawn movement controls and capsules in the actor

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i want gravity to take over when i walk off a box. not a 50cm teleport.

lucid grove
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Heya, how can i save changes that i made in viewport in editor?

sonic cliff
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Hi Everyone! I have an issue that i am struggling maybe someone could help me please.

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Hi everyone! could somebody help me with an issue about control rig? I am following this video to put an additive control rig to my mocap animation and i can't find the additive control rig bp. How i can get acces to it? ive installed the plugin and it doesnt appear like in that video https://www.youtube.com/watch?v=SIp4vFoU_d8

Control Rig is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation. This week on Inside Unreal Helge and Jeremiah will break down the Mannequin Control Rig example from the Marketplace, show how to use Control Rig with Sequencer to animate a character, give tips on how to de...

โ–ถ Play video
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So its completely different i dont know whats wrong but it doesnt work

stark marsh
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i messed up world grid material somehow

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how do i get it back to normal

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it has some dots now

thick herald
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In the launcher for your engine version click the little arrow, pick verify.

plush yew
weak forge
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So I am attaching an actor to another actor via a valid socket and for some reason when it goes to attach the weapon goes to the origin of the scene. Any tips on how to diagnosis this?

stark marsh
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help in 4.26 when i build the game the water literally moves places

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in has moved downwards

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why doesnt it stay in the same place as it is in the editor

unique rock
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quick question, im very very new to unreal engine, and im trying to make a first person shooter, i want to change the texture of the bullet, and i have one, but its .c4d file, i was wondering if anyone knows how to convert a .c4d file to a .uasset file, the only things i can find online are the opposite of that

flat dirge
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c4d files are cinema4d project files aren't they? you'd have to open it up in c4d and export fbx or obj or whatever

unique rock
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ok thanks

exotic thicket
unique rock
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oh guess i didnt google the right thing, thanks

flat dirge
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huh, didn't know ue could import those lol

exotic thicket
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yeah depending on things it might be easier to just export it as fbx or whatever :) but at least that's an option

unique rock
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thanks, im very new to this

flat dirge
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anyone know how i'd go about making a mask texture that has more than 4 options?

unique rock
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not me sadly

flat dirge
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i know the rgba method, but i need more than just 4 areas

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sadly i'm having no luck feeding google the right words to find an answer

exotic thicket
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I'm not sure if you can do it with one but maybe you can combine two masks

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this way you'd get 8

flat dirge
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yeah i'd rather not go making more images, specially when in this particular instance i only need 5 lol

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i'll likely need more than 5 in future, but if i need 5 or 9 a whole extra image for a single area seems like a waste

plush yew
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How to i create a teleporter?

rancid lynx
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how do I reset a timer ? do i have to create a new one ? or can i clear it ? would that reset it to 1 ? it doesnt seem to be working

plush yew
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Then uhh

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wait ima search for the tutorial again

rancid lynx
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pawn? a variable? a handle ? ok ty.

plush yew
rancid lynx
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you mean like an entire new actor ?

plush yew
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I think

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I forgot the timer tutorial

rancid lynx
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ty im watching it now. no way im creating additional actors just for a timer X_x

lucid grove
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Heya, im looking for solution about modular stuff and saving changes from runtime to editor

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The one i have now is save var and load it in construction set

plush yew
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Nice

lucid grove
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But the problem is that i have to refresh actor to fire construction set

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inside editor

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How can i avoid that and fire up var that vas changed in editor?

errant spire
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Hi everyone! I was wondering if there is any way to set up an occlusion zone for exponential height fog?
Specifically trying to do this for interiors of buildings

thick herald
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No easy way, unfortunately

errant spire
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Gotcha, I was reading something about maybe using a translucent material?

light thunder
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You'd have to make some blueprint that takes in the distance of the player to whatever you determine and it can use that number to drive the opacity of the height fog

errant spire
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Thank you!! Seems like an extremely manageable solution

plush yew
eternal osprey
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Hi!
I'm new to UE4. Do you know where I can change the pan speed in the graph editor?
(I already switched the panning mouse button to middle)

gentle sage
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yo, is there a help channel for unreal here?

plush yew
gentle sage
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sweet

thick herald
errant spire
thick herald
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Yeah, that would be a great thing to have but alas we don't

light thunder
thick herald
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exponential height fog covers the entire level though, that's the issue

errant spire
thick herald
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You could create a basic cube and use a volumetic material on it. So the edge wouldn't go inside the buildings, but that's far more expensive

errant spire
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Hmmmm maybe particle systems then?

true falcon
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Anyone know how you see actual assets on Epics github? Per default only code assets are visible it seems

thick herald
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Limit what your windows and doors see of the outside, maybe use fog cards while inside

plush yew
stark marsh
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im trying to create a level where their will be puzzles based around water

true falcon
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โ†‘ Every question in a nutshell ๐Ÿ˜„

stark marsh
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and you will be able to rise and lower the water level, and i've done this by a physics volume and the new water feature

true falcon
true falcon
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oh wait, you have, sorry

gloomy ginkgo
stark marsh
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im set a level sequence to control the physics volume and the water mesh to go upwards, but my character isnt affected by the physics volume until i move

gloomy ginkgo
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u are comparing to the player controller

stark marsh
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so if i press a button to to raise the water level but stand still and don't press any keys my player stands in place instead of floating to the top? how do i fix this

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and also when i package the game the actual "WaterBodyCustom" changes places, and not by any code telling it to, it has just moved for no reason

gloomy ginkgo
light thunder
gloomy ginkgo
true falcon
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It's a bit weird that it lets you compare different types, but I guess its polymorphism and controller is an UObject or something

spare kernel
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@plush yew why are you using a timeline?

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seems a waste of resources, just use a timer, set it on overlap, clear it on exit overlap

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or use pause/resume if timer exists

sonic cliff
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Hi! Please could you tell me where to find and apply the additive control rig to the ue mannequin like here?

stark marsh
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its not working properly still

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i just want to not have to press anything and my character to react to the water levels rising

stray tangle
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Hello does anyone have an idea on how to integrate als v4 with close combat swordsman?

light thunder
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What's the trick to getting all 4 cameras to be in the same lighting mode and actually visible - when i make them lit, it turns blue like in the upperleft corner - brushed wireframe is impossible to see and I don't want to hide all my geometry - I just want to zoom in around different cameras while I'm positioning certain objects without going back and forth or panning around in perspective -

light thunder
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Also, anyone else find it incredibly unfair that hitting SAVE can causes a crash, thereby losing unsaved work (unless autosave snagged it)

plush yew
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hello noob question. i switched to DX12 but im getting freezes with movie render queue after rendering 30 or more frames. planing to switching to DX11. does it reduce the rendering and graphic quality ?

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in landscape actor: what means "Max Lod Level" and -1?

plush yew
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and when i package my project for windows 64bit i get the error: RROR: Missing object file C:\Program Files\Epic Games\UE_4.26\Engine\Intermediate\Build\Win64\UE4\Shipping\Renderer\Module.Renderer.1_of_16.cpp.obj listed in C:\Program Files\Epic Games\UE_4.26\Engine\Intermediate\Build\Win64\UE4\Shipping\Renderer\Renderer.precompiled

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someone knows what might be the problem?

worldly lynx
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how can change image of as example button A when i clicked on Button B? need set image or something else? i dont see anything , help

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i want change image of buttons after click on it with blueprint

grim ore
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you would set the brush of the image to change it

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if you want to change other brushes you would keep track of them all and then change them as needed

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so in your case a function that might take in the current widget you want to "make active" and it would go thru all of your widget icons, probably in an array, and tell them each to be not active if not the one you wanted and active for the one you want

muted imp
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Hi guys so I'm trying to make a game like mirrors edge but I don't know how to have certain animations play when I'm sprinting or jumping or wall running. In mirrors edge, there are first person arm animations for different movements. How can I assign an animation to play when I press SHIFT for example?

muted imp
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thank you I appreciate it

unique rock
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You're very welcome

muted imp
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why can't I drag in a reference to my levelsequence into my level bp?

viral garden
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I'm having an issue with reflections

marsh sparrow
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hi.. anyone know how to make the standalone editor game play option have a bigger window when it starts up?

viral garden
unique rock
muted imp
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@unique rock its cool thanks

viral garden
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if i put box or sphere reflection capture on the front windows and then another on the terrace, then i see the terrace reflection on the front windows

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I use forward rendering, and i don't think i had this issue before enabling forward rendering

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As you can see, we can see the path on the windows even though the path is in the garden

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How can i fix this please?

worldly lynx
plush yew
marsh sparrow
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How does one figure out what is causing this ```Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000000000000022d

UE4Editor_UMG
UE4Editor_UMG
UE4Editor_UMG
UE4Editor_UMG
UE4Editor_UMG
UE4Editor_UMG
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll```

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crashes when I try to start the game.. not hitting any debug points I have in cpp

kindred viper
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can you pastebin a log?

marsh sparrow
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the log that is in the crash dir?>

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project.log?

kindred viper
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the log that is in saved/logs

marsh sparrow
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I've never used pastebin before.. trying to check it out

light thunder
marsh sparrow
vagrant pagoda
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Have a skeleton mesh and want to break apart at crash in collision. What's the best method. Link or suggestions. Don't want to use Chaos or Apex. Cheers

kindred viper
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@marsh sparrow you have an array access issue, which is presumably setting up some water project stuff. Without it I guess it's crashing. I would check the references it mentions

marsh sparrow
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hmm.. thats always been there

stark marsh
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i want to make a level based around water where the water level can be raised and lowered to access differant parts of the map, but i've tried using a level sequence sequence to move the water and the physic volume upwards/downwards but the player character isn't affected by it moving until their is input

kindred viper
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oh really? Thats odd

marsh sparrow
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yeah.. some wave pack i put in

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needs cleaning up

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recently.. I added a new hud widget

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doesn't even get to that breakpoint

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lol

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or that one

kindred viper
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[2021.02.05-19.48.39:317][284]LogTemp: Warning: Broadcast New Quest Name this is the last line of the log then all error checking ends, so there is no fatal error /exception in the log itself

stark marsh
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it's strange what happens

marsh sparrow
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thats been there a while too

stark marsh
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say if i press the button to raise the water but don't do any movement input i stay still, i don't float to the top of the water, but stay on the ground as if there was no water at all

marsh sparrow
kindred viper
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the next best thing to do is make sure you have debug symbols installed and crash it with the debugger, then you can see exactly where it's crashing

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it will show the full stack in VS then

marsh sparrow
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yeah.. i hit new game.. and it fails loading the next map

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UE4Editor_UMG
UE4Editor_UMG
UE4Editor_UMG
UE4Editor_UMG
UE4Editor_UMG
UE4Editor_UMG
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject```
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usually.. its a missing pointer or null somewhere

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im using rider

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been looking all over

kindred viper
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seems to be telling us it's UMG so perhaps a corrupt widget? Or a bad reference on construct of the map?

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but it's just too hard to tell without a bit more info.

marsh sparrow
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yeah. i wish it gave me more

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ill start backtracking till it works...

kindred viper
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this is why debug symbols are 100% vital for code dev in UE4.

gaunt abyss
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this^ and look at the callstack, see where the crash is coming from

marsh sparrow
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not sure what that is.. im running the editor in debug development mode

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in rider

kindred viper
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debug mode is like a light version. The debug symbols hold a compiled database of your data structure so you can read them in memory to see the values. It also helps the debugger catch errors and display an appropriate break routine to see it before the program ends

marsh sparrow
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sweet.. where do you get those

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because i thought debug mode was debug mode

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apariently im trying to save calories by not having the write drink

light thunder
kindred viper
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@marsh sparrow looks like you can get them from the launcher now

marsh sparrow
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I removed the whole add widget to viewport for that new widget.. and it works.

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hmmm

kindred viper
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tada

marsh sparrow
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this is my first widget I started from cpp

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im sure I did something wrong

kindred viper
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makes sense ๐Ÿ˜„

marsh sparrow
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ha yeah.. sometimes doing too much logic in bp freaks my head out

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whoa.. what is 4.26-chaos

kindred viper
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widgets I keep to UMG always. No reason to make them in C++ unless specifics are required

marsh sparrow
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is that like canary 4.26

kindred viper
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it's the engine with Chaos Physics built in

marsh sparrow
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ah

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yeah.. well I needed to build a typewriter function

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but.. plenty of people do this.. so it should work

kindred viper
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its possible, but UMG is kind of rooted in blueprints really

marsh sparrow
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okay you said i can get the debug stuff in the launcher?

kindred viper
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Slate is best for C++

light thunder
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it does - I guess I don't know enough about materials - I thought LODs shifting but obviously it affects this - I had dead leaves as a texture for my base color and I got the green color by multiplying - thought I was done and clever but then I noticed the distance - it's like the instance just turns off the base color tint I'm using when I get a certain distance away - why is that?

grim ore
marsh sparrow
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hahaha yeah

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I guess I share your stuff to other people enough I should probably know more about all your videos

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well.. it seems like I need to just delete some things and go watch that video LOL

grim ore
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are you sure its not the self shadowing?

light thunder
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no, it was the color - i'm not sure why but I just changed the actual colorization of the TGA and that fixed it

grim ore
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oh weird

light thunder
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I thought so too

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I thought just doing a multiply on the base color would be clever and efficient

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had no reason distance would affect it, when it did, figured there was an LOD that I hadn't changed the material instance on, nope, only a single base LOD on the mesh

marsh sparrow
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okay.. so I think I should have something that works.. but.. still no worki

#
{
    OnTriggerHUDToStoryMode.Broadcast(Stories);
}
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that gets called.. its in my subsystem

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i think something is weird with the event binding maybe

light thunder
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then just make a brute force begin play event that binds it to test it out

marsh sparrow
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begin play doesn't exist on widgets?

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going to bounce for a bit.. thanks for the help

grim ore
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it doesnt its on construct

marsh sparrow
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move the binding to construct?

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vs initialize?

grim ore
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no just saying for a widget its not begin play, its construct

marsh sparrow
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ah k

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are you able to bind to subsystem events from a widget?

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I'm at least trying to do something you should be able to do right?

light thunder
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@grim ore if you destroy a static mesh during play, what happens to its LOD actor?

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Does it remain?

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Is there an "IsInsideOfMe" function? Because overlapping is too goddamn simple to actually work

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Here's my issue- I have an incident command simulator for Public Safety - you show up on scene and have to command some disasters - my level setup is that I have various AREA levels that are the "intact" city, then I have scenarios that are sublevels where I will swap in static meshes that are destroyed, spawn particle effects, etc - it works fine but I'm running into one snag - MY HLOD ACTORS ARE STILL THERE even though I have toggle visibility on the mesh that they are apart of. Since HLODS are a super big goddamn secret that everyone at Epic guards like it's their resume armor, I have to guess at how to deal with them -

**I want to get the HLOD actors inside of a volume and destroy them. ** But since they don't have collision, I can't use overlap events to detect them. (I'm assuming they don't have collision) - I can do a brute force and just get all HLOD actors and destroy them but I'm close -

How do I get the locations of these actors and compare them to the box extent of a volume? Then I could use a quick vector comparison and if it falls within range, delete it. And yes, I'm still pissed about the lack of in depth HLOD references

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I'm just not sure how to get the range between those points

subtle bramble
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Could someone help me please, I made a wall in blender and then exported it as fbx but some of the faces are one ways and I flipped them and it didnt fix it

light thunder
subtle bramble
#

wdym

light thunder
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otherwise show me a screenshot of your face orientation - make sure they are blue

subtle bramble
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I dont think I have any

light thunder
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hit CTRL A and trust me

subtle bramble
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so I turned on face direction and it made the faces red and blue, how do I flip the wall because I can rotate it but it makes the shape weird because its filled from vertices

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also I applied them so ill export after this

light thunder
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Shift_N and flip the normals or recalculate outside - you want the outside facing blue, but you should really head to the Blender help channel, it's a godsend

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@plush yew @grim ore so in the magical world of HLOD's, apparently, they all have the same world position of 0,0,0, inexplicably

subtle bramble
subtle bramble
static wharf
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I keep getting this when I build lighting, my editor is completly locked up and it wont go away

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Just as I ask for help it fixed itself

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It was stuck for 20 minutes

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sigh

light thunder
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Try to give as much as you get

subtle bramble
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thanks

clear patrol
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is there a way to do animation like SFM where you can like control your player and start recording your the player's actions?

grim ore
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You can look into the sequencer take recorder

clear patrol
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wdym "take recorder", I know what the sequencer is

grim ore
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I mean what I said, look into the sequencer take recorder

clear patrol
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ok? I'll take a look at the sequencer again

light thunder
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WTF Does making a text render "hidden in game" HIDE IT IN THE EDITOR?

golden niche
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I cant open the console in the editor

#

Im pressing tilde but nothing

livid haven
#

Here's a general question, not sure how well people will be able to answer it but...

#

Thoughts on using SceneCapture2D versus changing camera/view target?

#

Context is a "photo mode"

#

The latter involves more book-keeping to get the player's view back to how it was before, but it is more performant as they will only be rendering once, rather than twice.

grim ore
#

@golden niche depending on the keyboard that might not work, you can open the output log and its at the bottom of it

golden niche
#

where is it?

grim ore
#

windows -> developer -> output log

golden niche
#

thanks!!

plush yew
#

** Educational question: **So I've been working on a multiplayer game for quite some time now, and I was curious if anyone can shed some light on how "run on server" and multicast work in terms of performance. I could only assume 100 players constantly sending messages to the server and back would easily cause the host to lag. Is that not the case?

light thunder
#

Why am I still getting these errors if I am checking if the actor is being destroyed before I try to do something to it? Do I need to move this check earlier perharps?

#

I've tried rearranging some of the isValid but itn's not working

plush yew
#

Maybe try casting the soft reference to whatever it belongs to, and then set that actor hidden? @light thunder

#

Someone did it this way, instead of just converting it straight into target like you did, they did a cast first.

#

Don't know if it'll work or not, but just something you can try seeing as no one else has been able to answer

light thunder
#

I appreciate it - it's a matter of execution order - i think in between some tick, it's trying to set the visibility of an object setting pending destroy - I thought the IsPendingKill would help but it didn't

#

I ended up using an event dispatcher bound to the kill event.... the call happens when the other thing is finished with its toggling visibiliy (mainly because I realized later that the collision was in the way so it was easier to delete them)

torn atlas
#

Hi, anyone here know how to make a character lean with the mouse pitch.
I've set up a third person character to be first person, but I don't want the camera itself looking up and down; I would like for the whole character to lean so the camera isn't just looking down into the body.

grim ore
#

you would probably rotate one of the bones on the animation based on that pitch. similar to a torso aim

light thunder
plush yew
#

weird question but when your messing with unreal engine can you only use unreal skeleton

#

or can i import a different skeleton and use said skeleton for gameplay and such

#

like a dinoasaur or sandwich with legs

#

ive noticed most tutorials tell you to retarget and use unreal skeleton and change your bones to match it

light thunder
plush yew
#

only bagettes D:

light thunder
#

but yes, you can

#

the reason for all the retargeting videos is there are a huge amount of animations available that use the unreal skeleton

plush yew
#

i only ask because i wanna use my own skeletons and animations for said skeletons instead of retargeting and creating mannaquin replications ;O;

light thunder
#

and it's humanoid and pretty flexible so it makes things a lot easier to get up and running (literally)

plush yew
#

oh

#

so you can create a dinosaur like mecha turret creature

#

and just use that instead of unreal

#

just a lot harder

#

this makes me content~

arctic horizon
#

just because it has a fancy error message doesn't mean it isn't any less of a crash ๐Ÿ˜›

formal quiver
#

I've started noticing that when I'm attempting a build process, Unreal seems to hang semi-frequently when starting Swarm Connection (100%) and I'm not sure why, or what I can look at to debug this. Anyone have insight to how I could debug this? Attached is the build process window, and the level set up I have going (read: 3 lighting scenarios, but that shouldn't be the cause?)

#

I'm going to let it sit for a bit to see if its just taking a long time to think about how its at 100% completion....

light thunder
#

Don't ever listen to those progress bars

#

they are liars

#

the main thing is, the details of the swarm.exe in task manager

#

wait --- you are using the ditor while building lights?

plush yew
#

@plush yew Kheart

#

ok

#

weird question what should i google to figure out how to turn a widget system that goes into a custom level into a button you can press to go to said level and widget system and than back to base game

#

if any of that made sense sorry im stupid ;D

formal quiver
#

Ah, turns out it was a hardware setting on the router that was blocking the connection to be made. Posting just in case anyone else ever runs into this:

Callstack:    
   at System.Net.Sockets.Socket.DoBind(EndPoint endPointSnapshot, SocketAddress socketAddress)
   at System.Net.Sockets.Socket.Bind(EndPoint localEP)
   at System.Net.Sockets.TcpListener.Start(Int32 backlog)
   at System.Runtime.Remoting.Channels.ExclusiveTcpListener.Start(Boolean exclusiveAddressUse)
   at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.StartListening(Object data)
   at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupChannel()
   at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 13```
light thunder
formal quiver
#

nothing is in the group?

light thunder
#

then why is it there?

formal quiver
#

no idea lol

light thunder
#

defaulted

#

I thought I was ungrouping something and I hit that

oak sedge
#

Hello. I found this line that works in an Unreal Engine 4 game by placing it in "Input.ini":
AxisMappings=(AxisName="LookUp",Scale=-10.000000,Key=V)
How can I invert an "AxisMappings" line in "Input.ini"? I want that line to work forever. I've considered using a program called "AutoHotKey" to make the "V" button be held down forever while the game's window is open, but is a better way possible?

I mean an idea like this:
AxisMappings=(AxisName="LookUp",DefaultValue=-30.000000,Key=None)
I'm not creating a game. This game was already created by other people, but I am asking here because I believe the people who would most likely know about my question would be here.

(I know an "AxisMapping" is designed to use "MouseX" or "MouseY", but regardless of the axis or button that it could use, I want the line to be activated forever.)

rancid lynx
grim ore
#

@oak sedge it wont work how you want. Thatโ€™s not the way axis input works.

light thunder
rancid lynx
#

the player pawn or character have inherited capsule collisions, and ive read that they automatically line trace straight down to test if the player is standing on the ground or not, flying falling walking toggle. when you walk off a ledge,or step, it doesnt use gravity to let you "fall" to the next sstep below, it teleports you from Z+5, or Z50 directly down to ground level instantly. if you jump it applies gravity, if you "walk off ledge" it doesnt use gravity,

#

long story short, when i walk off a step, ledge , you dont "fall" you "teleport" to the ground. default game engine behavior, probably to keep traditional characters solid on the floor as oppsed to gliding down stairs.

light thunder
rancid lynx
#

but VR games perspectives "zoom in" much closer, so the warp is very noticible.

#

teleporting 50cm is the puke enducer.

light thunder
#

If you know what it is doing, then just override it

rancid lynx
#

still trying to figure out how or where

#

based on stuff i googled, may not be correct.

light thunder
#

can anyone figure out how to avoid that pop in - as far as I can tell, I've enabled "use complex as simple" collision on both these things, and I've moved them farther apart - how can I be sure it's using the complex collision ?

light thunder
#

or just search for teleport

#

for now just disable it or tie it to a boolean that's easily accessible

livid hazel
#

I have a question when parenting my camera to the player models headbone the camera gets super big in size. Why is that so and what is the best way to counteract it. I had to shrink the size to 0.0075 for it to be slightly normal again. If that question is too unclear or too vague then it doesnt rlly matter.

rancid lynx
#

ty, well its a build in player character inherited trace i imagine, teleport keyword may help alot

#

are you exporting stuff from blender metabo ? blender does a terrible -100x or +100x scale on skeletal mesh - armature exports. i had to google a while to find the fix, or just manually set import settings

rancid lynx
#

how, where, do i search for teleport? i think its an inherited function from the default player character bp actor

#

i know how to find refs in blueprints, but i think this line trace doesnt show up, hidden code from inherited, oh maybe i can find the characters parent class and peek in the editor code idk. nm sorry spam

light thunder
#

Don't worry about the date, all still relevant

rancid lynx
#

sending references between actors is simple.

#

as is expose on spawn and instance ediability

light thunder
#

then you need to search for the default character BP actor

#

I'm confused, you are not sure of what I mean - I'm telling you, if you need to stop the teleport from happening, find the blueprint it is happening ON

rancid lynx
#

ok thanks, ill watch it on my way to work tonight.

#

yea, now i think i understand.

#

maybe i can find the inherited character bp

light thunder
#

it's not inherited

#

it exists

#

if you made a child of the original BP, that's fine but you can still search for the functions of the parent, they are still in your project

#

and any functions that exist in the parent, are being called by your child, put a break on them and you'll see, then you can override them

candid grove
#

Any idea why it is truncating the other members of player data when adding it to the array?

light thunder
#

I think it's just the engine behavior - you are bringing in a single element on that event but you are watching an array, and I think that's why it's truncating it

#

if it didn't, you literally could not see anything on your screen if that array was populated

silver cypress
candid grove
#

@light thunder the issue was I was passing the incorrect playerdata to the custom event. Everything that was default was truncated and it didn't have the other data I was looking for.

light thunder
molten solstice
#

Okay thx!

oak sedge
plush yew
#

How do I create a teleporter??

light thunder
#

I still can't get this collision to work

#

WTF is it talking about -

plush yew
light thunder
#

Best advice I can give you is to do one of the Udemy courses online, they are like 10 bucks and have 40 hours of video

#

it's not like you are going to not need help again, after someone tells you how to make a teleporter

plush yew
#

bruh

#

I don't like Udemy

spare kernel
#

Teleporter is super simple though

#

walk into teleport, then set actors location to other end of teleporter

plush yew
#

It doesnt work

spare kernel
#

then you did it wrong

plush yew
#

But now a teleporter to go to the next level

spare kernel
#

eh

#

you want to teleport to a new map?

plush yew
#

yes

spare kernel
#

well, if you use OpenLevel then you will start a whole new level

plush yew
#

I know.

spare kernel
#

so just call OpenLevel node to the name of the next level

plush yew
#

K

#

Thanks

#

Should I create a mesh because my mesh is like a roblox character

torn atlas
inner flume
#

I have[/Script/Engine.GameUserSettings] ResolutionSizeX=1280 ResolutionSizeY=720 FullscreenMode=1 in Config/DefaultGameUserSettings.ini but my packaged game still runs at fullscreen, anything else i'm missing?

plush yew
#

Are there any good animations for my project?

solemn marten
#

hey I have this problem "DX11 Feature Level 10.0 is Required to Run the Engine" I think it's because I removed my graphic card because it doesn't work, how can I solve that?

gleaming creek
#

Buy a new graphics card?

#

Or install proper drivers for what is presumably a built-in on-CPU one

#

Updated drivers will likely let the engine start, though performance may be too poor to use, depending on what the built-in is

plush yew
#

which subforum would be most appropriate for a question regarding the substance to unreal engine livelink?

#

its crashing on me pretty nasty

solemn marten
grim ore
#

@solemn marten just depends on the cpu

broken heath
#

Why epic launcher uses camera when signing in

austere hinge
#

Is there anyway to use unreal gpu baking on direct x 11?

Gpu baking requires dx12 to be enabled.. But I am working on a app that is using direct x 11

dark stag
#

kind of a noobish thing here... but is there may7be a more graceful way to do this?

#

passing in ints from 0-127

#

to do "whatever" per int

clear patrol
#

Why does Unreal keep crashing when I create my control rig?

dark stag
#

that sorta depends on alot of things doesnt it

weary basalt
#

Since it seems your using the same function, just with a different input each time.

dark stag
#

well i wont be using the same function.. just kinda used the first 10 for that function

#

beyond that itll be a bunch adiff things

#

like thats the part from ableton that i change camera:

#

but for notes past noteNum 10 itll be other crap

weary basalt
#

You need to separate the problem into smaller problems that each can be solved in their unique way.

dark stag
#

would just like to keep them all in the same channel

#

for sanity

weary basalt
#

So im assuming this is some sort of Event track.

#

You want some function to be called when you reach a particular point.

dark stag
#

well, yeah, that "point" just send an int 1-127 (notenum value)

#

so that parts cool.

#

just how to delegate each note to its own event vs. 127 custom events

#

coz its all coming into one custom event to start and passes the int

#

half questioning, half talking myself through it here... coz sometimes just explaining it youre like "oh"

weary basalt
#

So is the input to the other 11-127 functions also a String?

dark stag
#

nope

#

sometimes other ints. or bools

#

like these 10 in particular piock a camera and select that as the new view target... the next "set" will probably be floats/ camaera speed settings etc

#

or other events

weary basalt
#

Is the sequence these occur going to be identical everytime?

dark stag
#

unfortunatley no.

weary basalt
#

Ok well then you dont really have much choice.

#

You have to group them in some way.

dark stag
#

i think i might be stuck with the switch on int

#

its ugly, but it does work

#

i can just hide it in a macro. heh

weary basalt
#

If i know that 1-10 has the same input, id store all those inputs in an array of that type, then use the int as a lookup key to get the correct value for the function.

#

Following that pattern for the others as well

dark stag
#

for sure.

#

but if the incoming int order shifts... yer kinda asking for it

#

but i understand your thinking

mental yacht
#

hey dudes, i got an empty map, i dropped a box geometry in the map, and when i select it the selection rectangle starts to flicker, is there an option to fix this?

dark stag
#

stuck key maybe?

#

you mean the select marquis on the actual geo?

weary basalt
#

Tried restarting your Editor?

dark stag
#

failing that, could be driver related.

mental yacht
#

yeah still flickers

dark stag
#

what RHI?

#

dx11 or 12?

mental yacht
#

i got a nvidia gtx 1650

#

oh let me check

dark stag
#

hove mouse over

mental yacht
#

11

dark stag
#

hm.. yeah, try updating your drivers maybe?

#

never encountered that one myself... but theres no "option" for it that im aware of, so could be a driver thing

#

you mean the orange selection "flickers" right?

mental yacht
#

yes

dark stag
#

ah yikesy.

mental yacht
#

updating driver atm

leaden dust
#

It did happen to me once

#

don't remember how i fixed it though

dark stag
#

quite possibly a driver update

#

driver updates seem to sometimes fix bugs you didnt know you had or could never figure out, and you just never really noce or remeber them until after you update

#

*notice

#

or breaks shit.

#

never really know

#

lol

#

Octane for c4d is notorious for driver updates breaking things

mental yacht
#

ok so the driver update fixed the flixker

#

that was wierd i just updated the driver a few weeks ago, shrug

dark stag
#

funny

#

glad i could help

#

yeah, in my experience with anything GPU / IDE related just do a weekly sanity check and keep drivers up to date.

#

unless you know why you shouldnt.

mental yacht
#

though i did just update unreal engine today, so i guess it makes sense that a new GFX driver would be needed

dark stag
#

riiiight. yup. that'll do it

#

GPU driven IDE's are finicky like that

mental yacht
#

well thanks for letting me throw rubber duckys at you ๐Ÿ˜„

dark stag
#

not a problem. the best ducks.

#

yeah, cards a bit older too, if you can afford it, might be time for a lil upgrade

#

coz its kinda approaching deprecation

mental yacht
#

well pending i can go back to work that is

dark stag
#

yeah no shit, i feel you.

mental yacht
#

๐Ÿ˜„

velvet magnet
#

Honestly as a hot take Minecraft festivals are over rated

#

Unreal engine has potential to host a way better quality virtual concert

next dome
#

Hi! does anyone know why this happening and how to fix it?

#

the footage is rendered as 24fps

empty condor
#

looks like occlusion culling is hiding things a bit prematurely, and/or motion blur is screwing with occlusion culling somehow. that's a guess; I don't know

#

does it still do that if there's no motion blur

plush yew
#

hello. im tring to render a cinematic using movie render queue. but its everytime get freeze at after some frames. 30, or sometimes 100. i tried dx11 and 12 both. idk why this happening. updated driver. wiped. nothing works. but iโ€™ve lot of foliage 27.1k. any tips ? plz :/

next dome
#

@empty condor i managed to fix it by rendering with Movie Render Queue and settings the sub samples to 16!

empty condor
#

Nice

dark stag
#

way ahead of you

#

oof.

#

minecraft concerts made me die inside

green gate
#

Hi! Need a help in 4.26.1 raytracing, I recently shifted to UE 4.26.1 and noticed raytraced shadows are little different when compare to UE 4.25.4. Attaching couple of images here.

#

Please help me out with this one. Thanks in advance

dark stag
#

oh damn, thats odd

#

so those arent baked?

#

obv not i'd imagine

#

hence raytraced

green gate
#

Yes, Increasing the samples didn't help me and this one is real-time rtx

dark stag
#

interesting

#

and not at the same time.

#

same RHI for both?

#

coz i know there will be some massive discrepancies between dx11 and 12

green gate
#

Yes same settings for the both versions

#

I am using dx12 for both

dark stag
#

yeah, thats dark territory for me, so i dont think ill be of much help

green gate
#

Thank you, Hope some one here could throw some light.

vale oyster
#

recently i create game it's have simple mechanic just endlees runner. just single sprite for character and one tile, and i follow all instructions and file size become 75MB is there any way to reduce apk size further......if yes plz let me know

halcyon prawn
#

Was wondering if someone could point me in the direction of a tutorial or guide on adding in game screens to my level? Like billboard style, or think time square screens perhaps

dark stag
#

75MB for a game today is probably grounds for a pulitzer prize

#

fyi

halcyon prawn
#

It would have to be a mobile game and even then that's a stretch

vale oyster
dark stag
#

build a lighter engine than ue

#

thats like cutting the lawn with napalm

weary basalt
#

Choose the right tool for the job. If you want a smaller size, use a smaller and less complicated engine to build the game.

dark stag
#

you can strip UE down a decent bit... just because you have all this content doesnt nesc mean its all going to get compiled to your pak or what have you

#

but a game with 2 sprites and 2 sounds sounds like something you can whip up fairly quickly with homebrew

#

png was under a couple KB.

#

2 sprites and 2 sounds even

#

*png

#

so UE pong... yeahhhhh not sure how id feel about that

halcyon prawn
#

Hm.

true ridge
#

Has anyone experienced flickering with the UE4 Editor?

#

Ever since I got my 3080 the editor has been very finicky. Context menus will disappear and the editor will turn black.

plush yew
#

How do I create a respawn system?

dim arch
velvet magnet
# dark stag way ahead of you

Fuck yeah, canโ€™t wait, Iโ€™m tired of seeing the same old shitty indie Minecraft music festivals that arenโ€™t immersive at all and always fall apart half the time, like that other one that scammed you

plush yew
#

Ok! Thanks

inner cloak
velvet magnet
#

By respawn did you mean to say restart?

#

Cause it looks like you're just restarting the game, and not actually respawning the character

plush yew
#

Yes

#

Thats why my name is "a Stupid dev"

#

lol

velvet magnet
#

oh everybody makes slips in language, I do it all the time

plush yew
#

Ok

plush yew
#

if it's a developer or debug build Just look at the logs already generated

formal quiver
#

How can you batch render high res still frames from multiple cameras in engine? Do you use Sequencer / Movie Render Queue for that?

honest lily
#

guys

#

i have a problem with my water plugin

#

first i put the landscape

#

i create it

#

then i have to go to the place actors

#

import the water body ocean to my landscape

#

and it does that

#

it doesnt create an island

#

i tried to do the same to other project but it works

#

i dont know whats happening

high berry
#

hello everyone :))

#

picking up unreal from scratch, been modding JFO for a few months now but wanted to try making something myself

#

is this the right channel to ask for advice/support?

#

i just have a couple questions

dark stag
#

well, were not a modding group, but happy to help with any UE related Q's

#

if youre new to UE, there are a ton of howto's and basic tutorials available from the UE docs in the learn tab

high berry
dark stag
#

always the best place to start

high berry
#

i've been checking out a few tutorials and currently watching a YT series,

#

for the most part things have been going pretty smoothly,

#

i have a bit of a weird issue though i can't seem to find

#

most likely i'm not using the right words

dark stag
#

whats that

high berry
#

so, my mesh and the capsule collision don't seem to align - i've made sure everythings good as far as the origin in blender and i've aligned in the blueprint but no use

#

i'm probably being silly here but

#

i'm not sure how to fix

honest lily
#

you have to go to your player character and choose the capsule in the left top corner i think and try to move it to your player

dark stag
#

just transform the x o r y position of the capule

#

*capsule

#

or the mesh

#

either way

#

i tend to keep all my transforms at 0,0 cept for capsule, which should be half-height

honest lily
#

go to your caspulecomponent

dark stag
#

well his mesh is probably a child of that

#

she hell have to move the char mesh iirc

honest lily
#

yeah

#

just move your mesh to your capsule i guess

dark stag
#

mnoving the capsule just moves everything

velvet magnet
#

@honest lily just so you know the water system is still like, very, very broken, so for some water related things youโ€™ll either have to implement a fix yourself or wait for more updates

#

Does the water body island work at least

high berry
honest lily
#

the thing is that i migrated all my files to this new one

#

but check this

#

when i press play it shows this it doesnt go to my character

#

the options for GameMode is none

velvet magnet
#

So setting it should fix the problem right

drowsy gull
#

Hello. Anyone know where can I find information about the Input Data Node๏ผŸ

outer moat
#

there you have a Default GameMode which should never be empty

drowsy gull
#

Just that stuff looks red , similar to delegate

outer moat
drowsy gull
outer moat
#

oh ok I was stuck with blueprint in mind

#

as well as the Content Examples Project from Epic

drowsy gull
#

thx.let me have a look

plush yew
#

hi

#

how can i move a blueprint to other project ?

outer moat
plush yew
#

thank

#

you

high berry
#

how can i rotate my springarm without rotating the whole capsule, but keeping that kind of camera?

#

hope that makes sense! :))

outer moat
#

that should do it

outer moat
drowsy gull
outer moat
drowsy gull
#

Something shown in Details Panel. When I give it a value , I can find a node with the same name as it shown in Details Panel available in Material Editor.

limber badge
drowsy gull
#

And that node is a Input Data Node , returning the value I gave it to the next node

drowsy gull
#

I am just curious about whether a Input Data Node is available for us to create

outer moat
#

Well using cpp of course

#

If you have a system that needs to feed data into a lot of material I would consider using material parameter collection

drowsy gull
#

Thanks

high berry
#

is anyone aware of any good resources to get comfortable with animation in blender? i know this isn't directly UE4 related but i imagine there's overlap :))

outer moat
vocal flume
#

I got in app purchases to work but success mode fires as soon as I click purchase button in my app. Then I get the option to choose the card and the pay button. Success should fire after i click the pay button. Does anyone know why this is?

boreal schooner
#

Hey guys, I am new on Unreal, coming from the VFX industry, and I would need some help for a basic alpha question... where can I post my question ?

plush yew
#

does anyone get freez issues with movie render queue ?

#

itโ€™s getting stopped sometimes 25, 50,100 frames. idk why. tried everything

#

no crash errors, no nothing

boreal schooner
#

(I need to render a frame from Unreal, a street scene with building on both sides, but not including the sky in the render, I would need to export a file with alpha, I tried a lot of things but, I am still unable to export an image without the skydome and postprocessvolume)

half panther
#

Is it safe to scale a landscapes Z value? I know it is a problem with X and Y, but Z?

plush yew
#

@boreal schooner try #graphics . Although I don't quite understand your problem ๐Ÿ™‚ as extreme measure, make the SkyDome green and key it out in Photoshop, or something ๐Ÿ˜„

boreal schooner
#

Oh really lol ๐Ÿ˜‚ ? I thought there was basically an option to hide the skydome. Like, there is one, but even if I remove it, plus removing the postprocessvolume box which is englobing the whole scene, I am still unable to export an image with alpha xD this is insane

#

Just imagine a street with buildings on both sides, and a sky in BG : I want to export a frame, and do a BG Matte Painting

#

So I would just need to export this with an alpha channel in order to put my DMP easily behind haha

plush yew
#

You can delete the SkyDome from the scene

#

And add a directional light or some other lights as you like

#

I'm really not an artist, but I feel it should be easy ๐Ÿ˜„

high berry
#

awesome, thank you! :))

plush yew
#

And during play, any wired box Should be hidden @boreal schooner So I don't know how exactly you actually see it ๐Ÿ˜„

boreal schooner
#

I don't know, as I said, I am pretty new. I just know that, even if I am removing completely skydome + postprocessvolume box, I have basically nothing around my streets, right ? In the viewport, there is a kind of 'environment' color which is blue, but I guess this is the basic viewport BG color

#

Like here : I want to export a frame, simply, without the "sky" BG. Just an image, with an alpha cut, only with the buildings and wires

#

just want the sky to be transparent basically ๐Ÿ˜„

drowsy gull
#

Oops, what's wrong with Foliage Tool๏ผŸ
Even without Per Instance Fade Amount Node in material the instance can still fade out when I slide the Cull Distance

boreal schooner
#

So I enabled the alpha in the parameters, I checked the alpha box in the png / exr row

drowsy gull
#

And it seems that this can't happen without correct LOD

boreal schooner
#

there is no more geometry behind my street, this is only the viewport background, but still unable to export this image without the sky ..

worn peak
#

whats the ''proper'' way to get 2 blueprints ( not level bp ) communicating with each other ?

exotic thicket
#

there's multiple ways to do it, it depends on context somewhat

boreal schooner
#

Context ? ๐Ÿ™‚

exotic thicket
#

As in what you're trying to do

boreal schooner
#

As I said, My plan is basically to keep the CG for the foreground

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and doing a BG in DMP

thick herald
boreal schooner
#

on an image sequence

#

so I need to export like an exr sequence, with an alpha channel to "cut" the sky

worn peak
#

@thick herald theres any other way but the cast node ?

exotic thicket
#

Oh sorry my reply was to Naivy

boreal schooner
#

Okay ๐Ÿ™‚

worn peak
#

oh

#

@exotic thicket for basic things like character getting damage after enter a damage zone

exotic thicket
#

You could for example have your damage zone call the apply damage function on the actor that walks into it

#

usually if you want to do it in a "generic" fashion you'd use blueprint interfaces

dusk lava
#

Is there a standardized "forward" in UE4 (X or Y), like Z is for up?

exotic thicket
#

that video is pretty good for the general methods of doing so

worn peak
#

do u guys knows if this live video covers all the methods

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at least the most useds

exotic thicket
#

it's two hours long

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it better

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lol

worn peak
#

also hope its better -.-'

#

anyways

#

tnks for the time and the link

plush spruce
#

I'm pretty new to Unreal Engine, so I don't know how did this happen. For some reason, the Asset Options's getting clipped. Can some one help me on this?

boreal schooner
#

I already watched this video, thats why I asked the question here ๐Ÿ˜„

#

Yeah I guess VFX artists are not using Unreal that much haha

summer wyvern
#

Which text channel ought i to text in if i wish for some help with a particular problem?

wanton lotus
sharp frigate
#

yes

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it is

manic sluice
#

Anyone know how in a code project I can make the include file paths set up in a way so I don't need to use ../?

robust marten
#

Is there a command to tell the blueprint to run X amount of times? For example, I want to have random containers of food that generate when opened, but I want it to generate X amount of times. X being an editable variable

manic sluice
#

I'd like it to just be "Utility/SignalProcessing.h" or even just "SignalProcessing.h"

robust marten
#

Ah, How could I forget the For Loop node lol I was trying the Do N node at first but that only let me interact with it for X amount of times before stop working. Thanks for reminding me, I've only been working with UE4 for a month now, thank you, the For Loop node works perfectly

weary lion
#

is there any resources or documentations on setting up factions for player and NPC's warrior factions mage factions, animals/monsters and assigning amity levels etc?

crude jasper
#

Hey guys, quick question about the Unreal Contests...

#

Is there anything i need to know related to legal issues ?

#

Do i need to register the patent for the game first? If i used assets from other creators, do i need to send the licenses for each asset?

#

I dont think ive seen any of this information around...

#

Ive just started looking about it recently though

humble fossil
#

hallo all, I'm very new to Unreal having dabbled mostly in either Unity or proprietary engines so apologies for quite a basic question;
Is it possible to create reference to a specific instance of a component or object within an actor's blueprint by picking it directly? I noticed you can do it in at a game world level but not within a blueprint.
If not, is the best way to just do a search for the component in script?

crude jasper
#

I didnt really understand your question..

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This component is inside the class of the actor?

humble fossil
#

exactly

crude jasper
#

what type of component is it?

#

In blueprint im pretty sure any component inside the class can be called through a variable?

tulip lily
#

hey all, does anyone know if itโ€™s possible to update display device model at runtime (for motion controllers)

humble fossil
#

the use case is that I've created a generic controller class that takes and processes a bunch of other components that exist within its parent. For example, a plane controller that computes forces based on the number and placement of its engine components which can vary from plane to plane

#

I can do a search in the script but was wondering if I could just straight up point to the components and fill out the array manually

thick herald
humble fossil
#

ah its all within the same actor

thick herald
#

So you're wanting a reference to the actors own components?

wary wave
#

get component of class, then check if it's valid

#

casting to the actor will create a reference between the two classes, which you usually want to avoid

thick herald
#

^

sterile tulip
#

use a greenscreen over your city and key it out in a image software @boreal schooner

plush yew
#

does someone knows someone that worked with unreal on linux and released a game?

humble fossil
#

cool cool, thats what I thought it would be. Just teething issues coming from Unity Prefabs ๐Ÿ™‚ thx

amber ibex
#

Hello, does someone know why this trigger box seems to have a collision and my sphere is reacting to it? Id like the sphere to kinda go through the trigger box without having that ,,collision", how could I achieve that?

boreal schooner
#

@sterile tulip So there is no clean way to do this ? oO

crude jasper
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Bruce you probably need to change the Collision settings inside the Class, if youre using blueprint, you select the component and theres several options, like Ignore Overlap Block

#

the solution is around that i think

amber ibex
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The trigger is currently on OverlapAllDynamic, only blocking projectiles. That sphere isnt a projectile

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I tried to ignore everything, but then it wouldnt trigger the overlap event anymore

crude jasper
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Make it so projectiles block something that the sphere doesnt

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then the trigger should block what the projectiles block and the sphere doesnt

#

hmmm

#

or create a new Object Response? i think you can do that

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not sure though

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Or when theres an overlap

#

Youre using the Component begin overlap correct?

amber ibex
#

i once set that sphere as a projectile, and then ignored projectiles for the trigger. it still collided tho

#

yes i am

broken rapids
#

Just wanna know in Unreal Engine, how to save in-game currency data?

#

Pls help

crude jasper
#

You should search it up

#

but

#

its with the savegame BP

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Bruce

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If this trigger isnt Triggered too many times

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i think a way to do this can also be

broken rapids
#

That's not available on YT that's why I am here

crude jasper
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you cast to the Projectile

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It is, thats how i also learned

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Theres alot of it on youtube

#

wait a minute

broken rapids
#

Please share link then

crude jasper
#

This will help

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you set the variables you want in the BP

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and then when you load a save you can use them

#

Guys

#

Im using an event tick to make something move along the movement of my character, what should i use instead?

#

Since tick is dependent on framerate im not sure its too reliable for this

broken rapids
#

Thanks a lot buddy .. I will check this out..

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I made an endless runner game just like subway surfer will it work for that..?

glad obsidian
#

hello i have a question

#

can i animate joint by joint in unreal in the sequencer? i installed the control rig plugin

crude jasper
#

Thanks Ponkkis ๐Ÿ™‚

#

But for example,

#

If i define a time for the event TIck

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For example to tick every 0.01

#

would this work the same as delta secs ?

wary wave
#

if you have a timer going off every 0.01 seconds it's basically the same as tick but with worse performance overhead

#

unless your game is running at above 100fps anyway

crude jasper
#

Im using the event tick but changing the Tick interval

wary wave
#

if your tick interval is shorter than the game's tick rate, it's not going to happen any more frequently

#

I don't know what your problem is, but it sounds like you need to be using delta time

crude jasper
#

Weird...

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Yeah it seems to me too

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Im gonna search it a bit better

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thanks ๐Ÿ™‚

#

Delta seconds worked perfectly thanks :))

viscid bough
#

Just in case anyone searches my last question and is looking for the answer. If you are running out of video memory (dedicated and shared) while moving files within your project, and you are running an older GPU, make sure your graphics RHI is set to DX11, not DX12.

crude jasper
#

New question, really weird, i hope someone knows the answer for this one...

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Basically I have a Lava Actor

#

and i put the material for the Lava on a Plane

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Then i create a dynamic material

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and set the coords for X and Y on the UV

#

So i can stretch the plane but keep the texture for the lava equal for different scenarios

#

BUT

#

Sometimes, with the same Text Coords, the lava texture has different appearences

#

It seems random

#

anyone have any idea?

grim ore
#

so you want to keep the lava texture scale the same, but still be able to resize the plane its on?

crude jasper
#

yeah exactly

#

I just dont get why this "bug" happens

grim ore
#

look at using something like a world aligned texture then, dont have to do anything special

#

the scaling on the texture is fixed based on world coordinates, regardless of the item it's on

crude jasper
#

oh wow!

#

Didnt even know that existed

#

thanks ๐Ÿ™‚

#

What did you connect to the Texture Size though?

grim ore
#

a vector 3 since it wants the texture size for scaling in all 3 dimentions, so that one is 1024x1024x1024

#

if you look at the end of the TextureSize input you can see (V3) which is what it wants

#

its also optional if the default scaling is good

amber ibex
grim ore
#

do you want the sphere to not have any collision, or the trigger box?

#

or for them both but to ignore eachother

crude jasper
#

Bruce did you try Casting?

amber ibex
amber ibex
grim ore
#

what is your trigger volume set to?

amber ibex
grim ore
#

yep might need to show it happening then, those should be fine

amber ibex
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the only case (talking abt collision settings) to let the sphere through would be if the trigger is set to NoCollision, but that wouldnt work for me because I need the overlap event

grim ore
#

how is the sphre being moved for example

amber ibex
grim ore
#

you might need to show more code or double check your settings. Is this a custom trigger or just a trigger volume?

#

overlap all dynamic has nothing in it to collide with

amber ibex
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its a box collision

grim ore
#

unless you added a custom channel and its set to block

#

so another BP actor with just a box collision in it?

amber ibex
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yeah, and a lil cube (SM) but it doesnt have anything to do with it

grim ore
#

welp I can say I put a sphere with no collision on a character in front of it and a bp actor with a box collision set to overlap and no issues here as expected

amber ibex
#

does it maybe matter if the Sphere is a WorldStatic whereas the trigger volume is a WorldDynamic?

grim ore
#

you said the sphere was on no collision didnt you?

#

so then it cant be world static

#

i mean it shows that but no collision ignores that stuff

amber ibex
#

the collision settings of the sphere

grim ore
#

uh....

#

look at the bottom there

amber ibex
#

the blocks?

grim ore
#

try changing it to overlap all dynamic on the sphere

#

just see what happens, to eliminate the sphere

amber ibex
#

still the same problem

grim ore
#

move that BP to the side and drop a trigger volume into the level in its place and see if it still blocks it

amber ibex
#

still blocks it

grim ore
#

hmm that makes no sense. so at this point I would open a new map, just the one with the floor. add a trigger volume and your character and see if it blocks with just your character and the trigger volume

#

if it still does you got something weird

stark marsh
#

i've got some scripts that manage if the player has keys and what doors have been opened in the level blueprint but it is only relevent in one area in my scene

grim ore
#

as far as I know a trigger volume has no physics collision so it should never block anything

stark marsh
#

but how could i transfer all of that to a seperate thing that is NOT the level blueprint

grim ore
#

@stark marsh copy/paste, never use the level blueprint in the first place. Can put them in a separate BP actor in the world, or some place like the game mode

stark marsh
#

like a manager of some sort, because it is pointless in being the blueprint for the whole scene when really it just applies to one part

#

i've tried putting it inside an actor but i can't reference things like triggerboxes

grim ore
#

@amber ibex I am out of ideas ๐Ÿ˜ฆ something is odd with your setup if a trigger volume is blocking., Might want to try and remember if you changed anything in the project or engine settings

stark marsh
#

that for some reason i can only do in the level blueprint

grim ore
#

@stark marsh yep thats why we dont use the level bp, you end up getting stuck once you realize this

#

the level BP always exists and it knows about all the items in the level so it can reference them directly, its why you can directly make variables for those items

stark marsh
#

and also i would be able to completely disable the manager once i exist the part of the level it controls, saving performance, and enabling as soon as i enter the area it manages right?

grim ore
#

other blueprints dont exist in the level until you put them in so they have no idea about everything else unless you tell them (exposing variables)

stark marsh
#

i'd like to save everything stored in it so if i return it knows what i've done, but can also be disabled so it doesnt run if im nowhere near the part it managers

grim ore
#

so your manage can have variables for those items, like the trigger boxes, and expose them which would let you choose them in the editor

amber ibex
grim ore
#

if it's just sitting there doing nothing, tick disabled for example, and it's just to manage information then disabling it isnt an issue

#

wait so this item is not attached but you move it?

amber ibex
grim ore
#

yeah we assumed this was being moved with the character, not by code

amber ibex
#

so yeah the sphere is getting moved by a line trace basically

stark marsh
#

hmm i cant access and reference other objects in the level

#

from the manager actors script

grim ore
#

"other blueprints dont exist in the level until you put them in so they have no idea about everything else unless you tell them (exposing variables)"

#

at this point you need to learn about communicating between objects

amber ibex
#

i think i fixed my problem, I just have to set the trigger to an object type the trace doesnt care about. thanks for everyones help tho and the fast responses!

grim ore
#

if the blueprint is in your content browser, it only knows about items in your project that are asset form that are in the content browser. Once the blueprint is created and an instance of it is inside of the world it can access any other items in the world if you let it (exposing a variable to the editor/instance editable). This lets the instance of that blueprint that is in the level set that variable to any other actor that is in the level of that type

#

it might be easier to just set your trace on your line trace to visibility instead of camera so it doesnt collide with invisible stuff

stark marsh
#

i've put it from the content browser actually into my level

#

it's not letting me reference other things like box triggers (for the doors)

astral sundial
#

so i ahve some of my ai getting stuck on one another so for a fix i have a overlap collision box in front of my enemy to check if there is another ai in front of it. If there is it stops moving until its out of the way. This works great however it sees it self as an actor in the way so I fixed this by checking if the other actor is self to ignore using BP. Is there an easier way to do this like a setting on the collision box to ignore its parent actor so that i dont have to call this function constantly?

grim ore
#

once you put it into the level it becomes an instance, it now has access to the other parts of your world that are loaded. You need to use a variable and set it to instance editable/public/exposed

amber ibex
grim ore
#

then you can set that variable in the editor

#

assuming you are using the by channel trace

amber ibex
#

im using the for objects

grim ore
#

what objects are you tracing for?

amber ibex
#

worldstatics and dynamics

grim ore
#

any reason to trace for objects instead of by channel?

#

usually objects is if you want some actual object

#

otherwise if you want to use object just make a new object channel in the settings for those trigger boxes and set them to that