#ue4-general

1 messages Β· Page 935 of 1

amber ibex
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i dont think i need an for object one bc im basically tracing for everything, yeah

cosmic carbon
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Hello guys, i have an issue for last 2 weeks and i couldn't fix it, im wondering if anyone had the same issue or know how to fix it

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the 'uppeerarm twist' bone is so weird when im in game mode

stark marsh
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ok so i have some parts working, but i want i now need to do is from this manager actor

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i need to basically say if my player overlaps (a box trigger) then do something

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but the player and the box trigger are nothing to do with this manager actor

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i need to say in my manager actor that if my player overlaps a trigger box (do something) and if they exit the trigger box (do something)

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hmm i guess i could make the trigger box literally a part of the manager actor idk

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no that wouldnt work

grim ore
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so before now you used generic trigger boxes and the level blueprint right?

stark marsh
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yes

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and it worked just fine

grim ore
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it did but you see the issue with it, no exandability and no way to re use it

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if you went to a new level you would have to redo all of that code again

stark marsh
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all i want is to do the exact same things as what i was doing in the level blueprint in it's own thing

grim ore
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you can do what you just said, the triggers can be a part of the manager

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or your triggers could be sentient robots from the future that handle themselves and report back in to a central intelligence

stark marsh
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what and just have a differant manager for each door?

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or one manager could control all doors in the level?

grim ore
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so the goal of this manager is just to keep track of keys collected and the status of doors?

stark marsh
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yes, to open some special doors i need to collect a key

grim ore
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does the key open and close or how does the key come into play beyond "i have a key" when you need to check for a key

stark marsh
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and i'd need a specific key to open a specific door too, not just any old key

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i just have a key object that when my player touches it sets a "haskey" to true

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oh and the key object is referenced in the level blueprint too, to decide whether the player has touched it or not, to decide whether to set "haskey" to true

grim ore
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blueprint door actor. door keeps track of which key is needed to open it (enum is easiest). door can be told to open or close somehow (proximity, one time open/close based on an event, etc.). the door is stand alone and just reacts to what it is told to do and it keeps track of which key it needs (doesnt care if you have it or not, it just knows which one it needs)

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door manager (dont know why this is a separate thing and not in the player but shrug) keeps track of all doors in the world that are of this door type (can get them all at startup, or assign them at design time)

stark marsh
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this will probably be an easy solution but it is double doors

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so two seperate game objects that open

grim ore
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door manager has an event to "store" a key when its told a key was collected, it keeps track of keys it has told to keep track of and doesnt care how many keys there are or ones it does not have

stark marsh
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here, the purple thing is the key, the two rectangles are the doors and the box trigger in front of them is what opens them (if i have the key)

grim ore
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door manage has an event to look thru the doors it knows about, find out what key it needs, checks to see if it has that key, and opens/closes it based on what you want it to do. It tells the door to open or close and the door handles it

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yep how many doors, if its up or down, if its a slide, doesnt matter the door itself handles the open and close event

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if your using a trigger like that then the door can go "hey door manager, I am this key do you have it?" and the door manager can go "I do have that key" and then the door goes "cool, you have the key let me open myself"

stark marsh
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i don't know how i'd do this if i have two seperate door objects, that are used to make a double door

grim ore
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the door blueprint has the trigger, the door blueprint has the static mesh(es) that makes up the look of the door, the door blueprint has the events that open or close the door mesh(es)

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you can have 4 different door blueprints (same parent or use an interface) and all that matters is they hold the key type and they have those open and close events and a trigger I guess

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the funny part is I have a video on basically teaching communication using doors thats in progress but not done yet lol

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this is also why I hate the level blueprint because people eventually get stuck and have to unlearn the level blueprint and learn real blueprints

stark marsh
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i will try to have the door manager just as a script on the triggerbox that tells the doors to open

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and i can just tell it through casting to my player that i have the key or not

proper stump
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Hey, i want to create a simple controlled pawn... controller from input, something like the character blueprint, that can use a static mesh and not a skeletal mesh + capsule - those are not needed.. which base class do i need here?

thick herald
stark marsh
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thanks i'll take a look

proper stump
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in other words, can i use the character base class for a simple cube? it seem to accept only skeletal mesh...

sudden dragon
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I'm pretty sure you can just create a pawn class and create a player controller class. Then posses the pawn on Begin Play of the controller class. You would also need to make sure the Game Mode is using your created player controller.

proper stump
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i've done that, the problem is i'm not receiving keyboard input (pretty sure), and also i've added a camera and a spring arm to the pawn, how do i make that camera become the default camera when the game starts? just like a 3rd person character

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I am receiving input, never mind that.

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any idea about the camera behaviour?

sudden dragon
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Do you have any other actors/characters in the world? If you click on your pawn's camera there should be an option to set default camera (can'tremember its exact name).

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I mean click on its camera component.

stark marsh
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inside an actors blueprint i need to detect input but it's not working for some reason

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can the input only be done inside the actual players blueprints or something?

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i need to be able to open a door by pressing a key if im in a certain area, but its not working

proper stump
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@sudden dragon thanks, found it

sudden dragon
stark marsh
sudden dragon
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So... the print string isn't being printed?

stark marsh
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no

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i tried to make a cutscene play when i was in a certain area and e was pressed at first and that didnt work

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so then i simplified it to literally just pressing a key down an printing a string and still doesnt work

sudden dragon
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Where is this code located?

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I mean in what class.

lucid grove
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Heya

stark marsh
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inside the blueprints of an actor in my scene

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hmm calss?

lucid grove
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I know its probably common question, but materials not my thing. Our sword with metallic and roughness has this black reflection on bottom.

sudden dragon
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As in is this inside your player character?

stark marsh
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no, it's not inside the player character

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it is in a seperate actor in the scene

lucid grove
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It have same black reflection on bottom no matter whats surround it

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Only rotating mesh changing its reflection

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UE forums misleading to opposite solutions

sudden dragon
stark marsh
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the actor is a trigger box for opening a door

sudden dragon
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We should probably have a 1on1 to discuss this further I think.

plush yew
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anyone know how to fix this? I just was messing with level sequences and then closed the engine, then when I opened it again this happened and I cant use these things anymore

grim ore
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@plush yew restart the editor or reset the layout to defaults (windows menu at the bottom)

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@lucid grove so the question here is where is your reflection coming from?

lucid grove
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its visible only from different angles

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but i wonder where its coming from also yes

grim ore
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what is the sword reflecting

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yep thats the key to understanding the issue

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im assuming its using screen space reflections and a cube/hdri map

lucid grove
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probably yes, its clean 3d person object

plush yew
meager stag
cosmic forge
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I don't see changes when I enable ray tracing global illumination in my post process volume. Do I have to start a ray traced project to be able to see differences?

sonic cliff
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Hi anybody know how rotate pivot point in unreal? After importing from 3ds max with datasmith the pivot is pointing backwards...

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so when i want my actor to follow a path is going backwards..

plush yew
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guys i have a problem of cinematic creation

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who can help me

sonic cliff
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i can try to help you i am doin cinematics

honest lily
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hi

sonic cliff
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iv been all afternoon to solve my problem

honest lily
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how can i make a new notify

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(im making footsteps sounds)

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nevermind

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i found it πŸ˜„

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well

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how can i make a skeleton notify?

sonic cliff
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i am amazed how something so simple like rotation a fukin pivot can be so difficult in unreal

bold hornet
kindred viper
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excuse me whilst I replace my eyes with lightbulbs

bold hornet
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πŸ˜„

lucid grove
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i tried, its become all black ha

grim ore
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@sonic cliff it’s not an ue4 issue is the issue. You need to fix your source asset or reimport it with the adjusted rotation

lucid grove
sonic cliff
sonic cliff
amber ibex
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Hello, a little question out of curiousity: Is it able to set variables public via a node? For example, could I only set the variable ,,Location" to public (and display it in the details panel of the actor) when the boolean ,,Spawns Box?" gets checked in the details panel?

halcyon prawn
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Try again since the server is more active today. Can someone point me in the direction of some tutorial or documentation on setting up video screens in game? Think advertising billboards etc

honest lily
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guys for some reason i cant put anything in my paint

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i dont know why

plush yew
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this is the model I'm using

honest lily
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guys why cant i put a layer in my paint

crimson furnace
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Does anyone know how to fix this? When I am working within the engine it can crash at an given time and always gives me the same error, I have been having this for multiple weeks now and have used different versions and reinstalled the engine too. I have no clue on why this is happening and how to fix it, any help will be greatly appreciated.

plush yew
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@crimson furnace Unfortunately you need to install the debugging symbols in your editor, because currently all we know is that you have an error πŸ™‚ you can Modify your current editor installation using epic launcher

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After that you should be able to get the far more comprehensive error message

crimson furnace
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Alright, let me do that now, thanks.

plush yew
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e.g.: exactly which class and which line in the code

crimson furnace
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Alright, I will download it and see, just strange how I am always getting this crash, even on empty projects...

signal jetty
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Hi where do I find the models

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It kinda looks like this

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I’m trying to make land

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On UE4 I use Blender

muted wigeon
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Is it worth waiting until UE5 comes out to learn UE?

ancient lotus
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no

muted wigeon
ancient lotus
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whatever you learn now will help you make the transition to UE5. for example unity and UE4 and GoDot have different interfaces, but what you learn in one engine will help you in the rest

weary basalt
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The chances of it being radically different is extremely low

ancient lotus
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and who knows, im pretty confident that it will be quite a similar interface, why change it

weary basalt
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Start with UE4 now and you will at least know your way around the Editor

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And become familiar with Blueprint etc

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As those things wont change.

muted wigeon
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That's a good point, yeah I'll get UE4 downloaded.

muted wigeon
weary basalt
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Nonsense

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Choose the right tool for the job.

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Both C++ and Blueprint have their pros and cons

muted wigeon
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I heard it gives bad performance or something, it's been a while so I'm probably forgetting context

weary basalt
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Learn both

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C++ can give you bad performance if you dont know what your doing.

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Same goes for Blueprint

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Profile your code, identify bottlenecks, fix them.

muted wigeon
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I'm assuming with memory leak, coming from Java, C# and a tiny bit of Swift, my hand wont be held for that shit 😦

weary basalt
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Doesnt matter if its C++ or Blueprint

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Yes it will, UE4 provides memory management

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With UObject types

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Via the reflection system

ancient lotus
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heavy performance intensive things should be written in c++, but at the same time blueprint will be faster to create it with (sometimes) but at a performance cost (unless your c++ code is a nightmare lol). if its something on the simple less demanding side, go with blueprint if you want. for example what i do for menus. if i have something intensive that needs to be done in a menu (which i make and create the functionality for with blueprint), i will create a blueprintfunctionslibrary and rewrite the function that is slow in blueprint in c++. from there i simply call the c++ function to handle whatever it is that needs to be done. usually ill do this for things when working with iterations over large arrays and nested loops. something that may have a soso decent compute time. this way you get the benefit of the speed of c++ (again unless you write it out poorly), with the simplicity of blueprint. you can make them work together very well thanks to UE's reflection system. dont feel the need to stick to one or the other, use c++ where its appropriate, use blueprint where its appropriate

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but ultimately can you make a full game in blueprint? yes. is it a good idea to mix some of that blueprint with c++ in certain areas? yes

muted wigeon
ancient lotus
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pretty much. think of it like this. a light switch, its a simple toggle, you would just literally be calling a function that turns on/off the light. that can be done effortlessly in blueprint very quick, no need to use c++ to do that. (not the greatest example here) lets say your iterating through an inventory to see which item contains X. well if you have hundreds of items in your inventory and certain things in your inventory have their own inventory space (think escape from tarkov where you can have cases inside of your backpack that have their own inventory slots), well that you would want to create a c++ function for to save a bit on speed

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another example is creating and setting up classes. lets say i have a firearm class that i want to create. i create this class as a c++ class, i create the skeletal mesh component (the model of the gun), i create the functionality to shoot/reload and all of that fancy jazz as well as specify certain variables that i want to be able to access inside of blueprint such as magazine ammo and total ammo. once the class is created i right click on it in Unreal Engine and click Create Blueprint Derived Class. this will make a blueprint class that uses my c++ firearm class. in that blueprint class i can effortlessly select things like what mesh to use for that class, how much ammo the magazine for that firearm will hold, whats the total ammo that firearm can have, what animations will it use and all of that easily in little drop down boxes and input boxes right inside of the editor and change it within seconds.

fierce tulip
ancient lotus
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^ that. if you have never done any programming in any language before and are completely new to it, blueprint will probably be where you want to start

fierce tulip
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should have pinned that years ago

muted wigeon
signal jetty
fierce tulip
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you dont have to tell me :p

molten anchor
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can someone potentially help me

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im trying to open the engine and my first project

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and it just keeps saying this

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[2/15] SharedPCH.Engine.ShadowErrors.cpp
ERROR: Unable to rename C:\Users\ninja\OneDrive\Documents\Unreal Projects\Nig\HorrorScary\Intermediate\Build\Win64\HorrorScaryEditor\Development\Engine\SharedPCH.Engine.ShadowErrors.h.txt.tmp to C:\Users\ninja\OneDrive\Documents\Unreal Projects\Nig\HorrorScary\Intermediate\Build\Win64\HorrorScaryEditor\Development\Engine\SharedPCH.Engine.ShadowErrors.h.txt

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and it wont let me open it

signal jetty
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I’m going back to UE4 4.24

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I install 4.26 today I was Lost

latent sonnet
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Can anyone help with this? I've heard that this might happen if you have two editors running but that isn't the case for me.

astral ravine
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So I need collision for a ring so i can stack multiple rings inside each other. they also will need physics so im at a loss to how to add a correct ring shape where the inner area is hollow.

drifting geode
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@astral ravine just a guess, but I think you would need to use multiple boxes, each covering some part of the ring - the count depends on how accurate you want this to be.

astral ravine
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the accuracy needs to be good, but i've also seen people do this with physically enabled gears and they worked

drifting geode
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as far as i know, collision shapes are always convex

astral ravine
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maybe i just need to use blender to seperate the mesh into multiple smaller segments

drifting geode
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looks like 12 convex shapes for the teeths and 1 for the inner part (which is just a cylinder)

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UE probably will generate collision boxes for each part, but they still will be convex and you will loose the visual quality of the shape

astral ravine
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I could probably use like 12 box shapes

drifting geode
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would try something like this

astral ravine
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yeah thats what im thinking

drifting geode
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you will have to check the naming conventions for collision shapes when exporting your fbx

astral ravine
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UCX_

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Im just wondering if theres a way to generate this stuff quickly in blender

drifting geode
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depends on the shape, but as long as you ware working with "primitives" you probably can build stuff like this procedually

astral ravine
drifting geode
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cool

tribal harness
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can you put .uasset files that are from previous UE version in current UE project?

light thunder
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normally I can move a skeletal mesh during simulation mode - but not I can't - what is wrong with this mesh exactly that prevents me from moving it - but it won't move now and I'm not sure why. It also **fails when trying to keep simulation changes **

next badger
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@tribal harness yes, you can move up in version, but not the other way

tribal harness
next badger
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doing what?

tribal harness
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putting old version into new version, cause when i try to import the assets, nothing shows up

next badger
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you don't import them

tribal harness
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wdym

next badger
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you copy them form one Contents folder to another...make sure all the paths under Content folder stay the same

tribal harness
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yeah, thats what i mean by "import" sorry

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i will try again

next badger
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double check if your new project is same or newer version of ue4

tribal harness
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ok

pallid talon
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Does anyone know how to get a translucent material to refract when another object has refraction?

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I have a sphere with refraction (fresnel) and the floor under it has translucent mateiral, but its not refracting...

opaque talon
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Hello everyone, I'm having trouble where whenever I try to render a movie sequence in Unreal, the video keeps going dark and you only see the emissive glowing. I tried playing the lights a lot but it keep going back to dark whenever I render again. Does anyone know what can be causing this?

twilit jasper
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Is there a way to optimize this? I'm using Megascans for the terrain material and the grass. I'm using a distance blend for the terrain, a low lightmap (4) for the grass, and cull distance. Still can't go past 80 FPS. (I've got a good graphics card, without grass runs +144.). What am I doing wrong here?

twilit jasper
twilit jasper
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LODs seems to be property loaded too :/

molten anchor
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man im never gonna be able to run this engine with these errors lmfao

somber rover
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Anyone get me going in the right direction? Got an asset off the market and 4.26 breaks the AI from attacking the player. I debugged the behavior tree and this is where I'm getting stuck and I have no idea where to start looking.

4.25 Behavior Tree https://prnt.sc/ylfbwc

4.26 Behavior Tree https://prnt.sc/ylf9fl

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

spare kernel
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well you are not in Aiming Range

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so its shooting over to the next branch

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so i would be checking the IsInAimingRange service (the green node)

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to see why its failing

somber rover
spare kernel
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you need to debug why it is failing

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whilst playing

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or speak to the plugin author

somber rover
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he said he knows the problem but he don't have time to fix it and won't say what exactly the problem is

spare kernel
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that is unfortunate

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i can't really help without seeing what that service is doing

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but that is the issue inside that. so i would recommend looking at that, and finding out what is failing it to change to the AimingRange branch

somber rover
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alright thanks, i'll start there

fluid wave
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hello guys

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i got some problem

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I woke up today and my unreal engine project does not want to build to windows

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im using unreal engine 4.26

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it says the following error in the log

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ERROR: Windows SDK must be installed in order to build this target.

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but yesterday i was having no problem

inner cloak
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Can someone tell me how to fix the extra large capsule as shown with the arrows ? Other capsules are normal !

plush yew
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I tried packaging my game and I got the error " 'Location of a file' has malformed tag" anyone know how to fix this?

timid spade
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how would i stop a rotatingmovement after the actor has hit something?

primal onyx
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Hi everyone, I am learning how material work: I am experimenting with tessellation. Can I apply tessellation from a material only, or can I do it from the mesh (lets say a plane)?

cobalt thunder
primal onyx
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thank you, I succeeded importing an already tessellated mesh from blender, I am now looking at the results

plush yew
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Are you not able to exclude blueprints from being nativized anymore?

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It doesn't seem to be working on my end

plush yew
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Hey guys, I just want to focus primarily on gameplay programming without having to waste time learning other things like 3d modelling and what not as that's my career goal. What do you think is the best course of action I should take in the case that I want to make prototypes to show off my skills on a CV?

inland aurora
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How do I find this timeline??

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I don't have a float track sphere

brittle sundial
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Does anyone happen to know any good tutorials/courses/videos/assets I could watch/buy that would help assist me in learning how to make an MMO database for Ue4?
I haven't been able to find much of anything suitable for a newbie to that specific topic in UE4, but I may not be searching the right way. Please @ me if you reply thanks

inland aurora
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maybe cause mmo is no newbie topic

honest lily
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hi

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for some reason my zombie is like invisible

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how can i fix that

hazy timber
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hi guys.. anyone know how to get 4.26-Chaos preview on mac?

honest vale
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@honest lily without knowing what you did with the material it's pretty difficult to help you

honest lily
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and i found a zombie

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i downloaded

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with all the materials and the skeleton

honest vale
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open the material and see what it is doing

hushed wind
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Hi! How can I make navmesh ignore a specific object?

honest vale
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I'm going to guess that's wrong

honest lily
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well thats the original

honest vale
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unplug opacity

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make the material opaque in the settings

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the blend mode

honest lily
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wait

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where ?

pseudo pulsar
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@honest lily Right there. πŸ™‚

honest vale
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you should go through the basic engine documentation, it'll help you

amber ibex
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Hello, a little question out of curiousity: Is it able to set variables public via a node? For example, could I only set the variable ,,Location" to public (and display it in the details panel of the actor) when the boolean ,,Spawns Box?" gets checked in the details panel?

gloomy ginkgo
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guys shadows are not being shown in orthographic camera mode

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any help?

honest lily
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well

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guys

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it worked thx a lot

plush yew
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Because that is one way of that error occuring

amber ibex
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Does someone know why my LinetraceByChannel goes through a static mesh inside of a blueprint, collision preset to default, but would register a hit if its the same mesh, same settings placed outside the BP?

royal stirrup
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Hey, guys! I'm wondering is there something like Fmod for unreal? Some good tools for sound design? I was working with fmod under Unity and it's such a good tool, but looks like unreal support is not main focus of developers of fmod and integration is not even close to unity and very buggy.

quasi ore
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who know how to fix it?

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there is no texture

tawdry kestrel
plush yew
tawdry kestrel
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I finally found a very good FPS system !

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Check it out

dire coral
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supper off topic to ask but can someone help me with some Math "Trigonometry" exactly if so plz DM or tag becose i need some help for this one

steady owl
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@grim ore Thank you for the amazing tutorials! I have just watched your "Random Rooms using Level Streaming" tutorial and was wondering if you'd still go with this approach today (loading sublevel and then manually moving an actor inside the level that parents everything to the correct spawn location) vs using Create Instance or Load Level Instance and manually setting the transforms there? Thanks

still tangle
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How can I add joystick as an widget?

plush yew
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Wdym?

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The buttons? You need to create them

plush yew
main bolt
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Hey i need help, Anyone know what the bottom two boxes are called I tried looking through all the names and cant find them..

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the tesellation one and the one below the displacement map

amber ibex
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Arent these just normal parameters?

still tangle
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I don't want to use the unreal one

somber rover
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So from my problem yesterday.

This part of the tree breaks from 4.25 to 4.26 https://prnt.sc/ynfwkr

I opened up the Is In Aiming Range? node and I can't see any difference from 4.25 to 4.26. This is what's inside and they both look the same, any idea where else to look and see what 4.26 broke? https://prnt.sc/yng299

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

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and this is 4.25 where the behavior tree actually works properly https://prnt.sc/ynhayr

I'm just unsure if it's something simple that I'm just not looking in the right spot, or if it's something 4.26 breaks that beyond my UE4 knowledge, but I get no error reports

Lightshot

Captured with Lightshot

amber ibex
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maybe put a delay after the first animation in the length of the animation?

plush yew
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How do i make an area not affected by sky light?

high berry
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if anyone has a couple mins, would they mind helping me out with something? my blueprint isn't quite working, it isn't particularly deep/complex so hopefully won't be too hefty to glance over it and see where i've gone wrong :))

worn peak
#

which node removes only one instance of repeated items on a array ?

covert pollen
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use a find node, and then remove the specific index it finds?

tame cosmos
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Hi, this might be a long shot but I opened my project today and was met with this error, then when I tried to re-apply my landscape material, it went dark like this. Any material instances of this parent also go dark if I click on them, really weird. Has anybody seen this before?

covert pollen
worn peak
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-.-

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so there isnt a especific node to it

covert pollen
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you can just turn it into a function lol

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Β―_(ツ)_/Β―

worn peak
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btw question about other thing

somber rover
plush yew
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can i prioritize drawing a mesh on top of the landscape? so that there is no z fighting?
ideally the landscape is not drawn within the bounds of the mesh
is that possible?

grim ore
#

@steady owl the new instance method is probably better but in the end I think the result is the same for simple levels. If a more complex level I like instances.

worn peak
#

If i have a variable (array), proper way to pass it between levels its using gameInstance ?

plush yew
#

anybody using 4.26.1 ? my movie render pipeline stuck on white screen. :/

amber ibex
#

Does someone know why my LinetraceByChannel goes through a static mesh inside of a blueprint, collision preset to default, but would register a hit if its the same mesh, same settings placed outside the BP?

amber ibex
#

yeah just fixed it, didnt know that ignore self is about the blueprint, i thought its maybe abt the trace itself

dark oriole
#

Hi guys, what's the consensus about Live Coding?

undone magnet
#

Hi. Does anybody know how you can change the text color in "Textbox Multiline" within a widget? Unlike the other boxes, I cannot find the option. lol

fluid wave
#

@plush yew i did not uninstall the sdk

#

Yesterday it was giving properly and now its showing me some error when i want to build to windows

#

i will be glad if someone can help me with this

#

i am new to unreal engine

#

im using unreal engine 4.26

grim ore
#

do you have visual studio installed?

west jewel
#

I have a strange issue with importing a heightmap into 4.26.1 No matter what map I use (even ones that were fine in 4.25, the outcome is Miecraft like with weird tarraces instead of a smooth lanscape. Any idea what I might be doing wrong?

fluid wave
#

@grim ore yes

plush yew
#

anybody using 4.26.1 ? my movie render pipeline stuck on white screen. :/ ?

fluid wave
#

Yesterday i could build with no error and today i keep getting this error

grim ore
#

run the VS installer and look for the window 8 and 10 SDK's and see if they are installed

modern juniper
#

Hello Guys , There is any way to export UE4.25 project to HTML5

#

Any plugin or something or new packing format to upload on web ?

grim ore
#

there is a seperate HTML plugin for that now, its community driven instead of epic.

fluid wave
#

@grim ore ok i will check that

modern juniper
#

@grim ore Really Thanks for your reply!!! Have a nice day πŸ™‚

west jewel
#

yep - for some reason it works if I specify a png16 format when creating the bitmap, not sure if I remember having to do that before. thanks

modern juniper
#

There is any alternative way to export project to HTML5 ?

grim ore
#

@haughty ledge what do you have for a video card?

#

vega 3 is very poor, low settings and resolution scale as low as you can handle it is all you can do

#

30fps is better than most

plush yew
#

hey guys

amber ibex
#

hey

inner vine
#

@plush yew probably, if you have a modern, fast CPU with a lot of cores then compiling will be faster on an SSD, as a HDD won't be able to keep up. What device Windows is installed on doesn't matter.

compact plover
#

No

inner vine
#

It'll mostly depend on the CPU

#

A slow hard drive could bottleneck it, but with an SSD this probably won't be an issue.

verbal remnant
#

hey

#

can someone help me i have a problem

#

everytime i load into a blueprint this happends

plush yew
#

@inner vine okay so my cpu is modern. I will install unreal in SSD but my windows will be installed in HDD probably unreal will work as fast as ssd's speed right? with CPU ..

inner vine
#

@plush yew I don't think the drive the engine itself is installed on matters a lot (unless you're compiling the engine itself too), but you'd certainly want your project stored on the SSD.

plush yew
#

hey guys, whos expirienced with animations?

#

@inner vine Okay thanks for your attention. I think shader or game compile time will be reduced, if I store my project & engine in SSD

maiden obsidian
#

can someone please help me with intellisense for vs 2019 community with ue4, it just doesnt seem to work with ue

#

intellisense worked well with other general c++ projects i made

mossy nymph
#

its pretty terrible

#

Visual Assist, Resharper, or Rider for UE are the options you have @maiden obsidian

#

Rider for UE is standalone IDE, currently free

#

Resharper and VA have free trials iirc

maiden obsidian
#

how

mossy nymph
#

it still in beta

#

so free until summer

maiden obsidian
#

but it says the build would expire in 30days

mossy nymph
#

i personally use rider to write code, and VS to debug it

maiden obsidian
#

wao

#

i have worked with unity for the past year and a half and after trying some ue4, damn its so different

#

okay, i got rider for ue4 and now i have time till 31st may, thanks a lot @mossy nymph

#

yo now the rider source code plugin does not work for ue4 4.26.1 it says that theres no compatible engines installed, any way i can do this, maybe even manually?

light thunder
#

normally I can move a skeletal mesh during simulation mode - but for one mesh I can't - what is wrong with this mesh exactly that prevents me from moving it? - I'm trying to position a ragdoll in the world a certain way and then when I am happy, either keep the simulation changes and make a static mesh out of it, or just directly make a static mesh out of it while the game is simulating - what do I need to look at one the mesh? I've confirmed it is using the epic default manniquin S

#

I've tried making sure that the mesh has collision and it does (obviously because it does fall onto things when I hit simulate, but I can't move it after the fact)

earnest charm
#

Sometimes when I click play with selected view port or save the level unreal engine freezes. I waited for a while to check if it would respond but it won't I also can't close UE in task manager. Is this something to do with settings or my specs?

worldly stump
#

is there anyway to expose GetUniqueID from PlayerState without C++?

deep viper
#

I would like to have this black/white image function as a mask for a second image. (Such that it only renders the portion inside the white area). How can I achieve this?

EDIT: Thanks! πŸ‘ (lerp it is)

grim ore
#

lerp (Linear Interpolate) node, that mask can go into the alpha

light thunder
#

@grim ore Can you advise what a skeletal mesh needs to have set so that you can move it during simulation? I'm setting it to simulate, it ragdolls down , but I can't adjust it - other SKs I can't - but I can't figure out what is different between them, they are using the epic manniquin

plush yew
#

When i try runnign a UE4 game, i end up getting this error:
Fatal Error: [File:C:\UnrealEngine-4.21\UnrealEngine-4.21\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 200] Unreal Engine is exiting due to D3D device being lost. [Error: 0x887A0006 - 'HUNG']
I cant figure out any updated ways to fix this error, can anyone help?

light thunder
light thunder
# plush yew Would updating to X12 be fine?

AFAIK, updating directx to 12 "should" update 11 as well, but it's not guaranteed - more likely your video card drivers are screwing it up - if you want to save time, see if you can get a friend to try to run it, if they can't, that points to your system being an issue

pastel yarrow
#

I have a general question and I am not sure where to put it

#

I have an issue with a static camera, and for some reason it moves without any commands given

light thunder
# plush yew ahh alright

You could also try updating to a later version (make a copy for sure) and then see, it could also be a engine bug but those tend to be rarer than operator error

plush yew
#

Anyone know if there is a way I can have different controls based on the pawn the player is possessing? A video would be great if one exists but I can't find one (at least not yet)

thorny perch
#

trying to fetch some data from an API using VaRest and then some different json plugins to save to a formatted json file, not getting thee result I like though. Has anyone here ever parsed an api and saved to a formatted file?

#

in reality I should have 12500 rows of formatted data but the string gives me 1 LOOOONG row

light thunder
#

think of it as an input manager

#

Makes it more modular for you to adjust the controls without touching your characters/pawns at all

plush yew
#

thank you I will do that!

light thunder
# plush yew thank you I will do that!

Make sure you understand how input is "consumed" - you'll save yourself a lot of headaches - and get in the habit of always doing simple print/breakpoints when you first start on setting up controls, that way you know immediately if it doesn't work, you know something ELSE is consuming that input

plush yew
#

Let's hope my brain is big enough to understand this lol will try to find some good videos on this and study them

light thunder
#

The concept is simple enough but if you don't realize what it is, things will simply not work and you won't know why

plush yew
#

Thank you for saving me future headaches then lol

calm pollen
#

i dont mean to interrupt sorry

plush yew
#

I just have two pawns the player controls and yeah it was annoying having the controls doing weird things for either one or another

#

and no worries πŸ˜„

light thunder
#

Can someone advise why I am able to move one physics actor during simulation but I can't do it to a skeletal mesh?

#

I am able to move the skeletal mesh (it's epics) that this other mesh is built on and tied to

plush yew
#

anything new to ue5?

tired escarp
#

stupid question

#

max textures for landscape

#

like in terms of materials to be simple

#

if you want

scarlet birch
#

Alot.

inner vine
#

You mean like the max amount of layers?

scarlet birch
#

You can use shared wrapping and virtual textures.

celest vapor
#

can I use C++ plugins in a blueprint project along with packaging the project? ( i do have the redistribuatable C++ stuff installed_

next badger
#

@celest vapor you can use plugins in a bp project if those plugins provide a bp interfaces

#

some plugins purely for c++

#

"redistributables C++" are just libraries for most generic apis in windows

celest vapor
#

ahh okay, so like a plugin that is only using C++ for something, lets say blockout tools for example is a C++ plugin but can be used in Blueprint projects?

next badger
#

@celest vapor it depends on how author made it...

#

is it mentioned on description that it has BP interfaces/can work on bp projects?

torn atlas
next badger
#

@torn atlas it's hard to tell what's happening on this image

torn atlas
gloomy ginkgo
#

guys how can I wait for an event to complete its job before continuing?

next badger
#

@torn atlas question, why would you do that? by placing a glass in front of the camera you basically dropping framerate of the game by half

torn atlas
next badger
#

@gloomy ginkgo event dispatchers generally Asynchronous (async) so they won't stall the cpu thread, but most of the function calls a still completely synchronous, and only calculated in order
you need to describe your issue better

#

@torn atlas distortion? reflection on the glass?

torn atlas
#

i guess both?
i want it to look like actual glass.

next badger
#

@torn atlas post process is your way then, it can distort the image (i don't recommend it, better will be to rewrite the camera projection function, will be cheaper and you won't lose details), and you can make overlay effect from existing rendered gbuffer

torn atlas
#

Just in case i decide not to use that set up, can the glass big i have be fixed?

deep viper
#

Can I record my UE4 editor session in some way? I tried using an outside application called Obvs, but the outputted video was very laggy.

grim ore
#

OBS is what I use. You could try shadowplay if using nvidia

hard quarry
#

Are there any drawbacks if I only use HierarchicalInstancedStaticMeshes instead of StaticMeshes?

honest lily
#

hi guys

next badger
#

@torn atlas well, those may be the faces that are not using smothed normals with the rest of the glass, try to fix the normals

honest lily
#

guys

#

why when im walking or running im like lagging?

#

i dont know why

torn atlas
grim ore
#

@honest lily is this multiplayer, how are you setting animations and such

honest lily
#

i dont know whats wrong

grim ore
#

play it in single player, not multi, and see if it stutters

wanton lotus
# honest lily

What does that blend space look like? I've never seen crouching bool used in a blend space before. Usually you would have a separate crouching blend space and have a separate crouching state.

#

Then the transition to and from that crouching state depends on the crouching bool.

sick plank
honest lily
#

this is the singleplayer right?

sick plank
wanton lotus
sick plank
#

let me see

honest lily
#

it worked

#

but why is it lagging in multiplayer?

grim ore
#

its not lagging ,your having a sync issue

honest lily
#

is it easy to fix that?

sick plank
honest lily
wanton lotus
grim ore
#

@honest lily did you mess with any of your replication settings? like setting your mesh to replicate

grim ore
#

generally that would do it, make sure none of your components are set to replicate in that character

honest lily
grim ore
#

and all of them are set like that? capsule, mesh, camera, etc./

honest lily
#

let me check

#

in the character movement is like that

#

all the others are the same

grim ore
#

ok so have you put any code into the character?

honest lily
#

well

#

i think i fixed that

#

i had to uncheck these

#

nevermind

grim ore
#

are you saying that fixed it, or you unchecked those for another reason?

honest lily
#

nevermind these checks was for other reason nevermind that

#

i dont know whats wrong

grim ore
#

so... did you add any code to your character?

honest lily
#

you mean blueprint

plush yew
#

if i make an asset for a widget im going to reuse due to the size and shape being perfect for a start menu set of options

honest lily
plush yew
#

do i have to make the ui asset over and over for each widget set using the asset

grim ore
#

sure, blueprint or c++. and those two checkboxes should be checked

plush yew
#

like a basic square for example

honest lily
#

wait

#

oh ok

#

i changed them to default

grim ore
#

@plush yew user widgets show up on the bottom of your widget list in the widget designer on the bottom

plush yew
#

o.o

#

i mean like

grim ore
#

its very common to re use them

plush yew
#

oh

#

so i can use the murican flag over and over as the back drop for lets say equipment based widget options as the background everything lays on? o.o

grim ore
#

im not quite getting it

#

your flag would just be a texture, usually on an image, and that can just go inside any other widget

plush yew
#

o.o

#

yeah like um

#

you know the picture asset backdrop start menu's use or description windows

#

i was wondering if i can use them for multiple different widgets like emotes option, or equip weapon menu

grim ore
#

can you show an example?

#

i mean yes you should be able to re use anything if you design it like that yes

plush yew
#

Like let's say that box and such was the emote window with a preview viewport and all

#

Can I use that for a different set of options based on non emote animations hence a different widget set of options or such but using the same assets

grim ore
#

so just a generic window then you put stuff on it? sure

plush yew
#

Yes yes that

#

<3

grim ore
#

you could define a widget to be a container basically that is styled the way you want then all of your other widget would use that as the base

plush yew
#

So I can use the same set of backdrop assets or whatever its called for mtiple options

#

Ah

#

So I can

#

Yay

#

I thought I needed a thousand clones ._.

grim ore
#

usually if something is the same across more than 1 thing you should re use it

plush yew
#

Ah okie okie

grim ore
#

separate your visual from your data and design it so you just change the data

plush yew
#

And I can use as many different shapes for multiple options

#

Like different boxes for different widgets even though said.box may cover 2 or even 7 different data sets

grim ore
#

if you design it yes. For example an icon in a game may all look like different items but its 1 icon widget in the end that you design with things like the text and image being a variable. then in game you would use that base icon widget and then fill in the data such as the words and the icon when you actually display it to the user.

#

so you create 1 widget that has place holders, then at runtime you fill in those placeholders and at runtime make copies of that widget for each thing you need

plush yew
#

Ah that's a bit crunchy for me to digest but I apologize for making you explain i just wanted to know if it was possible so I can go figure it out later as I'm still at the first steps of making a widget

#

I appreciate it nonetheless as I didn't wanna waste your time walking me through this

grim ore
#

technically anything is possible if you have the skill πŸ™‚

plush yew
#

Sorry sorry >,.,<

#

And yes I've started to notice that with unreal and irs exciting as heck

#

I have big plans!

#

Mechanically that may change the scope and design of future triple A games if I can make it work

#

Every day I get closer and closer and its really unedging in a good way >3<

grim ore
#

if you look at the widgets that epic gives you btw, its basically the same thing. Look at the button. your arent making a button from scratch, all the visuals and all the code, every time you want a button. You use the button user widget that epic gave you and just change settings on it to get the one you want.

#

a calculator would be the same way for example, you would make a "calc button" widget that would look the way you want and do what you want (pass a number to something) and in the end just copy that widget 10 times and set each one to have a different number

plush yew
#

Ah so one widget system can string into a bunch of other widget options which in game would be equipment, settings, emotes, friends list etc etc

grim ore
#

but your copying of the widget is for the end, its not 10 literal user widgets in your project but 1 customized 10 times

plush yew
#

O.O

#

So

#

One super functional widget

#

That slides into different forms

#

For which needs are needed

#

So

#

In silly terms

#

Digimon evolution!

#

Same Digimon infinite forms

grim ore
#

yep, or as many as you need. you might have one that is say an equipment icon, another that is an emote icon, another that is a skill icon, etc. they could all technically be based on the same "base icon" which defines the color and size and texture in the background and then each one changes what it needs. parent/child

plush yew
#

All of my yes

#

All of it

#

Also Mathew!

#

I've been learning about state machines

#

And holy shit that is such an incredible function

#

The potential is insane

grim ore
#

yep lots of potential just have to learn it

plush yew
#

Yeah I learned a bit for animation blendslace

#

Space

#

Amd realized the crazy jankiness you can use for that

#

And wowowow I wanna see how far it can go mechanically

vapid cave
#

I am beginner in making games is unreal engine good for me or unity

hoary silo
#

quick question, where would be the best place to store server tick for networking

grim ore
#

@vapid cave learn both, decide on which one works best for you and your project

plush yew
#

Okie thanksies guys appreciate it

vapid cave
grim ore
#

do your project in Unity then since finishing it is the point of doing it, then evaluate Unreal for your next one

sick plank
#

im watching a tutorial on yt and the green box saiyng get controller doesnt appear. it can substituted or im doing something wrong?

#

the video was released on 2015

grim ore
#

nope its still there, you are just not doing it the way they are

#

see the check box in the top right of your window, content sensitive

#

that means its going to fill in things based on what you are doing. He dragged off the Controller so the engine knows you want to get something related to that. You probablt right clicked and typed controller so it doesnt know you want to do the same thing as him and guessed difference since you are in the actor

grim ore
#

also which version of the engine are you using?

#

double also you arent following the video since his is a character and yours is an actor so expect issues like this

light thunder
#

Just checking - but putting Vertex Painting into a Material will propagate to all of it's instances right?

tidal sail
#

hey

#

how can i get all elements from an array?

#

i'm trying to change the material from all actors of one class

somber rover
#

What would break a project from 4.25 to 4.26? 4.26 kills my AI and they don't attack the player anymore, been searching for 2 days and still can't figure it out

grim ore
#

what happens when you debug and walk thru it?

somber rover
#

The AI apparently isn't in "range" of the player anymore even tho I'm standing right beside them

grim ore
#

yep so what happens when you debug it? have you done that to check the results of your tasks and services

tidal sail
somber rover
grim ore
#

@tidal sail debug it, walk thru the loop and make sure its getting more than one cube

#

@somber rover I gotcha but... do you know how to debug that?

timid spade
#

yo how would i set up 2 different player models for first person view and what others see?

grim ore
#

open up that service and use F9 to stop it on one of the nodes, probably something in the beginning or after an if check so you can get it to stop and you can look directly at the results

somber rover
#

alright thanks, going to do that now

grim ore
#

@timid spade if this is multiplayer there are options for meshes to be hidden from that player and let other people see it

somber rover
#

Nothing happens when I press F9

#

F9 takes a screenshot

grim ore
#

it should add a breakpoint if you are on a node you want it to stop on

#

you can also right click and toggle breakpoint

timid spade
#

@grim ore should i use a camera controller if im running a setup like that? i plan on adding camera shake

grim ore
#

i dont think you would need one, the built in player camera manager can handle shake if needed

light thunder
#

I've got vertex painting hooked up and it's working - next step is I'd like to paint a texture on it and use a mask - I can get the texture part I think but the mask throws me off, because the material doesn't use that - anyone recommend a video that shows this? most of the stuff I found was doing dynamic hitmask stuff which I don't need

#

That or how to reference a material instance in ANOTHER material - ....

somber rover
grim ore
#

yes that would be it pausing, the big red arrow, and letting you see what is going on

#

but i didnt think the issue was on the stop aim task?

#

you would go into the thingy that is not doing what it should be, whichever node/code has the issue and tell it to stop when that happens. (just breakpoint one node, it stops when it hits that). then you can walk thru the code and watch what is happening so you can figure out why its not doing what you want

#

so come back when its doing that

timid spade
#

also would anyone here know how to do procedural aim down sights

rancid lynx
#

when I "CAST TO STONE" and then try to "GET STATIC MESH" its returning the default mesh from a default "Stone", not the actual stone from the "Other actor". does casting to a class point to a "new" actor? or should it reference the variables from the "other" HIT object? (( or perhaps the cast isnt the issue ?))

somber rover
#

When I went to the thingy that's not doing what it should it takes me to that same StopAim node

rancid lynx
#

i want to get the static mesh from the other actor, not a generic stone

next badger
rancid lynx
#

oh, maybe my 'target' is being overwritten twice. nevermind

#

hmm i dont htink so , ill try and test it

#

yea, my hit overlap was hitting two objects, nevermind sorry

torn atlas
# next badger all geometry has, it's how 3d graphics work

When i imported the model, the glass was an opaque texture using nothing more than a base color, while indeed all other parts of the model did have normals.
I actually deleted it's base color node and built it a new one from scratch. (not sure why just did.)
i can assure you it does not have a normal, and as far as i can tell, never did.
since it has no details, is it possible for me to just give it a blank normal?

next badger
#

@torn atlas don't be confused by normal map and normals...normal map is an overlay

torn atlas
#

sorry.
Normals. all i am talking about is normals.

#

er.

#

crap.

next badger
#

but actual geometry has some normals, and they may be interpolated or not...in your case it seems like there're some hard edges that change the smoothing (interpolation of a normal)

light thunder
#

Well, even without the mask I guess

next badger
#

@torn atlas as you may see on my image, there are points where normals split...you may have similar on your glass

torn atlas
#

okay, Normals.
got it.

next badger
#

normal map is an overlay, that is rendered on top of actual normals

torn atlas
#

in that case i'll have to fix the glass in blender.

#

any way to quickly replace a models mesh in unreal, or will i have to do the whole import process again?

next badger
#

@torn atlas yep, if the normals there are split, you may select the hard edge and change it to smooth

#

at least it's how i remember blender does smoothing

#

@torn atlas right click - rreimport

sterile tulip
torn atlas
sterile tulip
#

I closed my UE4 editor but its still running in my background, what is it doing?

next badger
#

@plush yew you can...you need to google "ue4 texture baking" i think it was a guide by epic on one of the streams

sterile tulip
#

its slowing down my computer

next badger
#

@plush yew then you need to make an emissive material and plug vertex color there to make it - color

#

@plush yew yes, but material baking is useful stuff, in case you will need it once

#

i.e. you can bake material that is made in ue4

somber rover
#

yea, I have no idea. I'll just HOPE the dev can update the asset soon, he been saying since 4.26 came out he was going to update it just hasn't yet

olive solstice
#

Hey guys , I got a small problem with getting my crosshair into my game , here's a video of the problem.
I used to manage to do it just fine with normal line traces , I used to do traces using the camera itself. But using the ALSV4 ( Advanced Locomotion System Pack V4 ) there's no camera for the player in the char blueprint , so I had to run the line trace from the muzzle socket of the weapon.
Anybody got a solution to this?

grim ore
#

well theres got to be something showing the screen....

next badger
#

@olive solstice You need to line trace from the crosshair, then you need to run linetrace from the muzzle to the point you are aiming with the camera, but it will have weird results sometimes
https://www.youtube.com/watch?v=3hlUK1zToEQ

MVP (Minimum Viable Product) Series showing how to create the basic prototype for a FPS (First Person Shooter) from scratch in Unreal Engine 4.

In Part 4 we will be setting up our Line Trace so we can simulate firing a simple projectile weapon. We will use debugging to verify it is working but not actually hooking anything up to the event for ...

β–Ά Play video
grim ore
#

easiest way might be to use the player camera manager and get it's location to trace from

next badger
#

hm...i'm talking about difference between muzzle line of view and camera line of view

olive solstice
#

Thank you guys for the help , I'll try using the GetPlayerCameraManager method first

next badger
somber rover
next badger
#

@somber rover it means task fails (shows fail if hovered)

olive solstice
#

But isn't the trace supposed to start from the muzzle socket instead? like isn't that what actually happens when firing a real life weapon ( sorry if this question seems too dumb lol ).

grim ore
#

its supposed to start wherever you want, its a game

next badger
#

@olive solstice well, i've explained that you need to run trace twice

grim ore
#

games are like 99% faking stuff and 1% making the fake stuff look cool

#

your not actuall firing a bullet and letting physics handle it from the weapon? nope just make it look good lol

next badger
#

@grim ore and 50% they look dumb, but funny

light thunder
#

well, 100% of games are fake lol

next badger
#

@light thunder no way...was a Cake lie???

olive solstice
#

But anyway guys thank you so much for your help!

#

Sorry for bothering you with a newbie question like that

somber rover
#

alright thanks for the help anyways, DEV said he would give a refund if i couldn't fix it so just gonna refund it and get ultimate character instead

grim ore
#

at some point you might want to spend some time learning to debug and fix problems if you plan on using other peoples work. You dont want to get to a point where you re mission critical and cant fix something because you dont know how it works and cant fix it @somber rover

light thunder
somber rover
shadow oak
#

hey guys have a problem accross 3 computers 1 has 1080ti 1 has 2x 2080ti and another has a RTX3090 and opening any scene with ray tracing on crashes with out of memory error when it shouldnt

ive increase paging file space any ideas?

grim ore
#

any scene or certain project?

brisk tide
#

Hey guys πŸ™‚

#

Got a quick question, is it ok to ask here?

weary basalt
#

Dont ask to ask, just ask.

brisk tide
#

I am importing a huge model from 3ds max with lots of textures into Unreal. Everything comes over fine, except all the materials imported are not two sided. I have to click each and every material to open, check the two sided mark and save. Is there any way to quickly apply this to all the materials at once?

#

lol ok πŸ™‚

hard quarry
#

@brisk tide Bulk Edit via Property Matrix

#

Select all your materials -> Right click -> Asset actions -> Bulk edit

brisk tide
#

Ah! Thank you! πŸ™‚ Will try it now!

light thunder
#

I have if I have a master material that references 10 different textures, but those same textures are also loaded in a different material instance during runtime, I know it's additional drawcalls but it's not more texture memory used right?

brisk tide
#

@hard quarry There seems to be only "Bulk Export" no Bulk edit?

light thunder
#

there is one

hard quarry
#

@light thunder There doesnt seem to be one if you try it with materials

#

I don't know why that is

light thunder
#

I'd reimport from max

#

you shouldn't have all your materials be doublesided

light thunder
brisk tide
light thunder
#

Dude, there is something wrong with your geometry

#

making all your materials doublesided is not the way

brisk tide
#

I tried reimporting, but same issue.

light thunder
#

the solution could be easier than you think

#

and there is a way to setup your materials so that they come over good but unfortunately @plush yew is probably right, it happens less often that materials come over fine than they don't

brisk tide
#

@plush yew I will keep that in mind next time πŸ™‚ I just started using unreal couple of months back, on and off, so still exploring.

potent bridge
#

Question, how would you lot go about assigning abilities to weapons that can be picked up? Is it possible to cast to the weapon the player is holding?

#

Each weapon does not have the same ability.

grim ore
#

its possible to do anything. what is "holding" the weapon?

brisk tide
#

@plush yew ok, will check it out. @plush yew @hard quarry @light thunder Thanks πŸ™‚

potent bridge
#

@grim ore It would be the player. I'm not making enemies have these abilities because well, thats way too many animation setuips.

#

setups*

grim ore
#

yes but what is "holding" the weapon. what do you mean by holding

potent bridge
#

Oh, attach command.

grim ore
#

ok so its a skeletal mesh attached to the character? how do you attach it

potent bridge
#

Considering doing it by a hitbox.

grim ore
#

i assumed it was a mesh btw, it could be an actor bp or static mesh.

potent bridge
#

I'm not actually at my PC right now. And I don't even have a weapon in place, just thinking the whole thing through.

grim ore
#

ah yeah need to think it thru. but yes you can cast to anything, or talk to anything as long as you can reference it

#

if the abilities are part of the weapon, then it would be a blueprint and an actor you attach otherwise its just a mesh for looks and the weapon "abilities" are data in the player

potent bridge
#

I'm planning on using the "Get Attached Actors", then get actors with tag "Weapon", and promoting that to a variable as my reference.

grim ore
#

at some point you have to determine what is being attached, no reason you would not already store that variable

#

either at design time its already on the player and you have the reference there, or at runtime you have to have "something" to attach and you have it then

potent bridge
#

Wait a minute. I can just cast from the weapon to the player to do its animation tbh.

grim ore
#

in one of mine I had 2 actor components on my character, each one represented what was held in one of the hands.

#

so all I did was set what blueprint was in each hand and then i had a reference to it and all relevant data as needed

potent bridge
#

Yeah, of course. You need to know whats in the players hand.

grim ore
#

you can do that as well, weapon -> player yep

#

for mine my weapons are stand alone actors that contain all the info I need such as its stats, the meshes, even the animations that should be played when using it and the player just said "yo weapon I need this info" and it got it

thorny sedge
#

@grim ore how do you cast to the weapon in this scenario?

grim ore
#

I dont, I use interfaces

thorny sedge
#

I can never figure out the wildcard when casting to actors

potent bridge
#

So I'd think the "Get Attached Actors" node is going to be the best for me. And yes, thats how I was planning to do it, storing instance editable variables for what ability is assigned to it, how much damage it does, ect.

thorny sedge
#

Ok @grim ore thanks homes

potent bridge
#

But BPI is probably good as well.

grim ore
#

if you dont know how casting or references work you will have that issue, you have to learn

#

@potent bridge no reason to get the attached actors, you should never need that because at some point you already have a reference to what is being attached before you attach it

thorny sedge
#

@grim ore I don’t think I don’t know how they work it’s specifically this type of actor though and nobody seems to be able to help and I can’t find any info on it

grim ore
#

or if its set up at design time you know where it is going

potent bridge
#

Oh god casting and references have been a pain for me for the longest time, I still don't fully understand how it works.

thorny sedge
#

This type of item or whatever. Actors are the only thing

grim ore
#

just ignore casting to start with, the key is you need to know WHAT exactly you want to talk to

#

define it, where is it, how does it exist, what class is it, why do I want to talk to it

#

then figure out how can I identify that one item

#

then figure out how to get that one item

#

then you can cast if you need to since you already know what it is and where it is and how to get it

thorny sedge
#

Oh actually that cleared it up for me thanks so much! @grim ore

grim ore
#

casting it just saying "hey this human is matt" instead of "hey this is a human" you still need to know EXACTLY what human you are talking about

potent bridge
#

I get that.

#

I can never understand how to get the reference sometimes though

grim ore
#

that is step #2 and 3 above

thorny sedge
#

@grim ore btw I didn’t realize u were the WTF guy haha I’ve used those twice that’s so cool thank u

grim ore
#

what is that item you want to get a reference to? it has to exist somewhere right?

#

can you identify that exact item, not just "hey its a door" but "hey its that door right there"

potent bridge
#

Yeah.

grim ore
#

then where is the door?

#

how did the door get there. who needs to talk to the door and when?

#

design time for both answers? make a public variable.

potent bridge
#

But heres the thing mathew, you can swap out multiple weapons. Reading the data only when its picked up is going to cause issues.

grim ore
#

thats why i read the data when I need it from the weapon

potent bridge
#

thats why I suggested the "Get Attached Actors" method.

grim ore
#

I have an actor component in my character called left hand

#

I just ask the left hand for its animation when I need it and it gives it to me

#

its always going to be accurate since I ask it when I need it

calm bough
#

I watch your tutorial videos all the time

grim ore
#

for you at some point you are going "hey this weapon I have a reference to, attach yourself" and that reference is what you use to talk to it. at some point you lose the weapon? then you make the reference nothing. You get a new weapon? guess what you have that reference again.

potent bridge
#

Ohh that makes sense.

#

So even just switching it out in inventory, I know what I want to attach anyway, and I can promote that to a variable.

grim ore
#

yep if your going "hey item in this slot, your now in the inventory" and that item was in a weapon slot you now can make the reference to current weapon nothing. You swap into that weapon slot? make that reference equal to that weapon now

potent bridge
#

Only thing I'm thinking, would I have to do this for literally every single weapon type? I know you can cast to a class, but thats not quite multiple weapons.

grim ore
#

dont cast, interfaces

#

casting is bad

potent bridge
#

Like, I have a Sword BP, A Bow BP, A Greatsword BP.

grim ore
#

casting means you arent planning ahead

potent bridge
#

Ah yeah, BPI works.

grim ore
#

interface has "get weapon damage" or "get weapon stats" and your blueprint has it and it returns that info

#

doesnt care if its a sword or a teddy bear

thorny sedge
#

@grim ore any decent interface tutorials?

grim ore
#

technically if you had a base "weapon bp" class that had the stats you could cast to that weapon bp instead of the "sword" or "shield" but really.... interfaces

potent bridge
#

I'm sure Mathew has a tutorial on his channel regarding BPIs

grim ore
#

it feels really weird when you start separating stuff but a well planned out system is great to work with

potent bridge
#

Well, I was initially planning on storing the damage weapons as instance editable values so each weapon can be modified for balancing.

#

Not even a weapon of the exact same type is going to share the same stats.

grim ore
#

i have 2 hands. main and off. i have weapons that use one or two hands. each weapon knows what it can do damage wise and what animations it should play. the player just goes "hey main hand do you have something?" when it attacks and if it does it goes "hey main hand, thats awesome. so uh I want to play the first animation in this combo can you do that?" and the weapon goes "sure here is the animation" and then the animation plays and i might go "hey weapon whats the next attack in the combo" and the weapon can go "hey I dont have any more, reset the combo" and the player goes "cool, thanks for the info" It can even handle two handed weapons since they go in the "off hand" and when its going "hey mian hand do you have something?" and it goes "no i dont" the player then asks the off hand for the same info.

potent bridge
#

So if I'm thinking correctly, you can make a BPI to get all those weapon stats and send them to the player.

grim ore
#

yep if using stats you can have a bpi function that returns back the stats when the player asks or the inventory asks or the stat screen asks or whoever like even the damage calculation function can just ask it

potent bridge
#

I just remembered functions can take inputs so that helped the cause.

grim ore
#

just eventually it seems weird with everything talking to everyone and it not all in one place but thats good

potent bridge
#

So a weapon can store what animations the player is allowed to play as well huh?, along with the damage, durability, what ability it has (and therefore the animation it should play.)

grim ore
#

if its data no reason it cant store it

potent bridge
#

Now I'm starting to understand BPIs a bit better, yeah, defo better than casting.

somber rover
#

well..i made some type of progress. i went around on the behavior tree just checking and unchecking different things and the AI kinda attacks sometimes now

potent bridge
#

I need to go review my maths at some point, trig and quadratic equations especially.

grim ore
#

maaaaaths..... soooo much brain hurting

potent bridge
#

(I don't know how I've gotten this far without remembering them tbh.)

#

Glad to hear that programmers don't always like maths.

grim ore
#

one unique actor per weapon because thats the way I wanted to do it, but no reason it couldnt all be data in a data table

potent bridge
#

I see.

#

I've never used data tables actually. Need to look into those.

#

I also must ask, what are some good uses for C++? I'm in the programming side of games dev, but I feel like I've gotten WAY too comfortable with blueprints, that my text-based code knowledge might be slipping.

grim ore
#

and while it might look funky all this does is get the next animation from the current weapon

#

and with a setup like this any weapon can have any number of attacks in its combo and the system just "works"

potent bridge
#

Yeah I see the logic behind that.

grim ore
#

and it falls back to asking the right weapon if it has montage in the case left hand is non existant (so perhaps a 2 handed weapon or no weapon at all)

#

I dont use C++ if I can help it. It has its good points. Most people dont need it (most people dont make large projects or even finish anything). If you need it you will know.

#

some people just try and jam C++ into the engine to do everything and its not designed like that. BP and C++ should be used for whatever they are best at

potent bridge
#

This project is a side thing to do while I do other coursework, or when I'm bored.

random forum
#

Anyone know how to turn off friend requests in the launcher? I just wanna ue4 dev. I don't use the launcher to play games. I don't want friend requests.

grim ore
#

like why make this weapon actor in C++ when I can do it in BP and visually see all of the parts

potent bridge
#

BPs are snips of C++ code essentially if I'm right?

grim ore
#

every Blueprint has C++ behind it

#

if you do something in blueprints and you like it enough to move it to C++, its not hard at all just to 1:1 the code

#

so if you learn the engine with blueprints all of that knowledge of how it works transfers

potent bridge
#

Urgh, seems like most people at the University I'm going to prefer Unity, its going to be a bother jumping back into C# after using BPs for so long.

grim ore
#

it is but eventually you get back into it, plus later this year BOLT will be integrated into the main release and you can get your Visual stuff back

potent bridge
#

Well. It depends on how many programmers are in the group.

#

Since most of the work is all group project stuff.

grim ore
#

well if they adopt bolt 2 which is supposed to support VS <-> C# then you should be fine

#

if not wack them on the head since its just another tool and it works fine with their grandpa code

potent bridge
#

It's an awesome course as you're put into a games dev like environment from Day 1.

grim ore
#

sounds like fun

potent bridge
#

See, I don't mind C# on its own, but Unitys UI, Come on, its so clunky to me.

#

Can't ever find what I wanna find.

#

I mean I'm still gonna look into C++, could be useful someday.

grim ore
#

yep should just use what you need when you need it. hard core math or functions, sure toss it in C++. some basic structure, sure toss it in C++. expose it all to blueprints so your UMG can handle it, sure why not. its all harmony

potent bridge
#

By the way, you attended GDC. Did you do a presentation or were you just there as an audience member?

thorn hazel
#

@grim ore Just a simple question about your experience in specific regarding UE4 running on Linux. Have you tried it/done it?

ember token
#

Modifiying rendering code in source code version
Why new function defined in ush files are not available in .usf files?

#

While other existed functions work ok

woven basalt
#

Hey guys I'm new to this server and I wanted to ask a question about game Dev. So far I've made a simple endless runner and a little first person game using blueprints by following tutorials so I have some basic knowledge in unreal. So my question is, what are the basic steps you need to take to make an adventure story game? For example, Step one, make health and HUD, step two, level design etc etc.. Previously I've been following tutorials but this time I wanna do it on my own but I'm a little lost on where to start and how to go about doing it. Thanks in advance.

light thunder
#

If you reference the same texture that another material is using, and they are both loaded in the scene, it only counts against your texture memory loaded ONCE, right?

plush yew
light thunder
#

check out udemy or the unreal official courses too

woven basalt
light thunder
#

make a first person shooter or third person shooter will still give you the skills to make an adventure game, mostly those are differently just because it uses a different camera setup and gameplay mechanics

plush yew
woven basalt
woven basalt
plush yew
#

There are two aspects to games for me: Mechanical aspect(The logical part that goes into a game) and Artistic aspect(The emotional part that goes into the game). Tutorials often focus on the mechanical aspect and thus games that strictly follow a tutorial are not very artistic.

plush yew
woven basalt
#

That's true yeah, I gotta watch specific tutorials on level design to get better at it

woven basalt
#

I'm just assuming what it means because tbh I've never heard that term

plush yew
#

It is the basic thing that the player of your game is going to spend his time doing.

woven basalt
#

Ah so like health, sprinting, inventory system and so on?

plush yew
#

Not really

woven basalt
#

Oh crap then I'm kinda lost then sorry

plush yew
#

Think about Super Mario bros.

#

This gif shows Mario's core gameplay loop pretty well.

woven basalt
#

Killing enemys and collecting power ups?

plush yew
#

And traversing yes.

woven basalt
#

Ah okay now I get it

plush yew
#

Mario Runs----->Kills enemies------------->Gets Powerups-----------
^----------------------------------------------------------------------------

#

See a loop

woven basalt
#

Ohh I see

plush yew
#

Everything else is tacked on top of this loop

#

this loop is always a good place to start development

woven basalt
#

That's actually really helpful, thank you!

plush yew
#

You are welcome, feel free to contact me if you run into problems.

woven basalt
#

I will, thank you and to the other people who helped me :)

potent bridge
#

@woven basalt Similar to mechanic cycles as well, another good thing is if your mechanics lead back to your central idea, take RPGs. You attack to kill stuff, you upgrade your weapon to kill stuff. You buy new weapons which you then use to kill stuff, You gain XP to get stronger and kill more stuff, you use combos to kill stuff faster (so you can kill more), Make sense?

#

At least, thats a basic example my tutor showed me, but its great for planning your game.

grim ore
#

@thorn hazel I have and it’s usable but not first party for the editor. I’ve done it on a chrome book and on an intel pc. Biggest issue is needing Vulkhan support in newer versions since they are trying to deprecate OpenGL.

#

@potent bridge I’ve never presented at gdc proper, just a guest but I did present one year at the epic learning summit which was fun

woven basalt
thorn hazel
# grim ore <@451730408636416000> I have and it’s usable but not first party for the editor....

Hi, thanks for replying. Can you explain what do you mean by "not first party for the editor". I'm more of an artist then a programmer. I understood the rest.

I'm currently using Fedora 33 workstation edition linux under VMware, and I do have a AMD GPU, so vulkan support is there both in software & hardware levels. What I'm curious is the benefits of using Unreal Engine on Linux. I would also like to explore installing it on FreeBSD (since I use that more than Linux).

  • I'm assuming a noticeable increase in performance for the same level of hardware resources due to native C++ support, in my future projects.
  • Have you had any other major issues while using it on Linux? I'm assuming there shouldn't be many that need a workaround. Since Linux is officially supported.
  • Potential other long term benefits.

The other thing is I'm just moving away from Windows completely.

grim ore
#

@thorn hazel while it’s officially supported it’s not as supported as say windows. That’s what I mean by it’s not first party for the editor. The Linux community for the editor and engine are small and since most of them are using Linux they are tech savvy enough to usually fix any issues they run into. In terms of performance I wouldn’t expect it to be any better on Linux compared to windows just simply due to more people supporting windows for both software and hardware.

#

In the end say a bug crops up in windows and in Linux with the same severity. The percent of people who report it to epic would be skewed favorably for windows as more user base so more potential for the issue and more crash reports. When epic is triaging the engine and fixing things the windows issue may end up getting higher priority just simply due to it being noticed easier. Add on things such as most dev environments are probably windows and VS at epic just due to the market share.

thorn hazel
grim ore
#

You can look for normal meshes in fbx format to do that. There are a few model stores out there or look for kitbash kits. @jolly anchor

#

@thorn hazel there is a Linux channel here and there are the forums.

thorn hazel
#

I see.. I really didn't notice the linux channel since I haven't had that much use for it till now. Thank you again, it helps a lot bro πŸ™‚

velvet magnet
# plush yew Do you know what a core gameplay loop is?

It is interesting with unreal engine as the core gameplay loop is very abstracted. Took me forever to figure out initially because I initially tried to approach it with the smaller game engine approach of "let me try and program directly to it" when that is not really what you are supposed to do at all

thin tendon
#

Does anyone know what the best method would be for blending decals with the surface underneath? I tried making mine slightly transparent so you can see the details in the surface underneath but this fades the color of the decal way too much.

light thunder
#

Is it possible to change any parameter from a material instance from INSIDE Details panel of say, a static mesh

thorny sedge
#

@light thunder try β€œcreate dynamic material” and that vein of nodes. I forget exactly all the nodes or I would just tell u

#

Create material instance??

shadow oak
#

@grim ore ive tried market place abandoned factory, downtown west modular pack, modern city down town

plush yew
#

how can i use als v4 camera system for crosshair ? im trying to make shooting but i can't get als camera system Thanks πŸ™‚

wary wave
#

you'd be best asking that in whatever support channels exist for that marketplace asset

light thunder
#

Why is this particle so downplayed when I play (technically simulate mode) (the simulation mode is in the beginning, then you can see I end play and go back to editor where flames are normal

#

huh, it seems like simulate's limitation is on particles?

plush yew
#

hey guys why i cant change Lightmap Coordinate Index to a specific mesh ? do you know how can i solve this problem ? thank you in advance ❀️

timid spade
#

ive just converted from true third person to first person/3rd person viewmodel mix

#

but my first person viewmodel cannot look up or down, just side to side

#

how would i go about fixing that

fallen orchid
#

anyone else missing the default templates in 4.26.1?

#

I didnt see anything on google

loud panther
#

Hi may I ask a Question?

plush yew
loud panther
#

Has Anyone Tried Rendering out 16k Video?

#

I wonder if RTX 3090 will be enough to do such Thing

plush yew
#

Can 3090 handle 16K?

wary wave
#

can anything?

fallen orchid
#

better question y 16k

wary wave
#

not to mention the disk space needed for uncompressed 16k video would be insane

loud panther
#

For 3dof 360 Video

#

that's a big problem too

rose cloud
#

Anyone know if you. can use SceneCapture2D to render live 3D inside a UI, in such a way that the "scene" you use doesn't have to be part of the main level scene?

#

I want to display live 3D in a UI menu and it should work regardless of what level you're in

wary wave
#

one second of 16k video (ignoring audio) at 30fps = 15.2GB

loud panther
#

I may buy some Hard Drives

#

I am wondering about the VRAM

#

if RTX 3090 Can't I would have to get Quadros

plush yew
#

You can do upto 8k I think.

#

I think 16k will be possible, but would need some fiddling.

loud panther
#

Ok Thanks

lapis bronze
brittle tundra
#

hey there don't know where to post this... Is it usefull to async load a LEVEL/MAP before opening it ?

inner cloak
#

i have a mesh that i want to have in 10 colors .. is it better to use 10 mesh and apply the material on each or is there a way to just change the material when needed ?

honest lily
#

hi guys

#

guys

#

how can i play the death animation only once

#

i want my player to stay on the floor

inner cloak
#

is there not a "do once" node ?

honest lily
#

i tried it but when it does the montage he wakes up

plush yew
#

Loop is most likely enabled πŸ™‚

honest lily
#

oh

#

let me check

#

well

#

where can i find the loop

#

i went to the animation

#

but

#

there is not any loop

inner cloak
#

Must be a setting in your playanim ?

honest lily
plush yew
#

Let's see the settings on your montage itself

honest lily
inner cloak
#

Oh, your condition is wrong i think.. you use "<" instead of "<="

honest lily
#

i tried that

#

its the same

inner cloak
#

strange

honest lily
#

i cant find the loop thing

plush yew
#

Now let's look at the tab next to it, the animation blueprint settings

honest lily
#

this is my third person character's blueprint

plush yew
honest lily
plush yew
#

Assuming I'm not sending you on a wild goose chase ,The setting should be somewhere in your animation blueprint, maybe if you take some time to sift through your animation sequences and see if any of them has something similar to the picture πŸ™‚

#

due to logistical reasons, I don't use montages, but only sequences. I'm not sure if there is a significant difference between them...

honest lily
#

i cant find this because i havent put it in my animation blueprint

#

because its animation montage

plush yew
#

having something like supercollider inside unreal is too advanced regarding programming skills?

#

I mean, a GUI that you can type the commands to control the server.

stark ledge
#

It's perfectly possible, but depends on your personal programming skill level πŸ™‚

#

You'd need to develop a new plugin and integrate the library that way, then expose the relevant bits to BP

kind void
#

Does anyone have a β€œclubhouse” invite to spare? I’m a game dev character artist who would love to exchange tips/advice for one. Sorry if this is the wrong place for this. Thank you.

arctic flame
#

Hi all, I have an orthographic camera that I use when I open my mini-map. I want to have touch controls like in Google Maps where I can drag the map around using one finger/mouse cursor.

How can I convert the screen-space touch locations into world-space so that I can accurately move the camera/the map under the finger?

sick plank
vestal goblet
#

okay, i've been kinda getting by but i really need to know, how do i cycle between the different tools? (landscape, geometry etc)

sick plank
dire remnant
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quick question where is the setting to change this directory?

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I don't want anything on my C drive at all really

sick plank
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when u create a new project u have to select a new directory.

dire remnant
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this is the not the project directory

sick plank
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i think if u reinstall the unreal in the another disk will work

plush yew
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Unreal ties some user folders as temp folders. You can create symlinks to another hard drive. You can search online for how to do this kind of folder redirection @dire remnant

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And redirect the folder it's complaining about to your different hard drive, At the software level the unreal engine will not know the difference πŸ˜„

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@arctic flame If you look at the player controller class from the Top-down template, there is a MoveToTouchLocation that should give you some ideas...

dire dirge
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Hey guys! Wanted to ask if there is a plugin that lets you remove unused assets from a project. But I want it to have the ability to choose a specific folder from which I want to remove them and not from the whole project. Thanks!

dire remnant
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@plush yew thanks i think this is the one.

crimson lake
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hello dear legends of unreal slackers

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r.setres does jackshit when you build the game

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can anyone aid this poor man who has to pitch his project in 4 hours

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in how to set resolution in a built game

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god bless

scarlet birch
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"Game User Settings"

sick plank
plush yew
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@sick plank Can you confirm you have NavMeshBoundsVolume in your level, and your pawn is inside it. Also enable navigation and see if the green stuff pops up

plush yew
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why am I getting this error although I already included the #include "GameFramework/Actor

frail portal
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Is it possible to downgrade my version from 4.24 to 4.22? I have my reasons but asking if it's possible?

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Blueprints

fierce tulip
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nope

clear shard
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Can you migrate all assets to previous version?

fierce tulip
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wont work

clear shard
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Damn

frail portal
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Ugh I don't mean to be an ass but it wasnt epic of epic to remove html5 from ue4 4.24 onwards that I gotta do the super complicated method

fierce tulip
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i can understand that sentiment

frail portal
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I'll do it in batches then

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Install the stuff like python and git and visual studio code

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I'm just half happy a company's willing to pay to showcase my game as long as it can be played on browser lol